Visualizzazione post con etichetta news. Mostra tutti i post
Visualizzazione post con etichetta news. Mostra tutti i post

venerdì 31 gennaio 2014

Annunciato Combat Mission: Red Thunder

Finalmente si conosce il nome finale del nuovo Combat Mission ambientato sul fronte orientale: come già supposto da molti, ci sono i lanciafiamme!

Red Thunder (nome non certo originale) promette di essere un bel salto in avanti rispetto ai predecessori, che si spera verranno adeguati allo stesso standard con la patch 3.0.

Qui il link con tutte le informazioni:

lunedì 27 gennaio 2014

Stronghold Crusader 2 sarà rilasciato questa estate

Releasing in the summer is a little later than we had initially hoped, but once again our intention is to release a game that lives up to the Crusader name. Whenever we meet someone who played and enjoyed the original they always have a story to tell about the time they finally beat that hard as nails Crusader Trail mission or when they took on seven AI opponents at once! When people have such fond memories you can’t rush a sequel out the door, which is why we have chosen to take our time when it comes to feature implementation and play testing. We’re at a point now where we can dip into skirmish mode or a multiplayer game during lunch and have fun, which is a fantastic feeling for the team.

With the game in its current state we can spend extra time tuning and tweaking the various new units and siege equipment that will soon be storming other players online. It will also mean we have enough time to reduce the number of bugs and crashes right down before launch and refine the core gameplay loops that make it fun. We know players are eager to get their hands on the game, but Crusader 2 must be fun, stable and complete at launch.

martedì 11 giugno 2013

News su Combat Mission Market Garden

Qualche news sul prossimo modulo per Combat Mission Battle for Normandy: Market Garden.

"Now that Gustav Line is out it's time to start the process of informing you about Combat Mission: Market Garden. But it will take a little while before we start putting out screenshots and other bits.

Portraying the battles of Market Garden posed unique challenges to us on the development end. Specifically that Market Garden requires British and Waffen SS units, which are part of the Commonwealth module. And yet our philosophy is to never require players to purchase Module A to play Module B. Likewise, our philosophy is to not duplicate content in Modules because we don't want to double charge those who want both.

Interesting dilema we got ourselves into, eh?

Instead of canceling Market Garden (CM:MG), which we did contemplate, we decided to pack Market Garden so full of new stuff that people will find value in it and minimize the overlap with Commonwealth that people won't feel like they are buying stuff they might already have. So here's an overview of what's being included:

1. Basic Waffen SS and British units which represent those units that fought directly in the Market Garden battles. Which means the majority of units found in Commonwealth are not present in CM:MG.

2. New German Heer, Waffen SS, and Luftwaffe units have been added which aren't present in Commonwealth. These better portray the scratch formations which made up the bulk of the early German resistance to the landings. Training, security, school, admin personnel, etc. are available.

3. We've added German Navy units. These poor saps were base and ex-ship personnel thrown into battle without much consideration about their fighting capabilities (which were next to none). In fact, this is the first time we've ever had Navy ground units in a CM game. Though to be honest, it's mostly for flavor as organizationally they weren't that much different from horribly stripped down and under equipped Heer units. Still, it's better to give you explicitly tweaked units than to say "imagine those Heer guys are Navy".

4. AAA units are present for the first time on the Western Front. Not only the sorts of AAA stuff found in Gustav Line, but some new fun things like Wirbelwind and Crusader AA.

5. The Germans also now have access to Panzer Brigades. These armor heavy units are uniquely organized and contain the ever fun SPW 251/21 in large numbers.

6. Fallschirmjäger are now present, all the way from June through September.

7. Some new vehicle variants for all forces just to keep things interesting.

8. New terrain features to create the feeling you're battling in The Netherlands and not France. Yes, we have even included a windmill.

9. Bridges. Lots of 'em. We are including 5 custom made historically accurate bridges, a canal bridge, and 3 new generic long bridges. Some, like the Arnhem road bridge, are massive. For the larger ones we include "stubs" which map makers can use to simulate fights around the entrance to a bridge without having the other 500+ meters stuck in there.

And before the questions start flying about what new game features are to be added... a reminder that as a rule Modules do not add new game elements unless they are directly necessary for that particular Module. Besides the new bridges and some other terrain related stuff, we don't see the need for new features and therefore there won't be many directly related to Market Garden. However, anything new that was added for Gustav Line will be automatically carried over to the entire Normandy Family of games. Such as new shaders, "movie" lighting, bug fixes, gameplay tweaks, AAA support, etc. No worries there

giovedì 7 marzo 2013

Flashpoint Germany 2: Red Storm alcune news

News di Marzo riguardo Flashpoint Germany 2: Red Storm:

1. In the past two weeks we team has shifted the name of the game from Flashpoint Germany 2: Red Storm or FPG2:RS to the more proper name of Flashpoint Campaigns: Red Storm or FPC:RS. We did this to better reflect the modular nature and expandability of the core game engine. Red Storm covers the 80's in Central Europe and has the same nations as the original FPG. We do plan on expanding both this starting module with more nations, scenarios, etc, but we are also looking at new content modules as well. Assuming the game sells and folks want more stuff.

2. Work on getting the PBEM++ up and running is going slower than we would like, but it is getting close to testing.

3. We are still killing smaller and smaller bugs. Fixing data errors and glitches. Moving files and folders into final structures for future use. A bigger job then it sounds by the way, but it does help show any bad pathing assignments in the code.

4. We implemented a new and better system for determining the number of orders a side gets if you play with limited staff orders on. Instead of being a fixed value in the data files it is now dynamically calculated based on what is in the scenarios and the modifiers for EW impact and unit losses have moved to the data section.

5. We are close to getting both box art and a documentation guy from Matrix. Once they are free from finishing the project they are on we will slide into their queue. Hopefully that will also be at the same time we get an official announcement and dedicated forum section. Then we will really talk up what is going on.

6. Steve is working on scenarios. We have a bunch of them.

7. Rob and I are bug huinting and working on getting the last of the required game engine bits up and running correctly. This includes AI tweaking and responding to our Beta testers.

martedì 29 gennaio 2013

Total War Shogun 2 - Gold Edition

E' stata annunciata per Marzo la versione Gold Edition di Shogun 2, che conterrà tutto quello che è uscito per il gioco. Qui trovate la notizia ufficiale:

mercoledì 5 dicembre 2012

Ageod si fonde con Matrix e Slitherine

Notizia di oggi:!-A-message-to-the-players&p=256405#post256405

Come potete leggere anche Ageod si aggiunge al premiato team di Matrix\Slitherine pur mantenendo la sua autonomia e per l'anno prossimo è previsto il rilascio di American Civil War 2, seguito del più fortunato dei giochi Ageod. Si tratta senz'altro di un'ottima notizia.

sabato 8 settembre 2012

Altre news riguardo Rome 2 Total War

William su Strategy Games Italia ha riportato altre news riguardo il nuovo progetto della Creative Assembly:

- Nuovo motore grafico, battaglie ancor più dettagliate.
- Le battaglie ibride combineranno battaglie navali e terrestri.
- Le unità navali saranno formate da più navi.
- Ci saranno animazioni facciali individuali per ogni soldato.
- Ci saranno nuove possibilità di osservare la battaglia, per esempio ci sarà la telecamera ad altezza uomo che permetterà di vedere la battaglia dagli occhi del soldato.
- 40% di budget in più rispetto a Shogun 2, personale raddoppiato (20 designer, 36 programmatori e 40 artisti lavorano su Rome 2), lunghissimo tempo di progettazione (lavorano prima dell'uscita di Shogun 2).
- Mappa più estesa (intesa quella della campagna): si estenderà su tutto il mondo (quello conosciuto), dalla Spagna all'India, con molte più fazioni rispetto al primo Rome.
- Unità differenti a seconda della fazione usata.
- Ogni città avrà più punti di cattura.
- In ogni edificio potranno entrare delle unità e potranno distruggere le mura pezzo per pezzo.
- Sarà possibile cambinare le regioni in province una volta conquistate.
- Le battaglie più lunghe tenderanno a durare 45 minuti.
- Rome II userà steam.
- Avremo i disastri naturali.
- Per ogni cultura avremo moltissime unità diverse.
- Saranno combinati i motori grafici delle battaglie navali e terrestri.
- Le navi con equipaggiamento da assedio potranno bersagliare truppe ed edifici nemici sulla terraferma.
- La varietà di unità sarà di gran lunga la più imponente di tutta la serie Total War,si parla di circa 700 unità.
- Ci saranno diversi stili di combattimento tra le diverse fazioni, le fazioni germaniche per esempio si affideranno maggiormente al terreno, alle imboscate, alle tattiche di aggiramento, gli sciti (che quindi si confermano in Rome 2) alla mobilità delle truppe a cavallo.