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81
Friends, the latest episode of Retro Dogfight is out! This time, we?re looking at some of MicroProse?s earliest hits, including F-15 Strike Eagle, Gunship and Project Stealth Fighter! Yay!

https://www.retrodogfight.com/05-microprose-takes-off/
82
Games Discussion / Re: SAELIG
« Last post by Asid on September 01, 2025, 12:11:09 AM »
Update 56.6 - A nice bag of fixes
Sun, 31 August 2025



Hey all!

Just a few important fixes and tweaks here. Thank you for all the feedback and reports!


  - Entertainment money is reduced at skill levels, but gets higher as skill increases. Added a chance of increasing relationship with people.
  - Fixed a bug that could prevent people from renting damaged buildings.
  - Fixed Trading Dock ships returning with no silver.
  - Typo fix.
  - Watchman crime notification - now shows the name of the person who got caught.
  - You can now unfav buildings you do not have access to anymore.
  - A potential fix for not unlocking the Longhouse achievement.
  - Increased the size of market stockpiles.
  - Fixed double building payment when buying a property off a friend.
  - Bug where a family could move out of their rental but abandon their baby there to leave them to try and pay the rent.
  - Increased the chance of being able to insta-kill unarmed and unarmored people.


More coming soon!

Cheers,
Atorcoppe.
83
Games Discussion / Re: Strategos : Classical antiquity RTS wargame
« Last post by Asid on August 31, 2025, 12:04:31 AM »
Progress Update 7
Fri, 29 August 2025



Many more Reenactment battles, Maps, Campaigns, some units, formation movements, UI mockups, gameplay fixes, and more

We've been hard at work since the last update nearly two months ago, and have a lot of progress to show


Inputs/Camera

  - added alt+mouse formation movement with mouse drag and rotation with scroll wheel for much easier movement of large number of troops

  - add rotate in place and zoom to location and rotate in place camera modes

  - fixed and smoothed camera zooming

  - improved smoothness of camera panning and rotating around pivot




AI

  - many improvements and tweaks to AI formation movement and intelligence and coordination with reserves

  - improved AI flank behaviors

  - added fallback checks for recoils and line shifting so as not to overlap combats or permit bad recoils

  - improvements to evading cavalry evasion tests near polearm units

  - improved horse archer army AI

  - improved AI deployment and movement of support generals




Campaigns

  - added Diadochi campaign

  - added Peloponnesian War campaign

  - added Early Rome campaign

  - many edits to texts, army lists and maps for Alexander campaign

  - started on Hannibal campaign

  - added more custom battle and deployment settings for campaign battles, especially for hoplite battles

  - updated generals' ratings and other balance, added allies, etc...on many campaign battles

  - overhauled Granicus river battle, including totally new map, deployment and unit selection

  - added tooltip hover info for mandatory units on campaign battles

  - added campaign sub titles and fixed backing




Gameplay

  - changed ammo from full -> half to instead full -> half -> out of ammo, with accompanying UI information and AI changes (ie units out of ammo become more melee aggressive)

  - greatly improved formation movement, rotation, jankiness of moving in and out of evade/pursuit, unit slow down/speed up and general formed movement

  - added ultra deep units for campaign battles like Leuktra

  - improved sparabara melee passive shooting

  - improvement to flanking on overlap or charge front of enemy flanker

  - improved elephant facing on charges

  - updated elephant vs non elephant combat appearance

  - updates to rallyable calculations (higher chance near general not in combat)

  - improved combat alignments




Reenactments

  - added battle of Zama

  -   - including custom victory conditions and Carthaginian three battle line deployment

  - added battle of Carrhae

  -   - including custom ammo and AI behaviors

  - added battle of Bibracte

  - added battle of Adamclisi

  - added battle of Magnesia

  - added descriptions to reenactment battle selections

  - added Ptolemaic elephants to Raphia




UI

  - made aiming arc of selected ranged unit orange, in addition to the overlay

  - added display of enemy adjacency, increased adjacency support distance, added bonus roll on CT checks for polearm units in full adjacency

  - improved flag visibility in terrain

  - began work on completing unit portraits

  - updated manual text translations

  - added raw and below average battle banner indicators




Maps

  - Carrhae, Bibracti, Zama, Magnesia and Adamclisi maps

  - update to terrain colliders, skyboxes, deployments and borders on many maps




Settings

  - add combat resolution time scalar option (with accompanying AI changes)




Armies and Units

  - added new visuals for African (Carthaginian), African (Ptolemaic), Indian (armored) and Indian (unarmored) elephants, and added elephants to appropriate lists (Ptolemaic, Pyrrhic, etc..)

  -   - including new elephant SFX

  - added new visuals for light javelinmen

  - added Sarmatian Cataphract and put on various appropriate lists (and at Bibracte)

  - Added Overseas Mercenaries Greek army list

  - Added Black Sea Greeks army list

  - Added Cypriot Phoenician army list

  - Added steppe infantry and bowmen to more lists, added Agrianians to early Macedonian, updated pontic lists with Hellenistic cataphracts, added Phoenician foot to early Achaemenid, added Thracian swords and early Greek allies to Lydians, added Ptolemaic allies to Kyrene an Greeks

  - updated appearance of Etruscan 2nd and 3rd class spears, and of Libyan average and veteran spears




Balance

  - more emphasis on strong strengths and weak weaknesses of unit types (eg pikes and spears stronger in adjacency but weaker if flanked)

  - elite triaryl half-sized now

  - reduced Sparabara armor and made 50% shooters, less OP now

  - increased Roman armored bowmen armor




Bugs

  - fixed issue with false evade from start new combat from flank

  - fixed some bugs with idle animation start and shoot while moving animation

  - fixed bugs with unit card arrangements

  - removed bugs with drag sounds not stopping

  - fixed overlap start combat while already in combat bugs

  - fixed many minor input bugs with hover, drag, select, deselect, move, clear etc...

  - fixed bugs with campaign battle progression

  - fixed nav-mesh issues around evading into obstacles/cliffs

  - fixed some bugs with post-rout dispersal points

Extra

Here is a peek at some UI mockups we're considering for the UI overhaul:







There's no update on a specific release date for now, but we are anticipating either very late 2025 or very early 2026.

Thanks for tuning in!
84
Games Discussion / Re: Shadow Empire : A military-oriented and sci-fi wargame
« Last post by Asid on August 30, 2025, 12:02:53 AM »
Shadow Empire - Rank & Rebalancing
Fri, 29 August 2025



Changelog | Patch Notes v1.27a and all the updates since the last major patch

Today?s patch brings a lot of tuning, boosting and nerfing to Shadow Empire. There are many, but most importantly tanks have become somewhat weaker when out of their element and artillery has become somewhat stronger especially when targetting troops with low experience levels. It also brings a new feature: Rank. Leaders can be given a Rank in order to pay them a lot more salary and make them happier. The AI has received quite some improvements as well. Furthermore advanced tools have been added for modders to allow doing some magic with the Vidcom graphics.


1.27a (#223)

  - Split Theocratic Major Regimes into Theocratic and Elitist Major Regimes. They are very similar but their Factions are different. The Elitist Regimes have the Factions: Criterians (reasonable but definitely not stupid), Regents (self preservation), Optimates (more aggressive and militarist) *

  - Fixed getting too much high Cap Leaders on higher difficulty levels *

  - Fixed some Stratagems displaying stuff like <NATION> in their text blurb.

  - Fixed exploit with moving into enemy hex using the P key.

  - Militia Troops will no longer be sent back to SHQ if they have quality level obsolete. Furthermore SHQ will allow obsolete troop types to be sent out to Militia Units if they have the ?militia people?.

  - Vidcom NewGfx Switch added to Prefs, by default it is on. If switched off only old style graphics are used for Vidcom, this does also mean less diverse graphical illustrations. In a few months a similar switch should become available for Stratagems. I hope this pleases the part of the player base that does not want to use the NewGfx, at least somewhat. -For Matrix Open Beta the above this doesn?t work completely as I cannot remove existing files, so in the Matrix Open Beta switching off NewGfx actually still shows the Arachnid + Danger newer graphics. Link to NewGfx Vidcom modding: https://docs.google.com/document/d/1sf_DqtVhBMQsYfKG-KhYNWmIq5Ck6N1HB1Mm8KAuIKs/edit?usp=sharing


1.26o (#222):

Some relatively big combat balance changes with this patch. Artillery has been boosted and AFVs have been nerfed, but only in specific circumstances.

  - Increased the Artillery KILL chance a bit (did not make many kills, but should make 20% more kills now, a tad bit, but read on below) *

  - Added ACCIDENTS rule for AFVs, for in order of vulnerability: Tanks, APC and Walkers. See below for more info. *

  - Artillery RETREAT hit can translate to KILL hit with (relatively) low XP targets. See below for more info. *

  - Militia Replacement Troops can now be low level Models as well. This was inconsistent before with new Units having the possibility for regular Model usage, but not their replacements troops. -AI is now more inclined to upgrade troops (especially at lower XP levels if seriously better equipment available)

  - Faction Stratagem gifts did not take into account the Profile preferences of the Faction in question for the selection of the Profile Stratagem given, they do now, though some randomness remains.

  - Fixed possible issue with Decision not raising worker happiness.

  - Fixed an issue with non-Cabinet members actually being able to vote during Politburo elections.

  - Fixed issue with not being able to manually transfer Militia from SHQ to Militia Unit in same Hex.

  - Mech Artillery/Launchers now have 10 readiness loss for 100 AP move instead of 30. *

  - Absorption Critter Feat now always has 10% chance to fail (caused an issue before at level V which made a fail impossible)

  - Changed the weighting of possible culture groups on Planet; should result in more diverse cultures on newly generated maps *

  - High Tradition >100 was still not allowing a tiny chance of CAS raise, this should now work, though it will be really slow.

  - Some mouse over fixes for some skills, techs and stratagems *

  - ACCIDENTS During offensive warfare and when scoring a KILL/RETREAT hit, Tanks, Walkers and APCs have a small chance to get destroyed by last minute (suicidal) enemy counter actions accidents or accidents (or combination of both). This can only happen against highly entrenched adversaries or in landscapes or river crossings that are not well suited for the Troop Type in question. Tanks attacking unentrenched enemies in Plains Landscape Type for example will have 0% chance to suffer an accident, however Tanks attacking in Forest have a 3% chance to suffer an accident (remember: only upon scoring a KILL/RETREAT hit there is a test). APCs and Walkers have only half that chance, note also that Walkers do not have any Landscape Types that give them penalties in the first place (though major rivers still expose them).

  - HIGHER ARTILLERY KILL CHANCE WHEN FIGHTING LOW XP TROOPS

  -   - A Retreat Hit by Artillery can be transformed into a KILL hit if the XP of the target is below 40.

  -   - At 10xp or lower the chance is almost 30%

  -   - At 20xp the chance is about 10%

  -   - At 30xp the chance is about 5%

  -   - At 39xp the chance is about 2.5%

  -   - At 40xp or higher the chance is 0%.


1.26n(#221):

  - New Faction?s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.

  - Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)

  - Fixed faulty XP in raising formation with SHQ Troops

  - Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*

  - Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).

  - Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)

  - Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.

  - Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.

  - Major AI in early game is now more keen to design better versions of much used equipment/models when important new tech becomes available

  - Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for non-game winning reasons)

  - AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)

  - AI fix where it was not perceiving possible longer term encirclements as good as it could

  - Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.

  - Fixed feedback when using ?Call To? diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *

  - Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew) *

  - Fixed issue with some other Cultures Milita Units losing Unit Feats.

  - Fixed crash with sentient alien units and using the Battlegroup Order.

  - Correct mouse over now for Major Diplomatic Pact Stratagems.


1.26m (#220):

  - Salary effect on Natural Relation Point has been lowered *

  - Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *

  - In Leader Management Tab you can now also inspect the Leader Feats

  - AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.

  - Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)

  - When depleting the Militia Pool the Population will be reduced (if possible)

  - When rebel units form the Population will be reduced (if possible)

  - When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.

  - Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)

  - Fixed having the Model graphics show up in the Battlegroup Popup Window

  - Private Economy will stop upgrading private mines that dont have enough reserves left in the ground

  - Private Economy will favor industry/scav assets more often again

  - Fixed a tiny glitch with not selecting the city hex when clicking in left side window

  - Fixed mouse over for make peace Strategem

  - Fixed issue with some Profiles not changing with diplomatic major events *

  - Fixed transferring from Zone to SHQ in same Hex if no logistical points available.

  - Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)

  - Regular Troops can now no longer be transferred into Militia units (was an exploit)

  - HQ reports now show up even when round 70 passed or advice turned off.

  - Extra notes on the new Rank feature:

  -   - Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.

  -   - Rank 1 = salary * 5, prestige from job +10 pts

  -   - Rank 2 = salary * 25, prestige from job +20 pts

  -   - Rank 3 = salary * 125, prestige from job +30 pts

  -   - Rank 4 = salary * 625, prestige from job +40 pts


1.26k2 (#219) :

  - Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect)

  - Further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.

  - Fixed the Base Design formula for aircraft , it no longer takes ?aircraft ruggedness? into account a bonus as it causes issues with field testing. On top of that ?aircraft ruggedness? should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *


1.26k (#217) :

  - AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.

  - Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)

  - MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *

  - Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *

  - Waterfall Turbine Hex Feat description fixed*

  - Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.

  - Fixed Danger Event preview with too high modifier on skill roll

  - Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)

  - Fixed mothballing of private mines when necc

  - A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *

  - Agri preview production fixed

  - Made fixed AI Admin level (based on round) now more variabl also depending on BP production *

  - Arachnids less chance to be present on planet where they have no prey to hunt

*=requires a new game start
85
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on August 30, 2025, 12:02:39 AM »
COMMUNITY HIGHLIGHTS & RESEARCH ? ISSUE #02
Fri, 29 August 2025



August 2025 | Fields of Steel and Stone: Farming, Freight, and the Future Republic"
👋 Greetings dear comrades of the Soviet Republic.


A couple of months have passed since the last Community Highlights announcement. As we stated then, this is a work in progress. We are still shaping what this publication should become ? refining the rhythm, experimenting with structure, and building something both educational and entertaining.

While the development team is focused on fixing bugs and shaping the future of the game, there is something else simmering. And though we cannot say more just yet, we assure you: it will be worth the wait.

Until then, we turn our attention to you. The modders, the creators, the city-builders and infrastructure visionaries. This issue is full of rail, farming, screenshots, and the beginning of a new kind of challenge.

You can read the whole post on our website:
COMMUNITY HIGHLIGHTS & RESEARCH ? ISSUE #02
https://www.sovietrepublic.net/post/community-highlights-research-issue-02
86
Games Discussion / Re: Wolfpack
« Last post by Asid on August 29, 2025, 11:05:05 PM »
Development Update August 2025
Fri, 29 August 2025



Hello everyone!  This month we have added the ability to build custom built ports in the level editor. We have also started texturing the corvette.

The harbour editor

We have built a custom editor for the world map that allows us to build custom harbours on the world map. This tool allows us to dig out canals and basins. We have also added a tool to add reference images that can be overlayed over the map. These tools will be made available to the players, as part of the level editor.










Texturing the corvette

Einar has begun texturing the interior of the corvette.






What?s next?

Despite our intention to start working on the client side, we have decided that the server and world still need a bit more work before we move on. We made this decision because we want to be able to start creating custom missions and hand built things in the world as soon as possible, and in order to do that all of the world systems and level editing tools must be completed. We hope that by the end of next month we will have started working on the client side implementation, and by then we might be able to show some screenshots from a first person perspective of all of the new things we have created.
87
Games Discussion / Re: Broken Arrow
« Last post by Asid on August 28, 2025, 12:04:14 AM »
Update 1.0.9.1
Wed, 27 August 2025



Dear players,

We are releasing a small technical update aimed at fixing several issues and improving the overall stability of the game. We hope these adjustments make your experience smoother and more enjoyable.



Fixes include:

  - Fixed units? cooldown in the reinforcement menu not properly appearing after a reconnection in some cases;

  - Fixed an exploit which allowed to create a mixed team in standard match (we remind everyone that using exploits is against the community code of conduct and can result in a ban

https://steamcommunity.com/app/1604270/discussions/0/599654983090094426/);

  - Fixed an exploit which allowed to fire outside of the playable area in standard and custom matches;

  - Fixed additional cases where players could get income while disconnected;

  - Fixed a desynchronisation issue occurring when ordering to pick up infantry with a transport while this infantry unit is entering a building. This led to infantry entering the transport from your point of view but staying in the building from the opponent point of view;

  - Fixed the issue preventing banned players from seeing their ban duration in the main menu;

  - Fixed a bug: the option to go back to the editor was not displayed in the pause menu any more after restarting a scenario launched from the editor;

  - Fixed an issue preventing anti-aircraft units with static radars (Patriots, S300/S350) from moving when stressed;

  - Fixed an issue preventing players from typing text in the report field "other" if the chat window was open;

  - Fixed a bug in the deck creation popup which could lead to the UI being stuck.

We are sincerely thankful for your attention to the project and your continued support. It?s thanks to your engagement that we?re able to spot and resolve shortcomings, as well as develop the game in the right direction.

88
Games Discussion / Re: Dagger_Directive
« Last post by Asid on August 28, 2025, 12:03:57 AM »
Dev Blog August 2025
Wed, 27 August 2025



Hi Everyone!

We?ll keep this month's update a bit shorter as we?re busy finishing up the first content update.



MicroProse Podcast



First up, we?re on the first episode of the new MicroProse Podcast!  You can listen to it in a few different places and hear a bit more about the development and future of the game:


Spotify:

YouTube:




Upcoming Weapons and Equipment

Next, here?s another preview of a few things you?ll see, we?ll have a much larger overview of all the content when it releases.

AKS-74U - a compact variant of the AK-74




Colt M635 - a 9mm variant of the CAR-15





M68 - a fragmentation grenade with an impact fuse






Upcoming AI improvements

Finally some AI updates.  We?ve been adding to their possible weapons, tuning sight distances, reaction times, and of course fixing bugs.  One of the bigger changes coming in the next update is that they will be able to use flashlights. The flashlights will affect their vision at night. We?ll go into more detail about all of the changes in the patch notes when it releases.



Check back soon for the content release!

Thanks!

- Dan
89
Games Discussion / Re: Distant Worlds 2
« Last post by Asid on August 28, 2025, 12:03:37 AM »
What?s Next - Roadmap
Wed, 27 August 2025



First revealed during Slitherine Next in July, the new Distant Worlds 2 roadmap promises an exciting year ahead.

We've kicked things off with the Anniversary update and are following it up with a major update refreshing the Teekan and Haakonish in the Autumn.
Winter brings the brand-new expansion Shadows Rising, while spring will see a major update focusing on the Ackdarians.

And that?s not all: a new DLC is already in the works!

Get ready to experience the next chapter in the universe of Distant Worlds 2.



If you missed the Distant Worlds 2 segment at the Slitherine Next event on July 9th, catch up and watch it here:



90
Games Discussion / Re: Videos
« Last post by Rinix on August 27, 2025, 01:51:13 AM »
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