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domenica 13 ottobre 2013

Fantasy Kommander Eukarion Wars AAR – The Courage of a Knight

Sul forum Matrix trovate la prima parte di un AAR fatto da un beta-tester con Fantasy Kommander Eukarion Wars, wargame fantasy di prossima uscita.

http://www.matrixgames.com/forums/tm.asp?m=3434359&mpage=1&key=%26%2365533%3B

sabato 12 ottobre 2013

Primo Campaign Episode per Arma 3

Bohemian ha annunciato il primo campaign episode per Arma 3, dal titolo "Survive". Nella sostanza sarà un free DLC rilasciato il 31 ottobre.

“Our first campaign episode, ‘Survive’, introduces players to Ben Kerry, a regular soldier who’s part of a NATO peacekeeping mission in the Mediterranean. Following a couple of years of uneasy cease-fire, this US-led deployment is now in the process of a staged drawdown. The vacuum left by withdrawing forces is being rapidly filled by the opposing CSAT faction, creating the conditions for, one might say, a flashpoint”, explains Jay Crowe, Creative Director on Arma 3.

“Of course, it's not just about our own story, but another opportunity to provide yet more building blocks for the platform - new weapons, animations, 3D objects, scripted modules - each designed to grant content creators even greater freedom to create and share their own content. Looking forward to the forthcoming episodes, we’ll continue to expand Arma 3’s sandbox with additions such as new vehicles.”

Arma 3 features the large open terrains of ‘Altis’ (270 km²) and ‘Stratis’ (20 km²), 12 singleplayer showcases, 3 factions showcases, 9 multiplayer scenarios, 10 firing drill challenges, more than 20 vehicles and 40 weapons, 5 factions, the scenario editor and modding support. The singleplayer campaign is deployed across 3 free DLC episodes after release.


Qui trovate l'annuncio e qualche screenshot:

After Action Report: Civil War 2 su The Wargamer

Su The Wargamer trovate la prima parte di un video AAR con Civil War 2 dell'Ageod.

http://www.wargamer.com/article/3452/after-action-report-civil-war-2-live-action-review-part-1



venerdì 11 ottobre 2013

Wargame – Red Dragon intervista e primi screenshots

Iniziano ad uscire i primi screenshots su Red Dragon, il terzo gioco della serie Wargame della Eugene, inoltre c'è una videointervista al  campo della Eugene





giovedì 10 ottobre 2013

Se avete perso l'installante di uno dei giochi Matrix

Innanzitutto cercate di backuppare su dvd o su altri HD i vostri installanti, sempre! Ma nel malaugurato caso l'aveste perso, non contattate il rivenditore Bluesnap or Plimus perchè non sono in grado di aiutarvi, scrivete direttamente a support@matrixgames.com per avere il backup. Ovviamente dovete fornire le prove che avete l'originale.


Rise of Venice - Feature Clip: The Art of War

Video trailer sul combattimento in Rise of Venice, gioco strategico di prossima uscita. Direi proprio che è meglio risparmiare i soldi.


martedì 8 ottobre 2013

Command: Modern AirNaval Operations gets Updated

La patch 1.00 per CMANO è stato rilasciata nella sua versione ufficiale. Fate il check update dall'interfaccia di lancio per scaricarla.


Ecco il change log:

V1.00 – October 8, 2013

Bug Fixes:


0005443: [420] Crash on Zoom
0005533: Game just stops, get error message when trying to save scenario
0005546: [430] No Nav Zones not working properly
0005528: [427] Edit Exclusion zoneDialog bug
0005543: [430] Freeze in basic air ops
0005496: Sensor dialog Crash
0005503: [426] Maria & Victoria
0005605: Crash: Stanavforlant crashes with a NullReferenceException
0005646: [432] Can still clog a carrier or airbase by readying aircraft on elevators
0005592: Aircraft should accept ready/rearm command _only_ when parked
0005260: Zooming on mouse scroll wheel
0004409: Sonobouys clutter the display. Possibly to fade the or have an on/off view.
0005650: Deselect all RPs hotkey
0005667: OOM Exception, Red-X-of-doom
0005652: Loading a scenario while another scenario runs causes sim to freeze up
0005617: SOSUS not working
0005013: Add Unit dialog should remember the country from the previous inserted platform
0005676: [434] Can't manually deploy active sonobouy from TU-142 bear
0005488: KDX update
0004857: Chinese OTH-B and OTH-SW radars
0005562: Swiss radars
0003319: DB3K: Swiss BL-64
0005570: Swiss radar ER-220
0005569: Swiss radar LGR-1
0005610: Load out mispelling
0005576: Swiss radar TPS-1E
0005571: Swiss radar ZW9/ZW10
0003320: DB3K: Swiss "FLORIDA" EW radar
0005577: Photos and text placed incorrectly in DB viewer
0005596: Zumwalt Needs Helo Magazine
0005598: DB3k Minor Text Edits
0005714: [438] Slow down after assigning Backfire groups to ASuw Mission
0005511: Possible for a Player to set a 0 speed.
0005718: Get rid of NUM LOCK requirement
0005675: Repetative BDA Reports
0005734: Assorted tutorials issues
0005556: [427] SEAD patrol kirks
0005121: It should not be possible to arm/take off aircraft with maintenance/unavailable loadouts
0005698: Kilter misses by stupid amount
0005730: [438] Weird Shrike Behavior
0005069: Shrike ARM misses by several kilometers
0005699: Maria and Victoria Again
0005672: Mixed Shrike and CBU Issue
0005750: A-7 CBU-59 and Shrike Loadout a bad match
005735: Excessive dive rates for subs & aircraft
0004279: IRIAF F-14 update
0005560: DB3k Update: Combat Aircraft Mag Article on Iranian F-14's
0005771: ARM's not firing at Search Radar
0005770: F-4G Wild Weasel w/ AGM-78 Standard ARM not working at all (Build 440)
0005693: [434] BCGN Shooting SA-N-6 at Tico with no hits.





New Features and Improvements


Significant performance improvements both on UI map operations (zoom/pan) and sim execution.
Enhanced stability.
Added button "Abort Launch" on Air Ops menu. When clicked, any of the selected aircraft which is preparing to launch will abort the sequence and attempt to return to an available parking facility.
Only aircraft that are in a parking facility can be armed (solves problem of airbase traffic jams due to aircraft being readied while on transit points).
Added game option: Zoom map to mouse cursor location (instead of camera center).
Added new game option: Sonobuoy Visibility. Available settings are: Normal, Ghosted and Do Not Show (not reccomended).
Added new reference-point menu command: De-select all reference points.
Command's hitherto mandatory high-fidelity mode (0.1-sec pulse length) at 1:1 time setting, is now optional: New game option, "High Fidelity Mode", enabled by default. To switch to 1-sec pulse length at 1:1 (aka coarse mode, similar to how Harpoon 3 runs at 1:1), disable this option. This has the effect of dramatically speeding up gameplay at 1:1 setting.
DB viewer addition: Dedicated weapon page. Search, filtering etc. work just like any other unit type (except that country-level filtering is not available for weapons). File naming conventions for images & text
descriptions are Weapon_XXX.jpg and Weapon_XXX.txt respectively.
While having a weapon selected on the map, clicking on the weapon-class button on the unit status window will bring up the weapon's relevant page in the DB viewer.
Hold-fire can now be issued on multi-selected units, in addition to single units and groups.
DB viewer improvements: Valid Targets on weapon page, per-engine maximum speed displayed on powerplant section for all platforms (particularly useful for diesel-electric submarines).
The "Add Unit" window now remembers all selection filters used on the last unit addition and re-applies them whenever called up.
Aircraft now drop their ordnance much more reliably without manual control (we'd love to boast "100% reliably" but that's just an invitation for an edge case to pop up and throw egg on our face).
Helmet-mounted sights (HMS) are now taken into account when deciding how much off-boresight an aircraft can shoot an AAM.
Aircraft & submarines have more realistic dive rates.
Ships can now effectively use semi-active SAMs in anti-surface mode, as they are taking terminal illumination concerns into account during pre-fire checks.





Data Changes


Includes updated versions of DB3000 and CWDB. Some of the changes include:
CH-47F Chinook -- Australia (Army), 2015, 7x
LHD 01 Canberra [Juan Carlos Class] -- Australia (Navy), 2017, 4x LCM-1E
LCM-1E -- Australia (Navy), 2015, 12x
LCM-8 -- Australia (Navy), 1967, 11x
L 100 Choules [Bay Class] -- Australia (Navy), 2013, Ex-Largs Bay, 1x LCM-8, 2x LCVP, No LCM-1E
Combined ARM/CBU loadouts have new mission profiles, using Hi-Lo-Hi instead of Hi-Med-Hi.
SUU-23 gun pods in A/G loadouts on F-4C/D
SUU-23 loadouts on RAF Phantoms



Aircraft:


Bo-105CBS -- Canada (Coast Guard), 1984, 16x
AC-130J Ghostrider -- United States (Air Force), 2015, Upgr MC-130J Commando II
MC-130J Commando II -- United States (Air Force), 2013, 4x + Xx, Ex-Combat Shadow II
Camcopter S-100 -- China (Navy), 2012, 18x
Camcopter S-100 -- Libya (Army), 2010, 4x, Khamis Brigade



Ship:


CCGS Cape Roger -- Canada (Coast Guard), 1978
CCGS Cape Roger -- Canada (Coast Guard), 1997, Refit
Civilian RHIB [11m] -- Civilian (Civilian)
Civilian RHIB [7m, Armed] -- Civilian (Civilian), Pirate
Civilian RHIB [7m] -- Civilian (Civilian)
DDG 991 Sejong the Great [KDX-3] -- South Korea (Navy), 2014, K-ASROC, Hyunmoo-3C
DDH 971 Gwanggaeto the Great [KDX-1] -- South Korea (Navy), 2003
DDH 978 Wang Geon [KDX-2 Mod] -- South Korea (Navy), 2014, K-ASROC, Hyunmoo-3C
F 230 Norfolk [Type 23 Duke] -- United Kingdom (Royal Navy), 2013, Type 997
F 230 Norfolk [Type 23 Duke] -- United Kingdom (Royal Navy), 2017, CAMM(M)
F 236 Montrose [Type 23 Duke] -- United Kingdom (Royal Navy), 2014, Type 997
F 236 Montrose [Type 23 Duke] -- United Kingdom (Royal Navy), 2017, CAMM(M)
P 71 Serviola -- Spain (Navy), 1993



Ground Stuff:


Radar (9ZW/10ZW HF) -- Switzerland (Air Force), 1966-1998, 2x, Assoc w AN/FPS-20A
Radar (AN/FPS-20A) -- Switzerland (Air Force), 1966-1998, 1x, Assoc w 9ZW/10ZW HF
Radar (AN/TPS-1E) -- Switzerland (Air Force), 1958-1989, 24x, AAA Support
Radar (Big Bird C [64N6]) -- Algeria (Air Force), 2009, SA-20
Radar (China OTH-B Receiver) -- China (Air Force)
Radar (China OTH-B Transmitter) -- China (Air Force)
Radar (China OTH-SW Receiver) -- China (Air Force), 2003
Radar (China OTH-SW Transmitter) -- China (Air Force), 2003
Radar (H(R)-500) -- Switzerland (Air Force), 1970-2003, 3x, Florida System
Radar (Jindalee JORN Receiver) -- Australia (Air Force), 1983
Radar (PS-47/F) -- Sweden (Air Force), 1965-1993, 9x
Radar (PS-68/F) -- Sweden (Air Force), 1964-1980, 1x
SAM Bn (SA-20b Gargoyle [S-300PMU-2]) -- Algeria (Air Force), 2009, 4x TEL, 2x Bn + 96L6E, 8x Bn
SAM Bn (SA-21a/b Growler [S-400 Triumph]) -- Russia [1992-] (Air Force), 2013, 12x TEL
SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 1x Training Site, 1x Sec, 4x lnchr
SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 2x Sites, 1x Sec, 8x lnchr
SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 3x Sites, 2x Sec, 16x lnchr



Weapons:


AIM-54A Phoenix [Fakour-90] -- 2012, SARH
Sea Ceptor [CAMM(M)] -- 2017
Hyunmoo-3C -- South Korea, 2013, Xuanwu 3




lunedì 7 ottobre 2013

Command Modern Air/Naval Operations AAR

Su Real and Simulated Wars trovate un AAR fatto con Command Modern Air/Naval Operations sulla guerra delle Malvinas\Falklands.

http://kriegsimulation.blogspot.it/2013/10/command-modern-airnaval-operations.html

Ne sto leggendo anche uno su con lo stesso scenario su NetWargaming:

http://www.netwargamingitalia.net/forum/threads/c-mano-aar-malvinas-1982.23931/


Il gioco sembrerebbe interessante anche con le pecche evidenziate finora, anche se sembra essere stato patchato parecchio, quindi forse si sono risolte.


Fantasy Kommander: Eukarion Wars intervista

Su The Wargamer trovate un'intervista agli sviluppatori di Fantasy Kommander: Eukarion Wars. Si tratta di un wargame fantasy di un team italiano. Il gioco sembrerebbe un fantasy ma anche con caratteristiche spiccatamente da Wargame e non da RPG.


http://www.wargamer.com/article/3447/interview-fantasy-kommander-eukarion-wars-wargamer.com-interview


domenica 6 ottobre 2013

Rome Total War 2 video review

Su The Wargamer trovate una video review di Rome Total War 2.


Warlock 2: The Exiled Announcement Trailer


 Paradox annuncia il seguito di Warlock; il ridicolo è che hanno copiato il concetto di Shard di Eador 2, si vede che la fantasia alla Paradox sta venendo meno.

Aggiornamento PBEM War in the East

Come nefastamente prevedevo il mio avversario è riuscito a sfruttare la settimana di bel tempo che non avevo contato per accerchiare le mie truppe nel saliente, ma grazie al cielo avevo abbastanza truppe mobili per creare un varco e lui troppo poche per chiudere bene. Così il turno successivo con il rischio di rimanere bloccato con le truppe in posizione precaria durante il fango si è abilmente ritirato. Adesso devo organizzare bene le truppe per l'offensiva invernale. Sicuramente lui già si aspetta attacchi nei punti critici, quindi devo cercare di martellare le sue riserve quanto possibile con l'aviazione, sfruttando il fatto che i rifornimenti per lui sono più difficili.


venerdì 4 ottobre 2013

Rising Storm Island Assault Trailer

Video per Island Assault, content per Rising Storm, il Red Orchestra versione Pacifico, da oggi gratuito con il pack di Rising Storm su steam.

http://store.steampowered.com/app/234510/




Rilasciata terza patch per Rome 2

Rilasciata in modo ufficiale la terza patch per Total War Rome 2, mentre la quarta patch è in beta.

Ecco il change log:

Technical and Performance Issues

Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.


Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.


Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.


Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.

Pride of Nations AAR

Su The Wargamer trovate un mega AAR con Pride of Nations, giocato con il Piemonte\Italia.

http://www.wargamer.com/article/3445/after-action-report-forza-italia!-a-late-game-pride-of-nations-aar

giovedì 3 ottobre 2013

Morto Tom Clancy

E' notizia di ieri che è morto lo scrittore Tom Clancy ad appena 66 anni. Come ho già detto in altro post, i suoi primi libri (Caccia ad Ottobre Rosso e Uragano Rosso) mi sono piaciuti molti, ma i successivi molto meno, man mano è scaduto nell'autoincensamento dello stereotipo eroico americano e nella ricerca di improponibili nemici che avevano lo scuse più strambe per attaccare gli americani (come il Giappone). Comunque se ne va un grande.



After Action Report: Flashpoint Campaigns: Red Storm

Su The Wargamer trovate un AAR su Flashpoint Campaigns: Red Storm di prossima uscita. Per chi non lo conosce si tratta di un tattico con classica mappa esagonale a turni WEGO sugli ipotetici scontri della Terza Guerra Mondiale. L'originale teneva conto della guerra elettronica, nucleare e chimica, speriamo il seguito sia all'altezza.

http://www.wargamer.com/article/3444/after-action-report-ate-up-a-flashpoint-campaigns-red-storm-aar

mercoledì 2 ottobre 2013

Nuova review di Command: Modern Air / Naval Operations

Su SimHQ trovate una review davvero accurata di Command: Modern Air / Naval Operations, la conclusione però è bruciante: aspettate 6 mesi prima di comprarlo perchè ha bisogno ancora di grosse rifiniture.

http://www.simhq.com/air-combat/command-modern-air-naval-operations-review.html

Air Conflicts: Vietnam rilasciato su Steam

Oggi è stato rilasciato Air Conflicts: Vietnam su Steam, il seguito di Air Conflicts: Secret Wars e Pacific Wars. Ricordo che non si tratta di un simulatore di volo ma di un arcade evoluto.

Qui trovate un video di gameplay di oggi:


domenica 29 settembre 2013

Aggiornamento PBEM War in the East questa settimana

Mi sono accorto di aver sbagliato i conti e c'è una settimana ancora di bel tempo oltre a quella di questo turno. Spero di non essermi esposto troppo contando sulla presenza del fango e che il mio avversario non rischi un attacco in profondità con il fango, perchè ho già ritirato truppe per preparare le armate per l'offensiva d'inverno: sul fronte del Don in particolare sono esposte e spero che non tenti il colpaccio ma si limiti a cercare di contenerle.

Per l'offensiva di inverno, ho pensato sostanzialmente ad un attacco convergente lungo la strada che porta da Stalingrando a Rostov, soprattutto perchè devo garantirmi i rifornimenti ed è l'unica strada principale: l'attacco sarà da Nord sia da ovest, con attacchi di supporto sia da est che alla base del saliente. Dato che durante il periodo del fango avrà tempo per fortificarsi, sto costruendo parecchie unità di genieri e artiglieria.

La divisione corazzata finlandese è kaputt.


sabato 28 settembre 2013

Qualche video di gameplay con Ironclads

Non so se tutti conoscono questa serie di giochi navali ambientati nella seconda metà dell'800, penso di averne anche parlato un po' di tempo fa. Sono giochi singleplayer (i primo episodi a turni gli ultimi in tempo reale) che permettono di giocare una campagna navale con diverse ambientazioni. Non sono certo l'apice del gioco, ma sono divertenti riempitivi a basso costo, quindi se avete l'occasione provateli pure.


venerdì 27 settembre 2013

Napoleon and the World War of 1813: Lessons in Coalition Warfighting recensione

Ho avuto modo di leggere recentemente "Napoleon and the World War of 1813: Lessons in Coalition Warfighting" di Jonathan P. Riley. Il libro tratta, abbastanza in dettaglio i vari fronti di guerra dell'anno 1813 (Europa Centrale, Spagna e Mediterraneo, Nord America) in un'ottica politico-militare; per cui, anche se le operazioni militari sono abbastanza dettagliate è il loro impatto sull'azione politica e le difficoltà di una guerra di coalizione (il difficile rapporto tra gli alleati nell'Europa Centrale, tra Wellington e Spagnoli e Portoghesi, tra americani,canadesi, indiani e inglesi i nord-america) ad avere la parte del leone. Da questo punto di vista il libro è ben bilanciato senza essere un mattone: esce evidente che Napoleone si è scavato la fossa politicamente molto prima di Lipsia, mentre Wellington era anche un accorto politico oltre ad essere un abile tattico.

Insomma un libro che vale la pena di leggere se si vuole andare oltre la semplice histoire de bataille.



Combat Mission Gustav Line su Grogheads

Mentre su Grogheads trovate una recensione di Combat Mission Gustav Line:

http://grogheads.com/?p=2671#more-2671

Ageod Civil War II recensione su The Wargamer

Su The Wargamer trovate una review di Ageod Civil War II:

http://www.wargamer.com/article/3434/pc-game-review-civil-war-ii-an-artisan-achivement



giovedì 26 settembre 2013

Command: Modern AirNaval Operations Trailer

Primo trailer del gioco:


Ageod Espana 1936 esce il Primo Ottobre

Il prossimo gioco Ageod, frutto del lavoro di un modder, è previsto per settimana prossima. La guerra civile spagnola è un'ambientazione strana, sono curioso di vedere come ne hanno realizzato le complessità.

In España 1936 you will experience the famous battles of Jarama, Guadalajara and Ebro, command the International Brigades or the Army of Africa. Can you conquer Madrid and force the Republic to surrender or will you lead the Anarchist forces of Durruti to victory?
The game covers a period rarely seen in computer games and has rich historical detail and historical accuracy. It is the first computer strategy game covering the entire Spanish Civil War. You will face the real dilemmas and challenges of the Republicans or Nationalists during the war. Not only must you recruit and train troops, maneuver them and engage the enemy, but you must also manage your nation’s limited resources.

Using the powerful AGE engine, España: 1936 covers the complete Spanish Civil War from 1936-1939. The game features more than 200 regions, complete with cities, roads, weapons factories, weather types, factions and subfactions of the time of the war. The game includes a grand campaign plus the Fall of the North, a host of historical leaders, units and events. España: 1936 is a must-have for any grand strategy fan.



Qui trovate un'intervista realizzata dallo staff di The Wargamer: http://wargamer.com/article/3430/interview-espana-1936-exclusive-wargamer.com-interview

mercoledì 25 settembre 2013

Prima review di Command: Modern Air/Naval Operations

Ecco una prima review positiva:

http://news.usni.org/2013/09/24/game-review-command-worthy-successor-harpoon

Company of Heroes 2 - Theater of War DLC Case Blue Trailer

Trailer per la prima DLC per Company of Heroes 2, Theatre of War Case Blue.


Il gioco su Metacritic ha ricevuto una stroncatura piena da parte degli utenti, quasi tutti Russi. Il mio contatto, ucraino, mi dice che il vero motivo è che l'esercito sovietico non è forte come volevano, e nell'impeto del nazionalismo hanno fatto coalizione contro il gioco. Qualcuno l'ha provato? I sovietici sono davvero troppo deboli?

martedì 24 settembre 2013

Massiva patch e DLC per Europa Universalis IV

Una grossa patch è stata rilasciata oggi da Paradox per EU IV, qui il link al post in Paradox Plaza:

http://forum.paradoxplaza.com/forum/showthread.php?723913-1.2-Released

Inoltre due nuove DLC sono disponibili: “American Dream” and “National Monuments II”

Command: Modern Air Naval Operations rilasciato oggi

Oggi potete già trovare  Command: Modern Air Naval Operations sul sito Matrix, come avrete letto dal commento di Max nel post precedente è abbastanza caro, per cui a meno che non sognate di farvi una Classe Nimitz al posto della Bellucci (prima che qualcuno commenti, no, io non sogno la classe Nimitz...), aspettate i primi commenti e AAR dei giocatori sul forum prima di spendere.



About Command Modern Air/Naval Operations

Re-live the brutal air struggle between Iran and Iraq. Wrestle the Falklands under your control. Hunt down rogue nukes in Pakistan. Go "Down Town" around Hanoi and spar with the deadly NV air defences. Lead nuclear-powered sharks of steel against the masters of antisubmarine ops. Trade volleys of fire in close-quarters gun duels, or obliterate the enemy with sophisticated, heavy-hitting hypersonic missiles from hundreds or thousands of miles away. Escort vital convoys to their destination, or make a last stand against all odds. When things escalate out of control, step up to unconventional or even nuclear weapons. Play the most dangerous game of hide and seek - at sea, on land and in the air. Command is the next generation of air/naval wargaming.



YOU ARE IN CONTROL

Surface fleets, submarine squadrons, air wings, land-based batteries and even satellite constellations are yours to direct as you see fit - from the lowliest pirate skiff to the mightiest aircraft carrier, from propeller biplanes to supersonic stealth fighters. Every sensor and weapon system is modelled in meticulous detail. You are given the hardware; but you have to use it well.

THE WORLD AT YOUR FINGERTIPS

Throw your distorted flat maps away - Command uses a realistic 3D earth globe for each of its scenarios. Rotate and zoom in and out of the action, from satellite view down to the trenches and wavetops. Play scenarios or build your own on any place on earth - from classics like the Middle East, South Atlantic, North Cape and Europe to new and rising hotspots like the Arctic, the Pacific and the Indian Ocean.

RELENTLESS REALISM

Sensors and weapons work just like in real life, with all their strengths and weaknesses. Units move, detect, fight and win or die based on what their systems can and cannot do. Electronic warfare and technological levels can tilt the balance of battle. The weather can be your best ally and your worst enemy. The terrain, both overland and undersea, can hide you from the enemy but also can block your weapons from firing. Thermal layers, convergence zones, surface ducting, the deep sound channel and factors such as water salinity and temperature may decide the sub vs ship duel. Command's battle environment is as unforgiving as the real thing - and as rewarding for those who understand it.

THE CLASHES OF HISTORY - THE HEADLINES OF TODAY - THE CHALLENGES OF TOMORROW

Korea. Colonial wars. Vietnam. Middle East. Cuba. Falklands. Iran-Iraq. World War 3. Desert Storm. India & Pakistan. The Arctic circle. Future conflicts in the Pacific, Norwegian Sea, Russian periphery and more. Experience conflict from post-WW2 all the way to 2020+ and beyond. Test your mettle against lethal land-based missile forces, air regiments, naval fleets or pirate groups. Face off against threats of the past, present and future. How do you measure up against the challenges of modern warfare?

LEAD, DON'T MICROMANAGE

Modern warfare with all its technicalities scaring you away? Your staff & tactical AI sweat the details so you don't have to. Aircraft position themselves to deliver their warloads optimally; Ships and subs manoeuvre on their own to reach out and touch the enemy (including winding their way around islands, landmasses and even known mines) - and everyone tries very hard to save his skin when bullets are flying. Manage the big decisions and let your virtual crews get to the details - and still intervene whenever you want.

MAKE YOUR OWN WAR

Think you can build a better conflict? Prove it! Command's integrated scenario editor offers unparalleled functionality for making your own scenarios or editing existing ones. Create and share with other players detailed, exact-down-to-the-meter land installations from all over the world - from airbases to port complexes to ICBM fields. Customize unit icons, sound effects, even platform weapons and sensors (Aegis on the USS Iowa - click and done). Create multiple sides with variable, complex alliances and postures. Assign forces to detailed missions with custom behaviours and inheritable doctrines. Script complex interactive events with the advanced event editor. Assign variable success thresholds - from triumph to utter defeat. From a gunboat duel all the way to global thermonuclear warfare - the possibilities are endless.

lunedì 23 settembre 2013

Documentario sulla Guerra in Libano del 1982

Documentario in tre parti sulla guerra in Libano del 1982. Mi torna in mente l'unico romanzo della Fallaci che ho letto, Insciallah, che appunto è una vicenda romanzata dell'esperienza del contingente italiano inviato in quel paese.


Civil War II Manuale online

E' possibile scaricare online il manuale di Ageod Civil War II dal sito Matrix:

http://matrixgames.com/news/1206/Civil.War.II.Manual.Book.Download

Da quello che leggo nei forum, il gioco sembra venuto molto bene, a parte piccoli bugs. Prevedo il suo acquisto a breve.


Command: Modern Air Naval Operations intervista agli sviluppatori

Su The Wargamer trovate un'intervista fatta agli sviluppatori di Command: Modern Air Naval Operations, di prossima uscita:

http://www.wargamer.com/article/3428/interview-command-modern-air-naval-operations-exclusive-interview-with-warfare-sims

La lista degli scenari è davvero notevole:



Advanced ASW Exercise, 1979 - FOST units vs. Redfor off UK

Battle of Chumonchin Chan, 1950 - North Korea vs. United Nations

Battle of Latakia, 1973 - Israel vs. Syria in Mediterranean Sea

Down Town, 1967 - United States vs. North Vietnam over North Vietnam

Duelists, 1989 - UK vs. USSR in Norwegian Sea

First Contact, 1957 - Norway vs. USSR in Norwegian Sea

First Contact ,1973 - Norway vs. USSR in Norwegian Sea

First Contact, 1986 - Norway vs. USSR in Norwegian Sea

First Contact, 2016 - Norway vs. Russia in Norwegian Sea

Green Tide 2016 - Spain vs. Morocco in the Canary Islands

Iron Hand, 2014 - Russian vs. Azerbaijan

Khark Island Raid 1985 - Iraq vs. Iran in the Persian Gulf

Maria and Victoria, 1982- Argentina vs. UK in the Falklands

North Pacific Shootout 1989- US Navy vs. USSR

Operation Brass Drum 2017- US vs. Iran in Arabian Gulf

Operation Lightning Strike 2014- US vs. Pakistani Belligerents and maybe Pakistan

Operation Lion’s Den 1972- US vs. North Vietnam

Operation Market Time, 1968- US/South Vietnam vs. North Vietnam

Operation Trident 1971 - India vs. Pakistan on Indian West Coast.

Operation Vantage 1961 - UK/Kuwait vs. USSR and Iraq in Persian Gulf

Raid on Dwarka, 1965- India and Pakistan on Indian West Coast

Raid on Kismayo 2013- US vs. Somali in Somalia

Raven 21 is Down, 1976-US vs. USSR and Somali Forces in the Gulf of Aden

Sea of Fire 1982 - UK vs. Argentine off the Falklands

Shamal 1991 - US Navy or USAF/Coalition vs. Iraq

South China Sea Clash 2013- US/Philippines vs. PRC/Chinese Coast Guard

Stand Up 2011 - UK vs. Argentine off the Falklands

Standing Naval Force Atlantic 1979- NATO vs. USSR in the Norwegian Sea

Tee Up, 1971- US Navy vs. Soviet Navy off Cuba

The Battle of Dong Hoi, 1972 - US Navy vs. North Vietnam

The Four Horsemen 1987 - USSR vs. NATO

The Shark 1971- India vs. Pakistan

The Tiger And The Dragon 2019 - Indian and Chinese Navy in the South China Sea

Trapped Under Ice 1999 - US Navy vs. Russian Navy under the Arctic Ice Cap.

Wooden Leg 1985- IAF vs. PLO in Tunisia



3 Tutorial Scenarios

Basic Training Air Operations- 1983

Basic Training Submarine Operations 2013

Basic Training Warship Operations 2013


Sembrerebbe che una volta stabilizzata la parte aereo\navale prevedano un'espansione modulare che renda più dettagliata la parte terrestre\anfibia. Decisamente sempre più interessante questo gioco.



sabato 21 settembre 2013

PBEM War in the East nuovo aggiornamento

Settimana scorsa ho parlato troppo presto, il mio avversario aveva delle panzer division arretrate che erano sfuggite alla mia ricognizione e grazie a queste è riuscito a salvare le quattro divisioni di fanteria in trappola, anche se durante questo turno le ho malmenate non poco e si sono ritirare con la perdita di 2000 uomini. Comunque ho ottenuto degli effetti positivi, innanzitutto ha spostato verso est le riserve centrali per salvare le truppe ed è stato costretto a forza all'indietro la spinta verso Stalingrado. In più cercando di spingere comunque verso ovest ha lasciato una parte di fronte a ovest coperta solo da deboli divisioni ungheresi e dove ho iniziato a spingere per raggiungere il Don, muovendo qui forze mobili da usare nel prossimo turno. In riserva ho individuato solo due Panzerdivisions, e se questo è vero rischia davvero di vedersi tagliato fuori lungo il Don, proprio prima del fango.

All'estremo nord, ha tentato il colpaccio muovendo la divisione corazzata finlandese nelle mie retrovie, ma ha sottovalutato le mie riserve e adesso rischia davvero di vederla distrutta nel prossimo turno.


venerdì 20 settembre 2013

Civil War II Trailer Video

Video di uscita di Ageod Civil War II

Fall Weiss - gioco in uscita sulla campagna di Polonia

E' il nuovo gioco della Wasteland (Time of Fury ) che ha come scenario la campagna di Polonia del 1939. Dovrebbe uscire a giorni. Dalla descrizione sembra molto dettagliato, ma non so quanto lo scenario abbia lo stesso appeal a livello internazionale delle campagne successive.

http://www.gamersgate.com/DD-FAW/fall-weiss



Fall Weiss is a turn based strategy game which takes place during the Invasion of Poland during the World War 2. Player has got possibility to take control over one of the major participants of the conflict which are Germany, Poland and Soviet Union and also to control other countries in the region, which might be interested in taking a part in the conflict, to name Slovakia, Hungary, Romania and Lithuania.

The main goal of the game is to change the history course to the favor of controlled country. Poland will try to defend itself for as long as possible, or until the French offensive in the West will be started. Germany’s goal is to defeat Poland faster than one month and the Soviet Union will try to increase the gains compared to those historical.

Fall Weiss is played with daily turns with the following order sequence: Axis (Germany and Slovakia), Allies (Poland), Soviet Union, Neutral countries. Units are divided to regimental and brigade sizes and each of them has got assigned Action Points (AP), which can be spent to move, attack, reinforce or redeploy. Depends on the country there are various types of armored land units, non-armored land units, airborne unit, fighters, tactical and strategic bombers, there are also naval vessels divided into subtypes, and transport vessels.

Units on the map by default are represented by the figurines with information about the Strength, Action Points and nationality displayed. This allows to easy recognize own units which can still perform some action, and also to find a weak spots in the enemies lines.

Strength of the units depends on the many factors, such as basic strength, experience, war doctrine, commanders, HQs, adjacent units, terrain, weather, fortifications, entrenchments, but what is most important the supply. An unsupplied unit even with best support from all other factors and modifiers is doomed. Basic supply lines are provided by the cities and railroads network, can be also exchanged by the tactical bombers and fleets. Supplies delivered that way can only provide about 75% of the supplies needed by the units to be fully operational, both in battles and movement. The only way to deliver full level supply to the units is to deploy Supply Depots near them. Those are specialized types of units able to deliver 100% supplies even for units being couple of hexes from them.

As the number of Supply Depots is limited for each country and the whole map is almost 20000 hexes, it must be planned ahead where to deploy them, to provide support as efficient as possible.

In Fall Weiss many aspects of the gameplay can be set up to fulfill preferences of the player. Starting with hiding values of enemy units, through adjustable Fog of War radius, customizable battle reports, adjusting how fast the specific actions of the player and AI should be displayed to setting difficulty for each country separately. Also it is very easy to exchange the map and units graphic to make the game completely fit requirements of the player.

On September 1st 1939, German forces attacked Poland along the whole border. Thousands of tanks and planes, more than a million of soldiers marched into Poland. Polish army fought bravely and with tenacity, but on September 17th the Soviets stabbed Poland in the back, the allies withdrew and the country was left alone against two most powerful armies in the world.

Features List:

• Realistic presentation of the campaign’s events,

• Supply Depots which are crucial to execute successful offensives,

• HQ units and Chain of Command boosting the efficiency of units,

• Historical types of units, like Ulhans, Panzers, Stukas, etc.,

• Major rivers which can really slow down the offensive,

• Over 700 of historical units, with a unique photos,

• 20000 hexes map of Poland and surroundings.

When there are no guns, no tanks, no hope, honor is the only thing that’s left.

Company of Heroes 2 scontato su Gamersgate

Sempre su Gamersgate trovate scontato questo week-end Company of Heroes 2, sia nella versione base: http://www.gamersgate.com/DD-COOH2/company-of-heroes-2 , sia nella versione digital collector http://www.gamersgate.com/DD-COOH2PE/company-of-heroes-2-digital-collectors-edition .

Costa sempre un botto e non so quanto ne valga la pena.


Graviteam Tactics: Shilovo 1942 rilasciato

Su Gamersgate trovate l'ultima DLC rilasciata per Graviteam Tactics, Shilovo 1942.

http://www.gamersgate.com/DD-APOSGTS1942/graviteam-tactics-shilovo-1942

Ecco le features:

1) New Area near Voronezh, village Shilovo, 80 sq.km wide.

2) Two new operations at the beginning of July 1942, one for Red Army, one for the Wehrmacht (13 turns).

3) Troops:

- Wehrmacht - 24 Pz (one batallions from 21, 26 Inf Reg and 24 Pz Reg);
- Red Army - 2,3/498 Rifle Reg, 2 coys from practice battalion of 232 Rifle Div,
441 Tank Bn from 110 Tank Bde, 1/425 Arty Reg, parts of 16 Destr Bde and platoon from 180 Tank Bde,
1/687 Rifle Reg from 141 Rifle Div.

Questo sarebbe un gioco davvero perfetto se avesse anche il multiplayer. Queste dlc sono vitali per lo studio per sopravvivere, ma l'AI dopo un po' scoccia.

martedì 17 settembre 2013

Ageod American Civil War 2 rilasciato

E' stato dato l'annuncio del rilascio ufficiale di Ageod American Civil War 2:

http://www.ageod.co.uk/products/500/details/CivilWarII
  • Setting: the game covers all of the USA, from the Eastern seaboard to the Rockies, from 1861 to 1865. Mexico and the Northern Caribbean are also in
  • Game map is divided into more than 3,000 regions, with a variety of terrain, climates and development level.
  • Scenarios: 2 tutorial and 5 main scenarios from Shiloh all the way up to the Grand Campaign.
  • Historical leaders: Over 400 historical leaders each rated on their abilities and over 1,000 different types of units from sharpshooters to cavalry and artillery and even Ironclads!
  • Production: Control your nations spending on the military without worrying about micro managing the economy.
  • Regional Decision Cards: The game has an innovative card system that lets you trigger events such as Indian raids and partisans attacks, which used wisely can affect the flow of a campaign.
  • Detailed game model includes features such as Weather, Attrition, Supply and Fog of War
  • Historical Event are triggered throughout the game giving the player crucial decision points. These cover anything from local uprising to foreign intervention.
  • Battlefield Tactics allow the player to make decisions that can turn the tide of battle.
  • Sieges and Naval warfare are all covered in detail in the game.
  • Chain of Command allows units to be organized in to brigades, division, corps and armies and leaders put in command of them.
  • Navigable rivers which played a crucial role during the Civil War are represented.

  • Scenario list
  • Two Tutorials scenarios
  • 1861 First Manassas (Battle of Bull Run)
  • 1862 Shiloh
  • 1862 Sibley (New Mexico Campaign)
  • 1861-1865 Our Hearts were Touched with Fire April 1861 scenario (THE multi-theater Grand Campaign)
  • 1861-1865 The Blue and the Gray July 1861 scenario (accelerated start campaign)

Patch 2.0 per Rome 2

E' stata rilasciata la nuova patch per Rome 2, chissà se riuscirà a rialzare un po' la fama del gioco?


Technical and Performance Issues

Campaign performance optimisations.
Campaign AI round time improvements (greatest effect during early game).
A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
Pathfinding optimisation on the Campaign Map.
Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
Improved compatibility for graphics cards with multiple GPUs.
Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
Fixed battle crash bug caused by the default deployment placement.
Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
Fix for crash caused by forming a Confederation in Campaign modes.
Some desyncronisations have been fixed in multiplayer city / port assault battles.
Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
Fix for a very rare crash when launching a new campaign.
Fixed rare battlefield loading lockup.
Fix for a rare crash caused by animal handlers in battles.
Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.


Gameplay Improvements

Reduced infantry run speed, charge speed and acceleration in battles.
The low level casualty moral penalties have been significantly reduced in battles.
Improved balancing for Food and Squalor in Campaign Mode.
Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
Improved ship movement speeds in battles.
Shock cavalry run speed and charge speed have been increased in battles.
Increased flanking morale penalties.
Added icons to indicate activity in the Technology and Faction screens during a campaign.
Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
Improved AI and scripting in the Raphia Historical Battle.
Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
Improved AI collision detection with Deployables in battle.
In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
Improved the terrain in a small Barbarian city battle map.
Minor bug fixes for Roman and Barbarian siege battle maps.
During battles, players are no longer able to un-pause the game while in the options menus.


Usability improvements

In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
Removed the red tint from the sky in battles.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
Fix for rare cases of broken save games in Campaign mode.
Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
Improved icons for Province Effects in Campaign mode.
Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
Added a tooltip to make ruined buildings more obvious in Campaign mode.
Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
Fixes and corrections for text in the encyclopaedia have been made.
Minor text and grammar corrections in Campaign Modes.
Fix for some German text not fitting into the available text space in the campaign mode user interface.
Improved text formatting in the Objectives panel in Campaign mode.
Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Fixed some missing text on the Diplomacy screen in Campaign modes.
Added white outline to Armoured Legionaries unit cards in battle.

lunedì 16 settembre 2013

Arma 3 rilasciato

Ormai la notizia è vecchia di qualche giorno e quindi molti lo sapranno già, ma Arma 3 è finalmente stato rilasciato assieme ad un launch trailer


Il nuovo lavoro di DarthMod - Ultimate General

Giusto l'anno scorso Darthmod, il famoso modder dei TW da diversi anni, aveva dato l'addio per sempre ad ogni futuro mod sulla serie, dopo la polemica con la CA, sia per la chiusura progressiva e controllata al modding della serie, sia per non essere stato nemmeno invitato alla session dei modders organizzata dalla CA.

Ebbene, non solo Darthmod, alias di Nick Thomadis, ha confermato che non ci sarà nessuno Darthmod per Rome 2 ma sta lavorando con un piccolo studio di appassionati ad un gioco nuovo (in realtà lo studio sta lavorando su due giochi), che riflette le loro idee e si propone come la versione intellingente dei TW.

http://www.ultimategeneral.com/

(link al secondo gioco: http://www.navalaction.com/ )

Ultimate General: Gettysburg deve essere il primo titolo di una serie ad ambientazione storica; the feature principali del gioco saranno:

Take Command - Fight the Battle of Gettysburg as a Union or Confederate general and attempt to rewrite history through a chain of historical and “what if” battle scenarios.

Dynamic Progress - Your performance in battles affects future missions. Losing too many soldiers in your first encounter will drastically change the last days of your battle.

Easy controls - Deep tactical gameplay driven by simple controls. Give orders to hundreds of troops organised in brigades of infantry, cavalry and artillery.

Thinking Soldiers - Units can retaliate and defend themselves without player input and excessive micromanagement, giving you the freedom to focus on other more important strategic matters.

Realistic Morale - One of the most complex morale systems ever created makes your tactical decisions crucial on the battlefield – demoralised troops become irresponsive, devastating volleys cause havoc in your lines, flank attacks can rout your strongest units.

Terrain Advantage - High ground provides increased weapon ranges, accuracy and morale bonuses. He, who takes the hills, wins the battle.

Challenge - AI does not need traditional game cheats or hidden tricks to face off against humans. Innovative Ultimate General AI comes with different characters such as "Careless", "Indecisive", “Defensive”, “Cautious”, “Cunning”, “Aggressive” or “Dynamic”.

Sul blog trovate linkato un forum dove potete interfacciarvi con Darth e gli altri.

Queste le parole di Darth:

There were things that I could not deliver to players as a modder (Read about my mods). That is why I decided to develop my own strategy game and in this blog post I will write about its main aspects. Working with a group of very talented programmers I am now able to build the strategy game I always dreamed of that will satisfy the following four main principles:


Battle Realism: Rock/Papers/Scissors-style simplistic gameplay is in my opinion an obsolete way to provide battle balance and does not resemble reality. Would Alexander the Great win his battles if these examples always happened: cavalry beats archers, spearmen beats cavalry, infantry beats spearmen (the usual simple approach of an RTS game)? In our game soldiers will react using realistic physics and many important tactical aspects so that the player will feel that he commands real troops and not lifeless robots. Our current graphics technology may prohibit us from creating the perfect looking game, but from the start we will offer common sense to strategy. Factors like Morale, Fatigue, Flanking, High Ground are essential to strategic thought and must be simulated as accurately as possible.


Deep gameplay with less complexity: Striving too much for realism can make a game too complex, boring, difficult to handle and eventually a failure. On the other hand over simplicity and arcade gameplay is something I have never preferred as a gamer and I am certain many others feel the same, considering the success of smaller Indy games that outsell games with much bigger budgets. So in a few words I will try to make Ultimate General: Gettysburg as easy to handle as possible without many confusing buttons. You should not require a tutorial or a big manual to play the game but you will be able to understand progressively how the "inside" complex mechanics work. For example: terrain importance increasing unit's effectiveness or brigade's exhaustion making them rout more easily even when facing a smaller force.


Good AI: A strategy that is easy to beat offers only few gameplay hours and can be really frustrating, if AI is a complete fool. Now, I have the chance to design an AI that can make a proper firing line, that can flank, that can understand where and when to attack… in real time. That may sound trivial, but I think you will agree that very few games can offer these features in a whole working set. Most RTS games make the AI tough by providing better fighting statistics per higher difficulty rate or hide its incompetence by speeding up everything so the player cannot catch up with all simultaneous actions. This is a cheap cheat! My goal is to make the AI effective and able to win you without these tricks. And from first looks it seems we have succeeded in that (we will be able to show it to you in the near future).


Connection with players: It will be a game where strategy fans can participate very actively in its creation. As you did for DarthMod, providing valuable feedback, and requesting features, you can do it now again; using our forums where we will have active discussions with players, gather ideas and organize frequent gameplay tests. For me a game must have a strong “pre-connection” with all of its potential players during production, so that it gets as many features they want as possible.

Naval action sarà l'equivalente di Ultimate General ma sul mare