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Visualizzazione post con etichetta Decisive Campaigns: Case Blue. Mostra tutti i post
Visualizzazione post con etichetta Decisive Campaigns: Case Blue. Mostra tutti i post

mercoledì 28 novembre 2012

Nuovo aggiornamento per Decisive Campaigns Case Blue

Nuova patch per Case Blue, ecco il change log:

Fixes
Sevastopol extra auto-repair is now working as it should in all rounds (as opposed to only in round 1). Also raised the extra auto-repair from 250 points to 350 points. If you keep some red fighter units on intercept it should be possible to keep Sevastopol in supply now.
German minor orders will no longer be issued outside the historical area scope of the Case Blue plan. Roughly following the Don River – Stalingrad – Wolga – Astrakhan line. Everything north of that line will not be used for minor orders.
Trappjagd will now not let Soviets have major orders initially because Soviets now only get major orders at level 6 or higher (used to be level 5 or higher).
U-2 acts as bomber now; no more kamikaze intercepts by this bi-plane bomber.
Make High Command actually tell you "it agrees to not give you the order again, but that you still have to fulfill your current order" if you play an avoid card but already received the order before playing it. Also adjusted the text on the avoid cards to mention “again” so it is clear it will not cancel your current order.
Fixed a bug with the avoid Krasnodar, Grozny and Baku cards not working as intended.
Supply is no longer already consumed in setup turn when playing with free setup variant on.
Made sure all TC are attached to OKH in all scenarios
Changed OOB: One infantry regiment with half trucks and one infantry regiment with halftrack complement for Panzer Divisions and PzG Divisions.
Changed mouse over for add subunits to be correct
Increased highlighting of divisional parts and HQ subordinates and made hex highlight a bit more visible on snow hexes (have to start new scenario to see this)
Prestige targets of AI no longer show up on map while you are looking at its moves
Uranus scenario now has correct new transport ship settings as well (from v1.02)
Ships passengers no longer lose AP when taking a shortcut and moving through a port hex without stopping there.
Hungarian message for own army control fixed
Italian Air Corps and other Axis Minor air corps can get reinforcements delivered now (also in running games)
Artemovsk double town bug fixed -> Woroshilowsk replaces most eastern Artermovsk.
Auto-Recover from strange negative AP bug
Recon does no longer destroy any completely empty units in the target hex.
Remove the avoid card if Stalingrad or other town is already held.
Changed Tiflis -> Tiblissi on map and Charkow ->Kharkov
Game now ignores case sensitivity in pbem++ username tests within the game (since the PBEM++ server isn’t case sensitive either)
Fixed a bug with crash on enemy sea unit in FOW
Fixed a bug with a crash if you cancelled move by clicking outside highlighted area and then would follow up with clicking hq link. Fixed a bug with the AI in final stages of defeat taking really long to process engineering moves.


Improvements

Give major order avoid actioncards back (since they have been taken away after capturing the objective) to player if not played yet and you lose a key city.
Added variant for FOW on statistics for players who don’t want to be able to see the Soviet force size and composition. All statistics will become visible after the game has been won however.
Oil more strained. 2k less oil for Germany at start. Even 1k less in August. Even 1k less in Sept.
Make sea 2 instead of 3 AP points for soviet sea supply to avoid too much damage to the west of Caucasus if rail link is cut.
Soviet reinforcements Extra infantry 700 per round in July&Aug [10K per month extra] and 1400 extra per round in Sep&Oct [20K per month extra]. This means that by November the Soviets will have received 60K extra troops.
Max command points saved up for any officer is 20.
Made the offensive corps and army cards slightly less effective. Also fixed a calculation mistake in Gamble, it will now actually misfire sometimes, making it a real gamble. Also adjusted the cost of a number of cards upwards and one (Supervise defense) downwards.
4 Coastal Garissons added for Germans in Odessa, Nikolaya and 2 in Crimea: Trappenjagd, Case Blue and Uranus
Volume control added for background music and for sound effects in the preferences tab
Artillery and Flak are more vulnerable in combat with infantry now. Staff is more vulnerable in combat with infantry and tanks now.
Mentioned in mouse over that combat and morale mod bonus for officer is not active if not at the lowest HQ level.
Change wording of high command orders so it’s clear you have to hold a target also at the start of your turn.
Set instace_challenge to filesize check (server & client) as well to avoid corrupt files sizes in the instance of issueing the challenge.
Changed the algorithm for axis minor reinforcements so there will be some reinforcements always. But less if spirits are lower. This should ensure enough staff is actually coming in to build armies for your axis minor armies in the early campaign starts.




sabato 29 settembre 2012

Decisive Campaigns in offerta

Sul sito Matrix e quello Slitherine trovate i due giochi della serie Decisive Campaigns (Case Blue e From Warsaw to Paris) in vendita con lo sconto del 25% fino al 5 ottobre.

Per avere lo sconto è necessario usare il coupon ricevuto con la newsletter Matrix o Slitherine.




giovedì 27 settembre 2012

Decisive Campaigns: Case Blue review su The Wargamer

Su The Wargamer trovate una nuova recensione di Decisive Campaigns: Case Blue.

Ecco il link: http://www.wargamer.com/article/3251/pc-game-review-decisive-campaigns-case-blue

Su Netwargaming Italia i giudizi su questo gioco sono stati misti; il paragone con WITE è il più gettonato; WITE pur con tutti i suoi difetti ha dalla sua la scala più vasta e il database più completo.


mercoledì 12 settembre 2012

Nuova patch per Decisive Campaigns Warsaw to Paris

Decisive Campaigns Warsaw to Paris il precedessore di Case Blue è stato aggiornato alla patch 1.50c.

Ecco il change log:

Fixes and Improvements
Crash during AI Strategic Transfers.
The Editor Add SFType bug.
Full scenario editor including allowing any modder or scenario designer to implement any
of the rules introduced in DC: Case Blue, for example: logistical centers, air supply
missions or artillery stockpiles.
Divisional highlighting mode added (highlight all parts of the same division)
Ability to change zoom level while giving an order
Mouse-wheel zoom support
HQ highlighting mode added (highlights all units under a certain HQ)
HQ power radius mode added
Artillery radius and Aircraft intercept radius mode added
HQ Counters are almost always brought to top of stack
More selection popup windows with more information
Ability to hide a lot of the bottom interface window and show more of the map
Some graphics speed optimizations
A lot of small bugs fixed
A lot of small improvements to the interface
New rewritten AI for DC:Case Blue also made available in the Editor of DC1. Plus a trial
Poland39 scenario for use with this DC2AI added for testing.


lunedì 10 settembre 2012

From the Don to Dnepr di Glantz

Torno a parlare di un altro dei libri presi prima delle ferie: From the Don to the Dnepr: Soviet Offensive Operations, December 1942-August 1943 di Glantz. Si tratta di uno dei primi lavori di Glantz (ha  una ventina di anni) ma è comunque ancora un'opera notevole. Illustre le operazioni offensive sovietiche dal Dicembre 1942 all'Agosto del 1943 nel bacino del Donbas, quindi si parla dell'operazione Piccolo Saturno,Gallop, Star e infine dell'operazione Polkovodets Rumyantsev. Descrizioni dettagliate dell'azione delle truppe sovietiche e tedesche e dell'evoluzione delle procedure operative sovietiche, l'unica pecca è che cartine sono difficili da leggere perchè appuntate a mano e scansite. Probabilmente alcune azioni tattiche avrebbero meritato qualche linea in più, ma lo scopo era mostrare l'azione operativa e motivi di spazio sicuramente hanno limitato i dettagli tattici.

Il testo può essere accompagnato con il più recente After Stalingrad: The Red Army's Winter Offensive, 1942-1943 sempre di Glantz.

A livello di giochi l'ambientazione può essere riprodotta con Gary Grigsby's War in East, in parte con Decisive Campaigns Case Blue e infine come parte tattica con Achtung Panzer Operation Star, che appunto in alcune delle sue campagne copre appunto l'operazione Star nei dintorni di Kharkov e probabilmente in futuro anche l'operazione Polkovodets Rumyantsev nella stessa area.

venerdì 31 agosto 2012

Decisive Campaigns: Case Blue patch 1.02c

Decisive Campaigns: Case Blue è stato aggiornato oggi, ecco il changelog:

Bug Fixes

Fixed a bug with the AI in final stages of defeat taking really long to process
engineering moves.

Fixed a bug caused by playing a regime card in the middle of giving an attack
order (like air attack).

Fixed a bug with big map modus and switching back to small map modus using
PgUp while in the middle of issuing an attack order.

Fixed a bug with the 1st Panzer Army campaign where newly created units or
empty units (by add (sub)unit) where not properly transferred to the next level.

Karl Gerat, 200 hp instead of 40

Aircobra P39 graphic is now correct

Endless battle bug in AI with naval attacks on port should be fixed.

Alfredo Guzzioni combat bonus glitch fixed

Arial Font issue with some systems missing arial is now solved. All Arial fonts are
now loaded from internal font directory.

Stated in intcp mouse over that only fighters will intercept also double checked
that no bombers are actually intercepting by accident.

There was an issue with the Germans getting told they have 1 minor order but not
seeing any items in the list. This is fixed.

When setting replacements to prio they got counted double in request stats. This
glitch is fixed. Also a minor bug has been fixed with some units being allowed to
request too many troops if they were very close to their full complement.

X and T hotkey no longer cause a crash

Fixed a bug where AI kept attacking a port hex until infinity

Fixed a bug where the AIs Stavka unit got corrupted. This bug when it is found
during a running game is fixed with this version on the fly.

An ai related bug

A pbem++ bug with some non US culture-region settings, like Norwegian.

When pbem++ you can now abort registration properly and use login with existing
username/password.

Combat popup artwork for soviet side now correct.

Fixed a Bug with aircraft not doing any structural damage when not faced with
any opponents.

1st Panzer Army campaign save in last turn and reload bug (ComradeP) is fixed.

Karl Gerat … x5 attack. (still forgot the hitpoints, its on the list for the next
version)

Caprione 311 logo vales and quite a few other aircraft used the right stats but did
not show them in their pop up window=> fixed.

1st PzA replacement troops are now working as they should!

A bug related with playing a card like 'emergency troops' and having certain tabs
open like the OOB tab has been fixed.

When clicking OOB tab close you click through on map => fixed.

Some small fixes in editor and for import zip function.

Editor Add SfType bug fixed.

Improvements

Changed the d100 dice throw for intercept algorithm, this should fix issue with too
often too large amount of enemy interceptors or to often too little amount of
interceptors.

If by some freak accident the pbem++ file (or any savefile) is corrupt the game
will exit more gracefully and actually tell you why it exits.

All scenarios now no longer allow playing an officer card on unit that has changed
HQ in the current turn.

For modding: When loading ZIP game will now display any readme.txt file
contents to player and if a file has been written to the mods/ directory the game
will advise the player to restart the game.

For modding purposes: Regime Pen color is now not used for the natocounters and
all text in the color is now correctly rendered in the Pen color. This should allow
for modding really light counters and using black pen on top of them. If none of
the rgb values of the Pen is above 128 then the text shadow is also dropped.

Message text with Intelligence card reply improved and correct strategic position
of enemy now given. (R)

Renamed reinf group light tanks to light-med tanks to take away some confusion.
So PzIIs, PzIIIs, Pz38s, Pz35s are reinfgroup ‘light-med’ and PzIVs are reinfgroup
‘medium’.

Moved Hungarian Corps to Black Sea Coast in Case Blue Campaign Scenarios.

Also moved a Security division in Uranus to the Black Sea Coast.

Made cargoships and barges weaker and thus more easily destroyed (50% less
hitpoints) as well as reducing the transport capacity of cargoships from 4 to 3
weight points per ship.

Message text with Intelligence card reply improved and correct strategic position
of enemy now given.

Now game doesn’t number newly created Soviet Engineer groups, it’s more
consistent.

Azov is now a port so Rostov can be kept in supply when encircled, in all
scenarios.

AA / Flak now have higher symbol value so it shows on counter in silhouette mod.

14th Panzer missing from Stalingrad 6th Army, added it to both Uranus scenarios.

16th Motorized added to Case Blue campaign scenarios but not to Voronezh
scenario.

Reduced number of trucks, halftracks and tanks in (to-be pocket of) Stalingrad in
Op. Uranus. (only about 100 German tanks or less left now )

Little bigger font used in combat results.

Hotkey for HQ Power (Key-5) and Air/Art Range (Key-6) added.

Super Higher resolution now supported, bug with 2600 pixel width should be
fixed.

Already registered people with Slitherine (due to playing PBEM++ with another
game) now have option to choose ‘already registered’ button and use the regular
login in the next screen.

When you switch a unit and play the speed card again it will have less effect.

New mod file lines can be added. After the buttons have all been defined there is
now an optional line that takes the number of graphicfile string replacements. For
each number add a line below. With two arguments: “stringtobereplaced,”
”stringtoreplacewith.” This functionality makes it easy to make graphic mods that
don’t overwrite existing graphics. I will give some more info on this separately.
o Wheel zooms in and out at location of mouse.

mercoledì 18 luglio 2012

martedì 3 luglio 2012

Decisive Campaigns: Case Blue presto disponibile

Sul sito Matrix c'è la notizia del rilascio imminente di Decisive Campaigns: Case Blue nuovo gioco della serie.  Non ho ben capito come sia impostato il gioco, aspetto di vedere qualche recensione all'uscita.

Nel frattempo ecco la notizia: http://www.matrixgames.com/news/928/Decisive.Campaigns:.Case.Blue.Releasing.Soon!


"
Decisive Campaigns: Case Blue brings players to the Eastern Front during World War II, simulating the German Wehrmacht’s drive towards Stalingrad and the Caucasus in the summer of 1942. Take command of the powerful Wehrmacht starting from the 2nd Kharkov Offensive and in Operation Trappenjagd or unleash the might of the Red Army during the Soviet winter counter-offensive in Operation Uranus that encircled the 6th Army in Stalingrad and changed the entire course of the war. With multiple campaign scenarios and a full scenario editor, there are virtually endless operational and strategic “what ifs”, especially when combined with the new high command order system. Succeed in your orders and you can guide future strategy in the campaign – fail and you’ll find yourself removed from command…or worse!
Decisive Campaigns: Case Blue comes packed to the brim with new features and improvements, more than we can list here:
  • 4 campaign scenarios (Case Blue (Long and Short), and Operation Uranus, 2nd Kharkov-Trappenjagd)
  • 1 linked scenario campaign (1st Panzer Army)
  • 2 small scenarios (2nd Kharkov and Drive on Voronezh)
  • New rewritten and greatly improved AI
  • Full scenario editor
  • Well-researched historical simulation
  • High Command rules, including “no step back” and dismissal options
  • Historical and dynamic Order of Battle, including player requests for replacements and reinforcement units
  • … and much more!
"