Rilasciato dalla Graviteam un nuovo video promozionale del gioco con la nuova patch
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.
nuovo
mercoledì 11 luglio 2012
Achtung Panzer Operation Star video promozionale della nuova patch
Rilasciato dalla Graviteam un nuovo video promozionale del gioco con la nuova patch
martedì 10 luglio 2012
Patch 1.3 release candidate 1 per Pride of Nations
E' stata rilasciata la prima versione della patch 1.3 per Pride of Nations; la trovate qui
http://ageoddl.telechargement.fr/temp/Patch_PON_1.03RC1.zip
"
FIXES AND NOVELTIES 1.03RC1
Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150. Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammos per turn of siege (plan to have supply trains on the long run), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
* Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
* If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
* Structures get the transport efficiency of their owner, not the owner of the region: fixed
* More precision about who fights who in the battle log.
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.
"
http://ageoddl.telechargement.fr/temp/Patch_PON_1.03RC1.zip
"
FIXES AND NOVELTIES 1.03RC1
Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150. Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammos per turn of siege (plan to have supply trains on the long run), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
* Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
* If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
* Structures get the transport efficiency of their owner, not the owner of the region: fixed
* More precision about who fights who in the battle log.
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.
"
Battlefront annuncia WWI Breakthrough
Battlefront ha annunciato un'espansione per Strategic Command WWI: The Great War , WWI Breakthrough, che dovrebbe introdurre il deployment e nuovi scenari.
Ecco la notizia su The Wargamer: http://www.wargamer.com/news/7118/wwi-breakthrough-expansion-for-strategic-command-wwi-the-great-war
"
WWI Breakthrough! is in late beta stage and is scheduled for a release within 8-12 weeks. It is an add-on and requires the base game, Strategic Command World War I 1914-1918 The Great War in order to play.
WWI Breakthrough! contains high, medium and low level campaigns, designed to suit the tastes of those wanting quick fire campaigns as well as those wanting grander campaigns.
WWI Breakthrough! also introduces a Deployment Phase which allows you to choose where to deploy key units before the fighting begins.
In the updated Breakthrough Edition of the classic 1914 Call to Arms campaign this means that Germany doesn’t have to start with all her forces massed in the west, and can delay conflict with the British by respecting Belgian neutrality. The strategic possibilities this opens up are there for the taking.
There’s also a new grand campaign in the shape of 1914 Ostaufmarsch for those who would like to explore what could have happened had the Germans started the war with the majority of their forces in the east.
We’ve also included something special and exotic, in the shape of von Lettow-Vorbeck’s campaign against the British Empire in German East Africa.
There are campaigns aplenty set on the Western and Eastern fronts, such as the 1914 campaigns March on Paris and Tannenberg through to the great Ludendorff Offensive of 1918, and his final attacks that led to the Second Marne.
The intervening years are well covered too, with the 1915 battle of Loos, and 1916’s Verdun, Jutland, the Somme, and the great Brusilov Offensive.
This is followed by the Nivelle Offensive of April 1917. Could the French army have won a victory on the Chemin des Dames if it had been handled differently? WWI Breakthrough! is your chance to find out.
American participation in the war is far from neglected, and Patton’s tanks will be rolling forward in the St. Mihiel Offensive, swiftly followed by General Pershing’s advance in the Meuse-Argonne in the final weeks of the war.
This release also provides the opportunity to refight two important wars from either side of the Great War: the First Balkan War of 1912-13, and the world changing Russian Civil War.
A final treat is the 1915 Siege of Kut, where the Ottomans will battle it out in Mesopotamia with a British Relief Force to prevent it from rescuing General Townshend.
WWI Breakthrough! is your opportunity to discover just how much fun can be had playing WWI grand strategy at its finest.
Key New Features
Deployment Phase
For enhanced flexibility and replayability!
Key units can now be deployed where the player wishes at the start of a campaign before any fighting starts.
New Supply Rules
For enhanced strategic realism!
Units defending resources that have been cut off from their home territory will now find it much harder to hold out, and damaged HQs will provide reduced logistical support.
Armored Trains
For enhanced historical realism!
Our new Russian Civil War campaign just wouldn’t have been right without them!
Improved War Map
To help you plan your battles!
Ecco la notizia su The Wargamer: http://www.wargamer.com/news/7118/wwi-breakthrough-expansion-for-strategic-command-wwi-the-great-war
"
WWI Breakthrough! is in late beta stage and is scheduled for a release within 8-12 weeks. It is an add-on and requires the base game, Strategic Command World War I 1914-1918 The Great War in order to play.
WWI Breakthrough! contains high, medium and low level campaigns, designed to suit the tastes of those wanting quick fire campaigns as well as those wanting grander campaigns.
WWI Breakthrough! also introduces a Deployment Phase which allows you to choose where to deploy key units before the fighting begins.
In the updated Breakthrough Edition of the classic 1914 Call to Arms campaign this means that Germany doesn’t have to start with all her forces massed in the west, and can delay conflict with the British by respecting Belgian neutrality. The strategic possibilities this opens up are there for the taking.
There’s also a new grand campaign in the shape of 1914 Ostaufmarsch for those who would like to explore what could have happened had the Germans started the war with the majority of their forces in the east.
We’ve also included something special and exotic, in the shape of von Lettow-Vorbeck’s campaign against the British Empire in German East Africa.
There are campaigns aplenty set on the Western and Eastern fronts, such as the 1914 campaigns March on Paris and Tannenberg through to the great Ludendorff Offensive of 1918, and his final attacks that led to the Second Marne.
The intervening years are well covered too, with the 1915 battle of Loos, and 1916’s Verdun, Jutland, the Somme, and the great Brusilov Offensive.
This is followed by the Nivelle Offensive of April 1917. Could the French army have won a victory on the Chemin des Dames if it had been handled differently? WWI Breakthrough! is your chance to find out.
American participation in the war is far from neglected, and Patton’s tanks will be rolling forward in the St. Mihiel Offensive, swiftly followed by General Pershing’s advance in the Meuse-Argonne in the final weeks of the war.
This release also provides the opportunity to refight two important wars from either side of the Great War: the First Balkan War of 1912-13, and the world changing Russian Civil War.
A final treat is the 1915 Siege of Kut, where the Ottomans will battle it out in Mesopotamia with a British Relief Force to prevent it from rescuing General Townshend.
WWI Breakthrough! is your opportunity to discover just how much fun can be had playing WWI grand strategy at its finest.
Key New Features
Deployment Phase
For enhanced flexibility and replayability!
Key units can now be deployed where the player wishes at the start of a campaign before any fighting starts.
New Supply Rules
For enhanced strategic realism!
Units defending resources that have been cut off from their home territory will now find it much harder to hold out, and damaged HQs will provide reduced logistical support.
Armored Trains
For enhanced historical realism!
Our new Russian Civil War campaign just wouldn’t have been right without them!
Improved War Map
To help you plan your battles!
"
Settimana di sconti per l'acquisto di Panzer Corps
Questa settimana Matrix\Slitherine offrono uno sconto per l'acquisto di Panzer Corps di circa 10$.
Ecco la notizia ufficiale: http://www.wargamer.com/news/7119/week-long-anniversary-sale-for-panzer-corps
"
Slitherine (www.slitherine.com) and Matrix Games (www.matrixgames.com) are hosting a week long-anniversary sale onPanzer Corps. The sale allows offers the strategy game at 33% off the download price. This translates to a discount of about $10.
Originally released July 11, 2011, Panzer Corps has since picked up numerous awards, while releasing content-heavy DLC’s to expand its deep campaign for grognard fans. Boasting high scores and receiving praise such as “A perfect introduction to the wonderful world of wargaming,” (PC Gamer UK), “...the spiritual successor to the Panzer General series,” (Gamespot), and “Panzer Corps has successfully delivered a blitzkrieg of entertainment for strategy gamers everywhere,” (Warfare and Wargaming). Panzer Corps also received the Gold Editor’s Choice Award at the Wargamer for “scratching the itch for Panzer General fans.”
Here is what makes Panzer Corps tick:
400 unit types, divided into 19 unit classes with 20 detailed parameters to identify units abilities, 17 terrain types
26 scenarios combined in one large campaign tree with several entry points at various stages in the war in Europe
All major nations represented: Germany, Italy, Poland, France, Great Britain, USA, USSR, Norway, Belgium, Netherlands, Albania, Romania, Greece and more
Core units that travel with you throughout the campaign gaining experience and that can be upgraded as new weapon technologies become available
The sale event runs from July 9 to July 15, 2012, during which ONLY Panzer Corps will be available at 33% off. Don’t hesitate too long or you might miss out!
For more information and to purchase Panzer Corps, visit the official product pages at the Matrix Games or Slitherine website.
About Panzer Corps
Panzer Corps is a brand new turn-based strategy game that reinvents a classic genre. Produced and developed by a team of experts and brought to perfection by a community of hundreds of fans, the game has evolved over 2 years to become what can be defined as a modern classic.
Set in World War II, Panzer Corps puts the player in charge of Axis armies, taking their core force with them through the entire war. The use of combined-arms tactics requires each general to make use of the strengths and exploit the weaknesses of their opponents.
Its multiplayer mode, an improved version of Slitherine’s award winning PBEM++ system, allows players to easily find opponents anywhere in the world and enjoy playing them with none of the hassle.
Panzer Corps is designed to replicate the feeling of a classic wargame, but brings it up to 21st century standards and to a whole new generation of gamers.
"
Ecco la notizia ufficiale: http://www.wargamer.com/news/7119/week-long-anniversary-sale-for-panzer-corps
"
Slitherine (www.slitherine.com) and Matrix Games (www.matrixgames.com) are hosting a week long-anniversary sale onPanzer Corps. The sale allows offers the strategy game at 33% off the download price. This translates to a discount of about $10.
Originally released July 11, 2011, Panzer Corps has since picked up numerous awards, while releasing content-heavy DLC’s to expand its deep campaign for grognard fans. Boasting high scores and receiving praise such as “A perfect introduction to the wonderful world of wargaming,” (PC Gamer UK), “...the spiritual successor to the Panzer General series,” (Gamespot), and “Panzer Corps has successfully delivered a blitzkrieg of entertainment for strategy gamers everywhere,” (Warfare and Wargaming). Panzer Corps also received the Gold Editor’s Choice Award at the Wargamer for “scratching the itch for Panzer General fans.”
Here is what makes Panzer Corps tick:
400 unit types, divided into 19 unit classes with 20 detailed parameters to identify units abilities, 17 terrain types
26 scenarios combined in one large campaign tree with several entry points at various stages in the war in Europe
All major nations represented: Germany, Italy, Poland, France, Great Britain, USA, USSR, Norway, Belgium, Netherlands, Albania, Romania, Greece and more
Core units that travel with you throughout the campaign gaining experience and that can be upgraded as new weapon technologies become available
The sale event runs from July 9 to July 15, 2012, during which ONLY Panzer Corps will be available at 33% off. Don’t hesitate too long or you might miss out!
For more information and to purchase Panzer Corps, visit the official product pages at the Matrix Games or Slitherine website.
About Panzer Corps
Panzer Corps is a brand new turn-based strategy game that reinvents a classic genre. Produced and developed by a team of experts and brought to perfection by a community of hundreds of fans, the game has evolved over 2 years to become what can be defined as a modern classic.
Set in World War II, Panzer Corps puts the player in charge of Axis armies, taking their core force with them through the entire war. The use of combined-arms tactics requires each general to make use of the strengths and exploit the weaknesses of their opponents.
Its multiplayer mode, an improved version of Slitherine’s award winning PBEM++ system, allows players to easily find opponents anywhere in the world and enjoy playing them with none of the hassle.
Panzer Corps is designed to replicate the feeling of a classic wargame, but brings it up to 21st century standards and to a whole new generation of gamers.
"
Etichette:
Matrix games,
offerta,
Panzer Corps,
sconto,
slitherine
Terzo turno con La Grande Guerre
Eccoci arrivati al terzo turno, quello diplomatico (quello precedente era la fase eventi) anche se ho potuto fare una parte diplomatica, ma il pre-turno è particolare). Ho ottenuto un buon riscontro dell'azione diplomatica precedente, e la Turchia è già entrata in guerra al mio fianco. Adesso premiamo sulla Bulgaria per accerchiare la Serbia.
lunedì 9 luglio 2012
Seconda parte sull'editor di dottrina di Les Grognards
Approfitto del nuovo video che ho fatto per ricominciare a parlare dell'editor di dottrina di Histwar.
La seconda pagina dell'editor di dottrina permette di definire i comportamenti di supporto e di inseguimento. Nella parte di supporto si può definire il supporto ad altri corpi (truppe vengono distaccate dall'AI per aiutare un corpo in difficoltà) o altre unità. Si può dire si o no a tre categorie di truppe: distaccate (non aggregate a nessun corpo), truppe di prima linea di corpo o truppe di riserva di corpo. Io ho preferito permettere il supporto solo alle truppe distaccate per evitare di lasciare all'AI la possibilità di rompere la coordinazione di un corpo, eventualmente sarò io a distaccare truppe da altri corpi per mandarli di supporto. Ho visto dalla precedente partita che il supporto attivo per tutto, crea solo caos nei corpi.
Infine si può decidere il comportamento della cavalleria in caso di inseguimento (truppe nemiche in fuga): qui si può decidere come si deve comportare la cavalleria pesante,media e leggera, ancora una volta in caso reggimenti distaccati,prima linea o riserva. Ho preferito lasciare solo alla leggera questa possibilità, e alla media distaccata. La pesante è troppo preziosa per rischiarla.
Alla prossima volta per la terza parte.
La seconda pagina dell'editor di dottrina permette di definire i comportamenti di supporto e di inseguimento. Nella parte di supporto si può definire il supporto ad altri corpi (truppe vengono distaccate dall'AI per aiutare un corpo in difficoltà) o altre unità. Si può dire si o no a tre categorie di truppe: distaccate (non aggregate a nessun corpo), truppe di prima linea di corpo o truppe di riserva di corpo. Io ho preferito permettere il supporto solo alle truppe distaccate per evitare di lasciare all'AI la possibilità di rompere la coordinazione di un corpo, eventualmente sarò io a distaccare truppe da altri corpi per mandarli di supporto. Ho visto dalla precedente partita che il supporto attivo per tutto, crea solo caos nei corpi.
Infine si può decidere il comportamento della cavalleria in caso di inseguimento (truppe nemiche in fuga): qui si può decidere come si deve comportare la cavalleria pesante,media e leggera, ancora una volta in caso reggimenti distaccati,prima linea o riserva. Ho preferito lasciare solo alla leggera questa possibilità, e alla media distaccata. La pesante è troppo preziosa per rischiarla.
Alla prossima volta per la terza parte.
Nuovo video di gameplay con Steel Armor Blaze of War
Nuovo video con Blaze of War stavolta la campagna iraniana. La missione è notturna e quindi si vede poco: ho avuto un approccio cauto, ma ho perso due carri e due veicoli blindati per colpa dei T55, alla fine mi sono trovato anche gli aerei sulla testa.
Theatre of War scontato su Gamersgate
Su Gamersgate trovate in offerta sia TOW 3 Korea che la Theatre of War Collection (che contiene tutti i giochi ed espansioni della serie)
Korea -> http://www.gamersgate.com/DD-TOW3K/theatre-of-war-3-korea a 5,99 euro
Collection -> http://www.gamersgate.com/DDB-TOWCP/theatre-of-war-collection-pack-bundle a 11,99
Korea -> http://www.gamersgate.com/DD-TOW3K/theatre-of-war-3-korea a 5,99 euro
Collection -> http://www.gamersgate.com/DDB-TOWCP/theatre-of-war-collection-pack-bundle a 11,99
domenica 8 luglio 2012
Video documentario su Sun Tsu
Preso da History Channel inglese; ancora devo vederlo, speriamo bene, i documentari di History spesso lasciano a desiderare.
Wargame European Escalation: due partite fatte con la nuova modalità multiplayer
Ieri ho provato un paio di partite con la nuova modalità multiplayer: "Conquest". Come potete vedere nella prima sia io che il mio alleato eravamo completamente inesperti, i nostri avversari hanno conquistato velocemente 14 punti strategici e hanno vinto senza sparare un colpo. Al che ho capito alla svelta che le cose non funzionavano come al solito e nella seconda mi sono adeguato, prendendo truppe in elicottero e veloci per creare una linea a protezione delle zone strategiche nella nostra metà mappa. La cosa ha funzionato ma il mio alleato non ha capito nulla, e si è fissato con una ottusa difesa (necessaria all'inizio ma ottusa in seguito) a sinistra sneza cercare di occupare o riconquistare nemmeno una zona strategica, lasciandomi praticamente il 70% della mappa da difendere. Non so ancora esprimermi sulla nuova modalità, ma è sicuramente più veloce e dinamica della modalità "destruction".
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