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enter sandman  :roker
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Presente!!!  :howdy
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SOW Waterloo Multiplayer Saturday 10/04/2021 at 20:00 GMT




Immersive, friendly session.


Played with full fog of war.





********************************
**                    Notes                      **
********************************
SOW Version: Waterloo 1.03
Largest command: Corps
Smallest command: Brigade
Mission Duration: 180 minutes
Minimum number players: 2
Time (local): Click here
Teamspeak  IP: 104.153.105.2:35200  Please wait in lobby for access to other areas.
Room: Scourge Of War


Extra Notes:
•   TIME LIMIT: 01.30 a.m. GMT at the following day, if no different agreement has been made by the participants.
•   The room will be open at 20:30 GMT for preparation & mission setup
•   House rules: Click here
•   HITS system
•   Courier orders
•   Bare map. Full F.O.W.
•   No voice during game (comms by courier only). It's possible to talk to nearby commander using TS whisper list or moving in a dedicated room

Mods required:
•   DOW Community Toolbar V8: This will be provided.
•   If an updated mod is required you will be sent a link via pm

Player Skill/Ability:
•   Must be proficient Using HITS
•   Have a good understanding of UI


Commanders and leaders:
Biondo
Colbert
5
Games Discussion / Re: Armored Brigade Is Officially Announced!
« Last post by Asid on Yesterday at 12:01:46 AM »
Armored Brigade MOD 1943
8 April 2021




As acclaimed as Armored Brigade is, it takes something really special to make it even greater, and the promising and straightforwardly titled mod “Armored Brigade 1943” by user KarlTaco does just that.

Similarly to the title’s recent third expansion pack Czechoslovakia - Netherlands, and KarlTaco’s previous work Factions Plus with astonishing 13 new non-European factions, AB1943 also delivers fresh armies and battlefields to Armored Brigade’s growing menagerie of content. Unlike the nation pack however, new mod carry us outside of the Cold War, directly to the largest military confrontation in human history: the Eastern Front.

Over the course of four years, more than 400 Red Army and Axis divisions clashed in a series of operations along a front that extended for more than 1,500 kilometres. It was by far the deadliest single theatre of the European portion of World War II with up to 15 million military deaths combined on the Axis and Soviet sides, and the additional civilian loss of life ranging from about 14 to 17 million.

The fighting on the Eastern Front was terrible, incessant and brutal beyond belief as both sides fought with demonic fury. The conflict encompassed the largest armored clash in history (Battle of Kursk) and the most costly siege on a modern city (nearly 900 days in Leningrad), as well as scorched earth policies, utter devastation of thousands of villages and towns, and countless atrocities attributed to both sides.


Soviet Guards heavy tank regiments used the IS-2 extensively in the assaults on the fortress cities of Budapest, Breslau, and Berlin. These vehicles featured thick white stripes for quick identification by other Soviet tank crews.

As colossal as the conflict it tries to faithfully portray, AB1943 comes with over 500 unique and accurately researched units and aircraft, and it offers players a reason to play Armored Brigade with a level of quality that makes it easy to forget it isn't an official expansion. In addition to the novel time frame, changes to gameplay and overall enjoyability feels incredibly understated. A particular focus is provided to the infantry combat, more so than vehicle-centric Cold War. Infantry can move slightly faster, and are marginally more vulnerable, resulting in a more dynamic small arms skirmishes. Tanks can now be extremely intimidating steel beasts, if you can only confront them with a handful of satchel charges and flamethrowers, but in turn they are very deficient in vision and range compared to more technologically advanced successors. Radios are less common, especially for Soviet units. To compensate for the sake of the player, all order delays are slightly shorter.


In World War II Germany's doctrine of mobile warfare dominated the battlefield. By trial and error, the Germans were the first to correctly combine the strength in tanks and in mobile infantry and artillery. This integration of mobile units, equipment and tactics underpinned Germany's successes in the first half of the war. As the war dragged on, the Allies sought to emulate German tactics but German armies remained supreme in this type of warfare until their losses had seriously degraded their capabilities.

Another novelty are motorized units, with trucks, jeeps and Kübelwagens. Wartime organisations, individual weapons (including the designations) and their characteristics have all been adjusted to provide an authentic and unique approach to World War Two experience that haven’t been seen on the wargaming scene for a long time, despite an abundance of titles.

The mod currently comes with three factions (regular Red Army, Guards units and Wehrmacht) but more are planned, inclusive of Western Allies. The time span, also scheduled for expansion, currently covers the period from summer of 1943 to the end of the war. Until the autumn of 1942, the German army was consistently victorious. Europe was under the German domination, from France in the west to the Volga River in the east; from the Arctic Circle in Norway to the shores of North Africa. The battle for the city of Stalingrad proved a decisive psychological turning point, ending a string of German victories in the summer of 1942 and beginning the long retreat westward that would end with Nazi Germany's surrender in May 1945.


The 88mm Flak 36 was an anti-aircraft weapon that also functioned as a superbly effective anti-tank weapon. Few weapons developed a more deadly reputation, with long reach and lethal hitting power making it a significant problem for every type of armour.

The Soviets also bring a respectable air force and truly fearsome artillery to bear, and so German players have to be careful when committing to an offensive, particularly in the later phases of the conflict. Compared to the Cold War, the battlefield is less lethal and slower paced at long distances, but offsets with brutal and intimately close combat.

Overall, this mod brings a lot of novelty to the Armored Brigade, and it might even tackle the curiosity of those who prefer modern warfare. Being a massive effort, it certainly deserves abundant praise, particularly since it was made by a single man. And I am sure he will gladly accept any feedback or suggestions, which certainly won’t lack given the number of World War Two enthusiasts out there.


One-Oh-Nine: Messerschmitt's killing machine hunting down a Soviet Il-2 Sturmovik.


More information and download links can be found on the Armored Brigade Steam Workshop and on our dedicated Forum[/url]


6
Games Discussion / Re: Tactical Troops: Anthracite Shift
« Last post by Asid on April 08, 2021, 11:38:30 PM »
7 Days Left
Thu, 8 April 2021



OK, things are getting serious! We are a week away from the release of our #indiegame and it's time to answer one important question: are you going to play Single or Multi?

7
Games Discussion / Re: First Feudal
« Last post by Asid on April 08, 2021, 11:36:47 PM »
First Feudal leaves Early Access, 1.0 is released!
Thu, 8 April 2021



First Feudal is released, which means that it is no longer in early access! Thank you to everyone involved for these 4 years of development, for bug reports, suggestions and their discussions, for the joy of pleasant reviews and tears from angry ones, for streams, articles, help, and just for playing and passing this way with us https://steamcommunity.com/sharedfiles/filedetails/?id=2090141856&snr=2_groupannouncements_detail_ ! But we are not going to stop there and our team is already preparing the next update for you! Hooray! :)

Main features:

- Three victory goals (scientific, military, and economic)
- New events, including lore events
- Ironman (game mode with only one save which automatically will be erased after the feudal lord's death)
- Map (available in the game menu)
- Game statistics
- Five new science upgrades
- "Mini-games" for mining, felling, and farming which makes these activities more fun and effective for players
- Rebalanced enemy events:
•   Frequency of enemy events is slightly decreased
•   Amount of enemies is slightly increased
•   Enemies evolution speed from the bronze to the steel age is decreased
•   Enemies difficulty cap is increased
•   Difficulty of caravan events is increased a bit in the early game and decreased in the late game

- Six new buildings:
•   Autonomous Drill
•   Autonomous Smelter
•   Mint
•   Bronze Defender (reduces enemy events frequency)
•   Bronze Knight (increases enemy power and reward)
•   Stone Pillar (useful for making a roof in big houses)

- Added French localization

Minor improvements:

- Added debris on the map which can be dug to get resources
- Added six new achievements and refactored some old achievements (achievements that required at least 100% difficulty now require Ironman mode). Also, amount of the chests for "Greedy" achievement is reduced from 100 to 50
- Added sounds for crafting on many workbenches
- Crafted items trying to get in the nearest peasant's inventory with higher priority than in the player's inventory
- Updated in-game encyclopedia
- Armor of all helmets is increased by 20%
- Durability of all breastplates and helmets is increased by 50%
- Changed chances to hit different part of body/armor. Helmet: 15% => 23%, breastplate: 55% => 36%, leggings: 20% => 25%, boots: 10% => 16%
- Improved icons for displaying enemies, beasts, and selected allies outside of the screen
- Improved displaying of the resources searched by LMB in the resources menu
- Improved chests and barrels filter interface
- Reduced needed amount of wood for part of smelting recipes
- Added small icon for items in the trade good's selection screen. This icon shows is good's price lower or higher than the base price
- Added new hotkey (Home by default) for showing the main character (in the strategic mode) or for showing the direction to the main square (in the default mode)
- Bed's happiness is not displayed on the decoration map anymore (but the happiness bonus from sleeping in the bed remains the same)
- Added notification for buildings with blocked interaction point
- Prolonged craft buildings automatically switch to the first group after building and use recipes for this group
- Slowed down price rising for goods with changing price
- Price can't fall lower than 20% of the base price or rise higher than 1000%
- Stack limit removed from goods in trade tent - all resources of the same type stacked in one slot
- Improved "Trader" and "Masking The Village" traits
- Trait "Light-footed" no longer gives immune to slowdown from traps. This ability moved to military bonuses
- Added icon for disabled crossbow trap
- Added crafting time info into recipe description
- Farmers won't harvest farms if the crops amount in storage is higher than the limit set in the farm menu. Previously this limit checked only before farms planting
- Frequency of spawning new trees is increased
- The settings for mountains and water amount for map generation changed to the humidity setting
- Added random rotation angle for spawned enemies
- Rotation angle of peasants and enemies is now saved
- Updated game credits
- Improved fonts quality

Bug fixes:

- Fixed an issue where traders didn't pack item if it was stored in the chest with zero priority or if the path to the chest was blocked
- A trader can pack not full stacks now
- Fixed an issue where a player could walk through the tower
- Fixed an issue where farmers couldn't plant trees if a farm blueprint was made before save-loading
- Fixed a crash that could occur sometimes after felling the tree which is cut by peasant-feller at this moment
- Fixed an unstable crash caused by the death of a peasant while an enemy with a bow was aiming at this peasant
- Fixed an issue where buying goods with trade tent didn't affect its price
- Fixed an issue with frequent refreshing of the peasant's inventory which caused the closing of the trait interface while the player choosing which trait to learn
- Fixed a blink of trait button after player opens his inventory
- Main square can be covered by roof now
- Fixed an issue where the priority of the ranged weapon was significantly lower than melee weapon priority for the militia
- Fixed an issue in multiplayer game where craft animation and progress bar could still be displayed on one client when peasant's profession was changed by another client
- Fixed an issue where the recipe list was refreshed only after closing and opening craft interface if another player researched a science with new recipes
- Fixed an issue where hunters continue to follow a wild animal for a long time instead of going home
- Fixed an issue where some tutorial quests required to do a task again
- Fixed an issue where merchant with a cart was displayed in the same place for a long time with moving animation
- Fixed an issue where a player could collect resources from an animal while moving
- Peasants without selected profession can eat and sleep now
- Arrows don't hit knocked down targets anymore
- Fixed an issue where corpses disappear after 30 seconds after loading
- Enemies stop a moving animation after getting a stun now
- Fixed an issue where the icon for peasant-archer which goes to the tower wasn't displayed
- Fixed an issue with pathfind where enemies stopped on peasant's corpse instead of continuing the attack
- Fixed an issue where trader couldn't retreat after getting a hit by an enemy
- Fixed a rare issue where resource amount displayed by thieves event was higher than the actually stolen amount of resources
- Fixed a rare issue where bow attack animation was stopped if peasant's profession was changed during the attack and this peasant couldn't change his weapon after that
- Added more conditions for enemies spawning point so they won't retreat through mounts or water anymore
- Fixed an issue where enemies could retreat with dash speed bonus if they were start to retreat while dashing
- Death sound doesn't play after enemy retreat anymore
- Fixed hp bar displaying for some buildings
- Fixed an order for displaying trade tents, merchant tents, and corpses
- Fixed an issue where deactivated traps image changed to the image of activated trap after loading
- Fixed an issue where crossbow trap didn't spend arrows for shots
- Fixed the "Highlander" trait. Now it restores 50% of player's health
- Fixed the "Masking The Village" trait. Reducing of enemies event frequency was not so effective as written in the description
- Fixed an issue where peasant didn't get "Rest" buff during the sleep
- Fixed an issue where loot could be displayed on the ground after it actually disappears
- Fixed an issue where sheep's wool could display for recently spawned sheep without wool
- Fixed an issue with cursor displaying while ordering to attack or to move for selected peasants
- Fixed an issue where some tips were displayed too often
- Fixed an issue where sound of working craft bench could remain on the old place after relocating this craft bench
- Ambient sound stops while an event or game menu is displayed
- The music volume is changed right after changing it in the Settings (previously it was changed only after applying setting changes)
- Lots of text improvements and fixes

Game settings will be reset to default after the updating.

8
Games Discussion / Re: Heavenworld
« Last post by Asid on April 08, 2021, 11:33:18 PM »
Update 2.52: Optimisation and fixes
Thu, 8 April 2021

Small update with npc optimisation and some fixes

[CHANGELOG]
- Improve: NPC optimisation
- Fix: Mouse could be disappear with some specs
- Fix: Reload loot new day
- Fix: Some AI pathfindings
- Fix: FPS drop after load game

9
Games Discussion / Re: Adeptus Titanicus: Dominus
« Last post by Asid on April 08, 2021, 11:31:49 PM »
04/8/21 Build 1 Update Notes
Thu, 8 April 2021



Hi everyone! A small but important update today.

•   Update dialogue to fix an error.
•   Updated Cinematic Camera to improve brightness.
•   Improved text displayed at the start of Scenario battles for greater clarity.


10
Games Discussion / Re: War on the Sea
« Last post by Asid on April 08, 2021, 11:28:54 PM »
Automated Scouting - In BETA
Thu, 8 April 2021



Scout aircraft can now be launched from ships and assigned a path to follow. Aircraft continuously follow the specified path, returning to their ship to refuel.

Once set up, a scouting path does not need to be managed unless;
- scout is shot down
- ship launching it is sunk or released from command
- the path requires editing or a manual course is desired

Scouts continue to fly at night so as not to require setting up all scouts the following morning.

Any Air Group with 1 member gains access to the scouting UI making it possible to launch any aircraft desired, with or without a payload, and set it up as a scout.
Carrying a payload will reduce the maximum range a scout can fly before having to refuel.


To use automated scouting:

1) Select a ship with aircraft and click the Scout button.




A single aircraft of the first valid type on that ship is launched.
- Cannot launch if ship is currently on Air Op cool down
- Cannot launch if outside Air Op hours (however once launched will repeat path, even after Air Op hours)


2) Map out a path using the waypoint buttons.




Clicking the centre button (ship) will clear the path.


3) Aircraft will continuously follow the specified path.




To opt into the beta:


1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read 1.08d3.

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