Main Menu

Recent posts

#11
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Oleg - September 17, 2026, 09:42:13 AM
My 4-1/A tank sustained critical damage during the second attack. I couldn't leave the gunner's seat, and I think that was the first time I spent the entire match in a single vehicle.
#12
Games Discussion / Re: Shadow Empire : A military...
Last post by Asid - September 17, 2026, 12:00:48 AM
Shadow Empire - Patch Update 1.32.4
Wed, 16 September 2026



Patch Notes 1.32.4 - Full changelist since 1.31a

[b]A new update for Shadow Empire is now live, bringing a range of fixes, improvements and AI adjustments across the game. Here's the full list of changes since last 1.31a:[/b]

DONE 1.32d, version #267
  •         Added safety codes to Public Part Crd Zone income.
  •         Disbanding an Asset Level will not reset Mothball/Closed anymore.
  •         Fixed the planetGen crash with Colossus (very high Zone count (linked to high pop, but also to fragementation))
  •         Fixed Victory Pact Stratagem to give propper too low relation warning *
  •         Major AI can start cancelling a pact even when still Friendly relations now, if too much difference between desired relation (lower) and actual relation (higher). *
  •         Fixed error with PP cost calculations due to Political Body Lack of Support with v1.32c. Was completely off because calling wrong function. This should also fix some political system change decisions popping up too often as the cooldown function was impacted by the same bug.
  •         Some Republica Decisions have very high PP cost due to low Political Body support, this is now added to the Decision Cost in the UI. As there has been some confusion over this.
  •         Decision "<Major Regime> Foresees War" is fixed. *
  •         Major AI Regimes now have to observe the Regime Feat limitations for playing Posture Stratagems.
  •         Engine Design now Impacts Aircraft Max Distance (and Hex) as well as the Dogfight Score. Even worst Engine Design cannot render the Model unviable though. *
  •         Fixed Feudal Code Levelling Up possibility after Level 1. To interpret Senate desire and Oligarchy Score correctly in the formula. Big fix. Was really not functioning as it should.
  •         Improved the Political System Report to also show the conditions for getting to the next Compu Level, Feudal Code Level or Fanatical Level.

DONE 1.32c, version #266
  •         Fixed text overflow with Faction relation changes in UI Vidcom part.
  •         Fixed text choice for MTH
  •         Fixed a bug with production limit of an Asset being reset to 100%
  •         Fixed issue with 2 airbases in same Hex due to new Construction not removing previous asset if it has been downgraded in the time in between.
  •         the rebel governors will now no longer remain on post in now rebel loyalist zones to the previous political system.
  •         adjusted MTH Rumour Stratagem weight from 90 to 9, to be better in-line with other secret service stratagems.
  •         Aircraft Engine Design Score in Models TAB is no longer shown as it is not used in the calculations (for better less frustrating user experience if you wonder why)
  •         9 Stratagems Fixed that give unit feat that had target logic that was more restraining than needed. Including spotter drones. *
  •         Made AI Tech choosing a bit more random on Regular (50% of time random => 75% of the time) and on Hard (0% of time random => 40% of the time random)
  •         Fixed Steal Tech Stratagem
  •         Fixed a bad formula in planetGen to determine AU distance from Star. *
  •         Added skill roll preview for a Decision where a roll was required not by the acting character but by the target character (Accused of corruption)
  •         Fixed a rare CTD caused by AI card play calcs on a Regime that no longer existed

DONE 1.32b, version #265 -add Newton Json DLL (as it is referenced now)
  •         Fixed weird values for modifiers in combat preview due to HUGE qty of individuals participating. The stress test passed now.
  •         Show GR Techs as well, if they are only discovered, but not fully researched in Management Screen > Tech Tab
  •         Mouse over for light tank Model Type fixed *
  •         Might have fixed the PlanetGen error with largest Planet (not 100% sure though as very hard to reproduce on demand)
  •         Fixed a serious scripting engine issue that caused script functions with 1 variable (that contained a formula) to be misinterpreted. Fixed. Directly linked to bug report on Fist Profile effect of Provocation Stragagem.
  •         Fixed Nominations Primacy Law to actually charge you 40PP instead of 2PP for Dismiss.
  •         Added some security code around one of the AI player placements of airbases.
  •         Added some security code around Zone Orders if Zone is not properly configured yet (just conquered)
#13
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Rinix - September 16, 2026, 11:43:26 PM
Here's my screenshots: https://imgur.com/a/HFDonlY

The plan


Enemy recon



The enemy attack begins





Co/A gets involved in the defense



Enemy infiltrators are defeated




Victory
#14
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Rinix - September 16, 2026, 06:11:53 PM
Quote from: Oleg on September 16, 2026, 05:52:08 PMTwo tanks and an M113 platoon for me.
Added.
#15
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednes...
Last post by Oleg - September 16, 2026, 05:52:08 PM
Two tanks and an M113 platoon for me.
#16
Nouvelles et annonces en Francais / Histwar Napoleon Nouvelle vers...
Last post by Asid - September 16, 2026, 05:22:34 PM
Histwar Napoleon Nouvelle version 6-0173
September 16, 2026




Une nouvelle version est désormais disponible.

Vous voulez le lien ? Envoyez un e-mail à contact@hsitwargames.com.


HW:Napo Release: 15/09/26

Le fichier version .txt vous donne toutes les informations sur le numéro de Package et version des programmes.

Release: 15/09/26
    Package:    0173
    SVN:1396
    LGdN    Version Exe:6.217
    Serveur Version Dll:8.217
NU  Shell    HistWar2: 6.002 
Doc Editor    Version Exe:6.200
Map Editor    Version Exe:6.201
OoB Editor    Version Exe:6.202
OoF Editor    Version Exe:0.000
Str Editor    Version Exe:0.000

Ce nouveau package 0173 apporte les modifications suivants:
MAP Edit :  Erreur de sauvegarde de la carte Carte2D.bmp dans le dossier map/carte.
En cas d'affichage erronée dans le jeu, chargez la map dans l'éditeur de carte avant de la sauvegarder.

Jeu IA Grande Tactique.
* Réactivité plus forte
* identification des corps adverses plus précise afin d'engager des combats si nécessaire .
* identifications des lignes de front adverses pour gérer un assaut plus précis.

* Affichage des drapeaux : réglage de la taille en fonction de la distance.
* Affichage des marqueurs État plus visible en carte 2D

* Gestion de la consigne des unités en réserve pour l'ordre de corps de mise en défense. Les unités en seconde ligne restent bloquées.

BUG corrigé : affichage des corps liés (potentiel crash)

Cordialement

JMM
#17
News & Announcements / Histwar Napoleon New version 6...
Last post by Asid - September 16, 2026, 05:13:17 PM
Histwar Napoleon New version 6-0173
September 16, 2026




A new version is now available.

Want the link? Send an email to contact@hsitwargames.com.

The .txt file, located in the game dir provides all the information about the package number and program versions.

HW:Napo Release: 15/09/26
    Package:    0173
    SVN:1396
    LGdN    Version Exe:6.217
    Serveur Version Dll:8.217
NU  Shell    HistWar2: 6.002 
Doc Editor    Version Exe:6.200
Map Editor    Version Exe:6.201
OoB Editor    Version Exe:6.202
OoF Editor    Version Exe:0.000
Str Editor    Version Exe:0.000

This new package 0173 includes the following changes:
MAP Edit: Error saving the Carte2D.bmp map file to the map/carte folder.
If the map displays incorrectly in the game, load it into the map editor before saving it.

Game : Grand Tactics AI.
* Improved responsiveness
* More accurate identification of enemy corps to engage in combat when necessary.
* Identification of enemy front lines to manage assaults more precisely.

* Flag display: size adjusts based on distance.
* Status markers are more visible on the 2D map.

* Management of reserve unit instructions for corps-level defense orders. Second-line units remain locked in place.

* Bug fixed: display of linked corps (potential crash)

Best Regards

jmm
#18
D.O.W. Steel Beasts Wednesday Mission 16/9/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Battle of Alvern by ben


SITUATION:

   Enemy:
   Soviet Mechanized infantry Battalion is approaching the town of Gockenholz to the South.
   Enemy forward detachment  of T64.
   Enemy main body is mix of BMP2 and T64.
   Expected enemy course of action is to perform a hasty attack on OBJ1 the village of Alvern.

   Own:
   3 Platoons Infantry with M113A2 with Dragon and AT4
   1 Platoon M1A1
   Your M1A1
   1 Platoon M966 TOW HMMWV
   1 Platoon HMMWV .50cal scouts
   1 Platoon support units

   Your units are freely deployable between Phase Lines GREEN and RED.


MISSION:

   Defend Alvern until H+45


EXECUTION:

   At your discretion.

   Your units are freely deployable between Phase Lines GREEN and RED.


FIRES:

   A battery of M109 on map Artillery is available with HE Smoke and ICM.
   M109 ammo: 12xHE, 12xICM, 12xSmoke.  Resupply in place.
   3 deployable Priority TGPs are available.


MISSION END:

   - At H+45 minutes.
   OR
   - All enemy AFVs destroyed.
   OR
   - Enemy achieves force superiority in Alvern for > 5 minutes.


SCORING:

   - 60 points for Force Superiority in OBJ1 at mission end.

   - 40 points for survival of your forces. (upto 20% losses will not be penalized).
 


Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A2: Click here

M966 HMMWV: Click here

M1025 HMMWV: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B03 Battle of Alvern v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: 45 minutes
Minimum number of players: 2
Date: Wednesday Mission 16/9/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Complete at 1 tutorial of M1A1, or reading the Wiki pages for M113A2, M1025 HMMWV, or M966 HMMWV.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

66/A M1A1:
65/A M113A2:

M1A1s
1-1/A:
1-2/A:
1-4/A:
1-3/A:

M113A2s
2-1/A:
2-2/A:
2-4/A:
2-3/A:

3-1/A:
3-2/A:
3-4/A:
3-3/A:

4-1/A:
4-2/A:
4-4/A:
4-3/A:

M1025 HMMWVs
5-1/A:
9/A:

M966 HMMWVs
7/A:

Supply
10/A:


Any position:




Mission discussion Click here
#19
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday ...
Last post by Rinix - September 16, 2026, 03:45:54 PM
D.O.W. Steel Beasts Wednesday Mission 16/9/26 @ GMT18:00


This scenario is a simulation and does not have any political message.



Battle of Alvern by ben


SITUATION:

    Enemy:
    Soviet Mechanized infantry Battalion is approaching the town of Gockenholz to the South.
    Enemy forward detachment  of T64.
    Enemy main body is mix of BMP2 and T64.
    Expected enemy course of action is to perform a hasty attack on OBJ1 the village of Alvern.

    Own:
    3 Platoons Infantry with M113A2 with Dragon and AT4
    1 Platoon M1A1
    Your M1A1
    1 Platoon M966 TOW HMMWV
    1 Platoon HMMWV .50cal scouts
    1 Platoon support units

    Your units are freely deployable between Phase Lines GREEN and RED.


MISSION:

    Defend Alvern until H+45


EXECUTION:

    At your discretion.

    Your units are freely deployable between Phase Lines GREEN and RED.


FIRES:

    A battery of M109 on map Artillery is available with HE Smoke and ICM.
    M109 ammo: 12xHE, 12xICM, 12xSmoke.  Resupply in place.
    3 deployable Priority TGPs are available.


MISSION END:

    - At H+45 minutes.
    OR
    - All enemy AFVs destroyed.
    OR
    - Enemy achieves force superiority in Alvern for > 5 minutes.


SCORING:

    - 60 points for Force Superiority in OBJ1 at mission end.

    - 40 points for survival of your forces. (upto 20% losses will not be penalized).



Dogs Of War Vehicles: (in mission)

M1A1: Click here

M113A2: Click here

M966 HMMWV: Click here

M1025 HMMWV: Click here






********************************
** Notes **
********************************
SB Version: 4.3103
Mission Name: B03 Battle of Alvern v2.0.0
Created by: ben
Available at: https://www.steelbeasts.com/files/file/2962-battle-of-alvern-4265/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Company
Smallest command: Crew Position
Mission Duration: 45 minutes
Minimum number of players: 2
Date: Wednesday Mission 16/9/26
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•    Complete at 1 tutorial of M1A1, or reading the Wiki pages for M113A2, M1025 HMMWV, or M966 HMMWV.
•    Working knowledge of Comms procedure.
•    HAVOC designated members and Red Alert.
•    Our goal is to have the DOW session more immersive and realistic.


Manning list:

66/A M1A1: Rinix
65/A M113A2:

M1A1s
1-1/A:
1-2/A:
1-4/A: Oleg
1-3/A:

M113A2s
2-1/A:
2-2/A:
2-4/A:
2-3/A:

3-1/A:
3-2/A:
3-4/A:
3-3/A:

4-1/A: Oleg
4-2/A:
4-4/A:
4-3/A:

M1025 HMMWVs
5-1/A:
9/A:

M966 HMMWVs
7/A:

Supply
10/A:

Any position:

#20
Games Discussion / Re: Drone Sector : futuristic ...
Last post by Asid - September 16, 2026, 12:19:11 AM
v0.3.0 - Spotting & Accuracy
Mon, September 14, 2026



Spotting & Accuracy
One of the biggest issues infantry has had in Drone Sector is dying too quickly. In some situations that makes sense. They aren't super soldiers, and if a shell lands next to them, they will probably die.

The problem was broader than that, though. In infantry-to-infantry firefights, entire squads could get wiped out within seconds, even at ranges over 100 meters. A big reason was that infantry effectively always hit their shots and dealt considerable bullet damage. The system did not really account for the fact that most shots in a firefight should miss.

The new system has a few layers to it.
Before any shooting happens, units first have to spot potential targets. Previously this was mostly just a line of sight check. If an enemy was visible and within a certain distance, they were spotted almost immediately, regardless of what the target was doing or how visible it actually was.

Now line of sight is only the prerequisite. From there, visibility depends on the target itself. Moving units are easier to detect, while prone and stationary infantry are harder to spot. Large vehicles are naturally much easier to see than individual soldiers. Firing a weapon also makes a unit much easier to detect for a short time.

Spotting also depends on the observer. A stationary unit can focus more on watching its surroundings, while a unit on the move takes longer to detect targets.

This also gives me more room to differentiate units in the future. For example, troops with NVGs could spot enemies faster at night, while suppressed weapons could make firing less revealing.
Once an enemy is spotted, accuracy uses a separate but similar system. The longer a target has been observed, the easier it becomes to hit. Firing at the same target also gradually improves accuracy against that specific target. If an AT crew misses its first shot at a tank, it should have a much better chance of landing the second one.

Movement matters here too. Moving targets are harder to hit, and firing while moving reduces accuracy.

Overall, a squad holding a position should now have a real advantage over an enemy approaching it. The moving troops are easier to spot first, while the stationary squad has more stable aim and more time to observe them.

There are a lot of variables involved in these systems, so getting the balance right will take some time, testing, and player feedback.

Background Work
Besides the bug fixes, smaller feature additions, and the larger visibility changes, there has also been some less visible background work.

For example, I created my own procedural road generator. Previously I used a plugin, but it had several issues that kept bothering me. It was tedious to work with, visually quite limited, and recently started causing navigation problems around road junctions.

The new system gives me much more control, the roads look better in my opinion, and they are considerably faster to work with.

I've also spent some time looking into externally configurable unit stats.

Balancing the game takes a lot of work, and it is probably impossible to find one balance setup that feels perfect for everyone. Allowing unit stats to be modified outside the game could make it easier for players to experiment with their own balance setups, while also making it easier to test different values and provide useful feedback.

This is still experimental and there is a lot of work left before it becomes something properly usable, but I now have a much better idea of what would be required.
- Ingmar

Full Patch Notes

Added

  •     Time speed settings. Added separate multipliers for speeding up and slowing down time.
  •     Added an option to use either toggle or hold controls when changing time speed.
  •     Added an option to keep the game running while unfocused. The previous automatic pause when the game lost focus has been removed.
  •     Added a Quick Manufacture button to the ammunition selection screen.
  •     Gunship weapons and flares can now trigger enemy alarms. Previously alarms were only triggered by enemy deaths, threatening explosions, and destroyed objectives.
  •     Added options to disable unit tracking box and unit icon fade-out.
  •     Added localization for the new settings and UI text.

Changed

  •     Reworked unit spotting. Units no longer detect enemies immediately after gaining line of sight. Detection now depends on the target's visibility and the observer's spotting ability. Units in cover are harder to detect, while units firing their weapons are significantly easier to spot. Stationary units are also better at spotting enemies.
  •     Reworked unit accuracy. Accuracy is now more dynamic and affected by unit movement instead of relying on static projectile or damage randomization. Repeated shots at the same target progressively improve accuracy.
  •     Infantry attacks can now miss. Previously infantry attacks effectively always hit, causing firefights to end too quickly. Prone and moving units are harder to hit than stationary units.
  •     Improved roads on Dry Foothills. Roads now blend into the surrounding terrain more gradually, and several additional paved road sections have been added.
  •     Unit icons no longer overlap objective icons.
  •     Reduced the size of infantry unit icons.
  •     Smoke no longer guarantees complete concealment. Instead, it greatly reduces how visible units are to observers.

Fixed

  •     Fixed time speed changes causing weapon audio pitch to be incorrect.
  •     AA missile and flak weapons now fire more reliably.
  •     Fixed AA explosion damage sometimes being calculated from the wrong position. Missile steering and flak fuse logic can target flares, but explosion damage should always calculate its distance from the gunship itself.

Technical

  •     Created a new procedural road generation system. It is faster and more flexible to use when creating maps, slightly less demanding on performance, and fixes an AI navigation issue that could cause units to bunch up around road junctions. It is currently only implemented on one map.
  •     Started exploring support for externally modifying unit stats. This is still experimental and focused purely on gameplay values, not models or other game content. It could eventually help with testing different balance setups and allow players to customize the game's balance.

Known Issues

  •     The new spotting and accuracy systems are still being tuned, so values will change based on testing and player feedback.