Blog dedicato alla Storia della Guerra. Sono trattati temi e recensiti libri di storia militare, ma si parla anche di wargames e videogames bellici, oltre che di film e telefilm a tema bellico, così come di documentari sul tema.
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Visualizzazione post con etichetta 1C. Mostra tutti i post
Visualizzazione post con etichetta 1C. Mostra tutti i post
mercoledì 21 maggio 2014
Rilasciato Men of War: Assault Squad 2
Per quanto il titolo sia godibile che senso ha spremere un'idea che non ha margini di miglioramento se non minimi e che non giustificano un titolo tutto nuovo?
domenica 14 luglio 2013
Mitra-mod per Real Warfare 2 Northern Crusades
Dato che il mio account rapidshare sta per scadere, ho deciso di spostare su Dropbox il mitra-mod per Real Warfare 2. Ecco il link: https://www.dropbox.com/s/ygrhh9tisfel2hk/mitra-rw-mod.rar .
Per chi non lo conoscesse ecco il change log:
Changes:
- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement
- retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button
- no more displayed the red bases on the enemy units
- now if a group is not visibile on the minimap will be invisible also on the battle map
- the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc)
- implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effect on movement velocity
- indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level.
- change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary.
- Displayed the influence range of commander: Press X for display it
- Displayed the range of maximum influence of horn sound: Press CTRL+X for display it
- Routines for AI group actions:
Groups form Circle with attacked by Cavalry or a Cavalry unit is very near
Groups go in sparse formations if under fire and not enemy unit is very near
Groups enter in dense formation during the melee
Groups return in normal formation in the other situations
- added new routine for AI cavalry groups
Groups form Wedge for attack heavy infantry or heavy cavalry
form line for attack light troops
They try to avoid infantry troops in circle formation
if between the target enemy and the attacker there is a heavy infantry unit the attacker is fall back.
- added new routine for crosswbowmen
now they move with loaded weapon and recharge it also when there is not enemy in range (lock and load)
- various corrections to previous change
- corrected bug for use the mod in multiplayer
- improved auto-reaction of AI cavalry units (they don't avoid to attack low moral units or thin ranks units)
- AI employ different army formations on the basis of army composition
campaign changes
- possible to play campaign and custom battles with more than 20 units
- when a castle or cities is taken is possible a reconquest army is generated in one of enemy cities, this army will try or to reconquest the town\castle or to defeat the conquerors army
- when a village is burned, if in the town\castle of reference for the village is present a lord\warband\patrol army this will try to defeat the ravagers army (can be the army which attack is less strong than the ravagers).
- added a file config for generate bigger random map (for custom battles and campaign battles); the possible dimensione are 256x256 (the default of game),320x320,384x384,512x512). Enter in the file modsettings.cfg in the gui directory and change the parameters width and height according to your choice. Please note to use the 512x512 only if you have a good memory amount becuase can be heavy to load.
addition after the merge
- reduced the effect of stone weapons on the walls, for increase the value of ladders,towers and rams, and for be more historically realistic.
- added the deploy phase also to field battle during the campaign (no siege battles)
Per chi non lo conoscesse ecco il change log:
Changes:
- Is not possible to do circle if more than the 25% of soldiers is in combat, for avoid too easy circle use for avoid encirclement
- retreat zones: if a not routed grup move on the map angle, it will retreat from the battle like a routed unit; for campaign battle at place of retreat button
- no more displayed the red bases on the enemy units
- now if a group is not visibile on the minimap will be invisible also on the battle map
- the fire on enemy units is stopped if they are in melee with friendly units; the only exception is in the case of short range fire (aimed shoot) if no friendly soldier is in the fire arc)
- implementation of wood zones density: effect on FOW range and visibility, effect on arrows precision, effect on movement velocity
- indirect fire penalty: if between the shooter and the target a friend unit is present the shoot is considered indirect and has precision penalty, with the exception in the case target friendly an shooter are at different height level.
- change of arrows precision on the base or arc and target rank numbers: if the shot is parabolic a bigger number of ranks increase the hits number, a low number decrease it; if the shot arc is low it works at contrary.
- Displayed the influence range of commander: Press X for display it
- Displayed the range of maximum influence of horn sound: Press CTRL+X for display it
- Routines for AI group actions:
Groups form Circle with attacked by Cavalry or a Cavalry unit is very near
Groups go in sparse formations if under fire and not enemy unit is very near
Groups enter in dense formation during the melee
Groups return in normal formation in the other situations
- added new routine for AI cavalry groups
Groups form Wedge for attack heavy infantry or heavy cavalry
form line for attack light troops
They try to avoid infantry troops in circle formation
if between the target enemy and the attacker there is a heavy infantry unit the attacker is fall back.
- added new routine for crosswbowmen
now they move with loaded weapon and recharge it also when there is not enemy in range (lock and load)
- various corrections to previous change
- corrected bug for use the mod in multiplayer
- improved auto-reaction of AI cavalry units (they don't avoid to attack low moral units or thin ranks units)
- AI employ different army formations on the basis of army composition
campaign changes
- possible to play campaign and custom battles with more than 20 units
- when a castle or cities is taken is possible a reconquest army is generated in one of enemy cities, this army will try or to reconquest the town\castle or to defeat the conquerors army
- when a village is burned, if in the town\castle of reference for the village is present a lord\warband\patrol army this will try to defeat the ravagers army (can be the army which attack is less strong than the ravagers).
- added a file config for generate bigger random map (for custom battles and campaign battles); the possible dimensione are 256x256 (the default of game),320x320,384x384,512x512). Enter in the file modsettings.cfg in the gui directory and change the parameters width and height according to your choice. Please note to use the 512x512 only if you have a good memory amount becuase can be heavy to load.
addition after the merge
- reduced the effect of stone weapons on the walls, for increase the value of ladders,towers and rams, and for be more historically realistic.
- added the deploy phase also to field battle during the campaign (no siege battles)
martedì 11 dicembre 2012
Annunciato IL-2 Sturmovik: Battle of Stalingrad
http://www.pcgamer.com/2012/12/11/il-2-sturmovik-battle-of-stalingrad-announced/
Word comes through from 1C that the Russian publisher is teaming up with 777 Studios, creators of the Rise of Flight series, to form 1C Game Studios. This new developer’s first project will be IL-2 Sturmovik: Battle of Stalingrad, the next game in the highly regarded (well, except for Cliffs of Dover) series of World War 2 flight sims.
The game will focus on the Eastern Front between 1942 and 1943. According to 1C, “the battle of Stalingrad was an important turning point for both the Soviet and German armies in WWII, with the air war playing an important role in the outcome.”
The announcement promises both single and multiplayer scenarios, and teases “brand new gameplay modes.” The team are prepping for take-off in early-2014.
The company also makes excited promises about what flight sim fans can expect from the new studio. “This partnership is also a turning point for the combat flight simulation genre that will streamline development of flight-simulation products and allow collaboration between former competitors.” Which actually sounds rather sinister.
Certainly both IL-2 and the WW1 focused Rise of Flight have been well-received critically, and having the two studios reaffirming their commitment to the genre can only be a good thing. And Rise of Flight fans should have no fear of being grounded. 777′s head, Jason Williams, has promised the team will also be producing additional content for the title.
Word comes through from 1C that the Russian publisher is teaming up with 777 Studios, creators of the Rise of Flight series, to form 1C Game Studios. This new developer’s first project will be IL-2 Sturmovik: Battle of Stalingrad, the next game in the highly regarded (well, except for Cliffs of Dover) series of World War 2 flight sims.
The game will focus on the Eastern Front between 1942 and 1943. According to 1C, “the battle of Stalingrad was an important turning point for both the Soviet and German armies in WWII, with the air war playing an important role in the outcome.”
The announcement promises both single and multiplayer scenarios, and teases “brand new gameplay modes.” The team are prepping for take-off in early-2014.
The company also makes excited promises about what flight sim fans can expect from the new studio. “This partnership is also a turning point for the combat flight simulation genre that will streamline development of flight-simulation products and allow collaboration between former competitors.” Which actually sounds rather sinister.
Certainly both IL-2 and the WW1 focused Rise of Flight have been well-received critically, and having the two studios reaffirming their commitment to the genre can only be a good thing. And Rise of Flight fans should have no fear of being grounded. 777′s head, Jason Williams, has promised the team will also be producing additional content for the title.
lunedì 24 settembre 2012
Campagna a Real Warfare 2 con il mio mod
Ho iniziato a rigiocare la campagna di Northern Crusades con il mio mod. Per il momento non si vede ancora molto la differenza se non nelle battaglie tattiche perchè gli effetti strategici si vedono finita la storyline.
Questo gioco aveva un grande potenziale, peccato che un'editore idiota come la 1C lo abbia trascurato e tagliato i fondi. D'altronde è facile vedere dal loro sito che ormai la 1C sparirà dal mercato come editore rimanendo solo una compagnia di distribuzione.
Questo gioco aveva un grande potenziale, peccato che un'editore idiota come la 1C lo abbia trascurato e tagliato i fondi. D'altronde è facile vedere dal loro sito che ormai la 1C sparirà dal mercato come editore rimanendo solo una compagnia di distribuzione.
giovedì 6 settembre 2012
Nuovo video con Rising Storm
Rilasciato un nuovo video di Rising Storm lo stand-alone di Red Orchestra ambientato nel Pacifico
martedì 21 agosto 2012
Continua la campagna con Theatre of War 2 Afrika Centauro
Ecco altri tre video delle missioni successive; ormai me ne manca solo una per terminare la campagna italiana di Centauro; consigli ai giocatori: usare i mezzi italiani è difficile, usate il terreno, tenete i carri nascosti fino all'ultimo, sfruttate al massimo i pezzi anticarro e l'artiglieria.
martedì 14 agosto 2012
Prime tre missioni con Theatre of War 2 Afrika Centauro
In questi giorni ho fatto le prime tre missioni della campagna italiana in TOW2 Afrika Centauro. Usare i mezz italiani non è facile, nell'ultima ho subito parecchie perdite di mezzi corazzati; con l'M14 anche fare fuori lo Stuart è un problema. In ogni caso sfruttando bene il terreno e i semoventi 75/18 si può competere. Nell'ultima missione anche i pezzi da 50mm (purtroppo non hanno inserito l'artiglieria italiana nell'addon, ma forse è un bene, il 47/32 non sarebbe stato altrettanto utile) hanno fatto un gran lavoro, sia per distruggere i carri nemici che per colpire a distanza le postazioni della fanteria.
Etichette:
1C,
AAR,
afrika,
battlefron,
centauro,
gameplay,
theatre of war,
video
lunedì 13 agosto 2012
Theatre of War 1 aggiornato con il mod JSH mod
Theatre of War 1 è stato aggiornato da poco in modo da includere il mod JSH 1.3.5 come opzione. Questo mod aggiunge nuove unità, aggiunge e modificagli scenari. Anche TOW3 Korea è stato aggiornato per correggere un problema al carro M46 Patton.
lunedì 30 luglio 2012
Nuovo video di gameplay con Theatre of War Kursk
Ho riprovato a finire la seconda missione della campagna tedesca di Kursk, ma ho fallito ad un passo dalla vittoria; è davvero difficile, con tutti quei cannoni anticarro da vari lati, riuscire a passare senza avere i carri distrutti o immobilizzati.
sabato 28 luglio 2012
Cuban Missile Crisis Aftermath (The Day After:Fight for the Promised Land)
Su Strategy Games Italia c'è un utente che cerca giocatori e informazioni su questo giooc (appunto Cuban Missile Crisis Aftermath); un RTS abbatanza originale di 6-7 anni fa; se qualcuno potesse\volesse dargli una mano, il link è questo: http://www.strategygamesitalia.eu/strategy-e-wargames/gioco-pc-the-day-after-t8554.html#p35875 .
Per chi fosse curioso metto qualche video del gioco:
Per chi fosse curioso metto qualche video del gioco:
venerdì 27 luglio 2012
Testing di TOW 3 WW2
Sto aiutando a testare in questi giorni il mod per Theatre of War 3 che importa i mezzi, missioni e mappe dei precedenti TOW; adesso stiamo testando i mezzi di Kursk e a parte qualche piccolo bug funziona tutto benissimo. Sono fiducioso che il mod sarà rilasciato presto. Se volete dare una mano a provare il mod, scrivete qui: http://www.battlefront.com/community/showthread.php?p=1378968#post1378968
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