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domenica 31 marzo 2013

Historic'one Editions

Volevo segnalare questa casa editrice belga, la Historic'One Editions. Produce volumetti storici, oltre che  poster e miniature a carattere militare, insomma un tipo di produzione simile alla Osprey, ma di una qualità superiore. Assolutamente magnifica è la serie di volumetti dedicata alla battaglia di Waterloo: les Carnets de la Campagne: 12 volumetti ognuno concentrato su una fase della battaglia, riccamente illustrati, alternano descrizioni, uniformologia, brani di fonti e ordini di battaglia. I primi 9 sono sulla battaglia vera a propria mentre gli ultimi tre narrano gli eventi prima e dopo in tre locazioni solitamente poco trattate come le Caillou, Genappe e Charleroi. Non è ben chiaro se altri carnets su Ligny e Quatre Bras sono previsti in ogni caso nella collana le Batailles Oubliées trovate dei fantastici volumi su Ligny, Quatre Bras e Wavre.

Si può pagare anche tramite Paypal e l'editore parla anche Italiano (dopo l'ordine vi contatta per darvi conferma via email per il pagamento e la spedizione).

http://www.historic-one.com/

sabato 30 marzo 2013

Documentario sul MiG 15


Penso sia un documentario dal defunto Discovery Civilizations

lunedì 25 marzo 2013

Starcraft II: Heart of the Swarm vende un milione di copie in 2 giorni

http://www.rtsguru.com/game/406/article/5418/Starcraft-2-Heart-of-the-Swarm-Sells-Over-1M-in-Two-Days.html

Decisamente un brand remunerativo, ma mi chiedo se più per la storia che per il gameplay: sicuramente l'dea di unire una serie di battaglie stile RTS classico (raccogli, costruisci, distruggi) a decisioni manageriali, linkate da una storia appassionante (costruita negli anni anche da una serie di fumetti e romanzi) è stata vincente (mi sono visto tutte le sequenze cinematiche di Wings of Liberty e Heart of Swarm su youtube). Ma quando vedevo il gameplay vero e proprio mi cascavano i coglioni: cavolo mi dicevo, ma questa roba la giocavo con Dune 2 quasi 20 anni fa....... . Ci saranno sicuramente un sacco di opzioni, difficoltà, sotto-obbiettivi, ecc. ma alla fine il gameplay è sempre quello.

Nuove fazioni per Total War Rome 2

La prima sono i Parti, famosi per i loro catafratti ed arcieri a cavallo

http://wiki.totalwar.com/w/Total_War:_Rome_II_-_Parthia_Faction

La seconda gli Egiziani, famosi per i documentari sulle mummie:

http://wiki.totalwar.com/w/Total_War:_Rome_II_-_Egyptian_Faction




Preview di Eador 2 Masters of the Broken World

Su RTS Guru trovate una preview di Eador 2:

http://www.rtsguru.com/article/5420/First-Impressions-of-Eador-Masters-of-the-Broken-World.html

La frase finale è mitica: il gioco offre perfino troppo.

Comunque la sua data di uscita è prevista per il 19 di Aprile.


domenica 24 marzo 2013

Scourge of War HITS\GCM parte 10

Magnifica partita ieri con Scourge of War ibrido HITS\GCM; eravamo solo in 8 ieri sera quindi unpo' meno del solito, ma ci siamo divertiti lo stesso. Stavolta comandavo i confederati e dovevamo attaccare mentre gli unionisti erano in difesa (quindi parti invertite stavolta, tranne che per me). La mappa offriva un buon numero di punti difensivi ed ero un po' preoccupato perchè il comandante avversario giocava con me nelle precedenti partite e conosce come mi muovo.

Ho deciso che a sud avessimo la migliore copertura per avvicinarci ed essendo loro schierati a sud era probabile che si aspettassero un attacco da nord. Ho sfruttato i 10 minuti di tempo concessi ai confederati per schierarsi per fare quindi una larga marcia a sud con tutte le forze. Una divisione raggiunto Phillips doveva marciare verso nord-est come dimostrazione per dare la falsa idea sulla nostra linea di attacco. mentre le altre continuavano fino a sud dell'obbiettivo e poi dovevano marciare diretti verso nord fino all'obbiettivo.

La mossa è andata meglio di quanto speravo: prima le truppe nemiche si sono schierati molto verso nord, poi la divisione di Palmer le ha attratte verso sud-ovest, anche se ha rischiato molto, poteva essere accerchiato perchè si è spinto troppo a nord. Ma è riuscito a sganciarsi abilmente e a muovere lungo il fianco nemico fino a cadergli ancora sul fianco prendendo le loro artiglierie. Nel frattempo le forze a sud marciavano senza ostacoli fino all'obbiettivo e spingevano le truppe nemiche (1 divisione) indietro fino a cacciarle, e poi si posizionavano in difesa lungo il fiume formando un fronte compatto. Mentre la divisione AI si metteva nei boschi e teneva bloccate per parecchio tempo le forze nemiche che cercavano di tornare all'obbiettivo. Alla fine la situazione era ottimale, perchè praticamente abbiamo scombinato la capacità di comunicare del nemico e alla fine, anche con momenti di crisi, li abbiamo usurati, neutralizzando la loro artiglieria. Insomma una grande manovra, ben eseguita da tutti.

http://www.sowmp.com/gcm/battles/battle/15527


sabato 23 marzo 2013

Un po' di immagini dal mod napoleonico di Scourge of War

Ecco qualche screenshot che ho preso durante un paio di partite con il mod Napoleonico di Scourge of War, Road to Wagram. Mentre qui subito sotto il replay della battaglia fatta domenica scorsa:





















venerdì 22 marzo 2013

Legends of War gameplay video

Ho trovato questo video di gameplay per History Legends of War: Patton; peccato sia per la versione Xbox e i commentatori siano un gruppetto di idioti:


Panzer Corps: annunciato il mega-pack

Matrix Games ha annunciato il prossimo rilascio del Panzer Corps Grand Campaign 1939-1945 mega pack, che contiene tutte e 10 le campaigns per Panzer Corps.

mercoledì 20 marzo 2013

Nuovi Screenshots per Call to Arms

Call to Arms il successore con ambientazione moderna di Men of War si è buttato sulla raccolta fondi stile Kickstarter. Ma apparentemente senza molto successo: a 4 giorni dalla fine della raccolta, ha racimolato appena il 6% del richiesto. Decisamente deludente.





Gary Grigsby's War in the East PBEM parte 14

14ma parte della mia partita a WITE; siamo ad Aprile e quindi abbiamo un turno di fango e uno di bel tempo. Il mio avversario sembra voler sfondare nel Caucaso e apparentemente ci sta riuscendo bene, ma non ha tenuto conto delle mie riserve e mentre lui si disperde in un'area priva di strade, io mi concentro per colpirlo.



martedì 19 marzo 2013

Rilasciata patch di Marzo per APOS

E' stata rilasciata la patch di Marzo per Achtung Panzer Operation Star (da adesso Graviteam Tactics).

http://www.graviteam.ua/help/download-patches.html

E' necessario prima scaricare il core update ed installarlo, poi scaricate gli altri due files e li caricate usate il programma di update del gioco. Il primo file è la patch vera e propria, il secondo un aggiornamento per i poligoni della grafica.





DCS World 1.2.3 review

Su SimHQ trovate una review dell'ultima patch del DCS World, che pare abbia cambiato parecchie cose:

http://www.simhq.com/_air15/air_549a.html



lunedì 18 marzo 2013

domenica 17 marzo 2013

Partita numero 9 Scourge of War GCM\HITS

Ieri sera abbiamo fatto una nuova partita con l'ibrido GCM\HITS e anche stavolta mi è toccato il comando dei Nordisti (il posto non è molto ambito perchè c'è poca azione e molta responsabilità). La partita era leggermente diversa dal solito, perchè stavolta era un attacco\difesa. I confederati avevano circa 1800 fanti di meno, ma molta più artiglieria ed avevano 10 minuti di movimento libero per schierarsi attorno all'obbiettivo in posizione difensiva, mentre i nordisti potevano muoversi ma solo rimanendo a parecchia distanza. Come vedete dal replay gli obbiettivi erano nel mezzo della mappa con un fiume nel mezzo. Il mio piano era di concentrare le truppe ad Anderson nascondendo il movimento a nord usando i boschi a ovest di Hester. Una volta ad Anderson la divisione di KgSoldier con la piccola divisione AI come riserva avrebbe dovuto fare azioni dimostrative marciando verso sud, senza ingaggiare il nemico decisamente fin da subito. Le altre tre formazioni avrebbe dovuto concentrarsi ad Ennis e poi marciare verso sud-est dispiegandosi una volta incontrato il nemico nel modo più confacente. Se tutto fosse andato bene li avremmo schiacciati contro il fiume e speravo anche che nella loro ansia di proteggere tutti gli obbiettivi avessero le forze su entrambe le sponde. Come al solito non tutto è andato liscio, ma è normale e la linea generale del piano si è realizzata. KgSoldier e Kester hanno marciato verso Anderson usando una strada troppo a sud, nonostante la mia richiesta prima di marciare un po' verso a Nord, e con mio orrore ho visto che da lontano erano visibili da parte del nemico. Nel caso di KG questo non è stato un problema perchè doveva attirare l'attenzione, ma la successiva marcia di Kester verso ovest invece è stata vista e questa ha allertato un po' il nemico. Per fortuna non credo abbiano visto MTG e Flavia che invece hanno marciato più a nord. Comunque la presenza di Soldier a Nord li ha messi in allarme perchè l'artiglieria e ben due divisioni e mezza erano schierate con faccia verso nord con metà forze oltre il fiume e ben distanti dal baricentro centrale. Invece sull'altro fianco i nemico dava l'impressione di voler creare una linea continua lunga sempre faccia a nord ma con tre sole brigate: forse pensavano che Kester avrebbe marciato con una direzione più diretta verso sud e non si erano resi conto della presenza di altre due divisioni.Questo forse spiega anche i due piccoli reggimenti mandati allo sbaraglio in ricognizione verso nord,  pressati indietro e distrutti dalla nostra massa. Alla fine la nostra massa di attacco si è aperta verso sud più di quanto volessi, ma siccome anche il nemico lo ha fatto e noi eravamo di più la cosa ha giocato a nostro favore. Alla fine l'attacco di KG da nord è partito ed è stato parecchio violento cacciando indietro il nemico, tenendo occupate forze nemiche più numerose e i cannoni e permettendomi di linkare la divisione AI con la divisione di Flavia che emergeva dai boschi a ovest. Il nemico è stato pressato indietro inesorabilmente e anche se la nostra sinistra è stata pressata indietro gradualmente da forze superiori, questo ha aiutato il nostro centro-destra che ha macellato le forze nemiche e stava spingendo a tutto forza contro il fiume quando il nemico si è arreso. Il più grosso errore nemico è stato appunto di estendersi troppo e cercare di proteggere i fianchi (anche attaccando), quando invece il proprio centro era sotto una pressione intensa. Non hanno tenuto nessun riserva centrale e messo i cannoni troppo distanti dal nostro punto di sforzo maggiore.

http://www.sowmp.com/gcm/battles/battle/15366


venerdì 15 marzo 2013

WARGAME AIRLAND BATTLE: AIRCRAFT TRAILER

Nuovo trailer per Wargame Airland Battle, il seguito di European Escalation:


Accordo Slitherine e Games Workshop

Slitherine e Games Workshop hanno stretto un accordo che permette alla prima di produrre videogames con il marchio Warhammer 40.000, il gioco di miniature a sfondo futuristico e cupo. La SEGA si era già accordata in precedenza per la licenza del marchio Warhammer, la versione fantasy dello stesso mondo.

http://www.wargamer.com/news/7592/slitherine-and-games-workshop-start-new-licensing-agreement

AAR di March of the Eagles su The Wargamer

Su The Wargamer è stata postata la prima parte di un AAR con March of the Eagles:

martedì 12 marzo 2013

March of the Eagles - gestione della guerra

Su la Gazette du Wargamer trovate un'articolo sulla gestione della guerra nel gioco March of the Eagles:

LINES OF WELLINGTON - opinione

Ho avuto modo di vedere questo film, di cui forse avevo parlato qualche tempo fa; il tema storico è la ritirata dell'esercito anglo-portoghese sulla linea di Torres Vedras di fronte all'avanzata di Massena del 1810. Primo avvertimento, il film non è incentrato sulle battaglie, di fatto non si vedono scontri militari. Il film è un grande affresco del periodo e dei personaggi, e soprattutto della desolazione causata da guerra, terra bruciata e sfollamento. Si tratta di un film corale fatto da decine di personaggi caratteristici, in tre lingue (francese, inglese e portoghese): c'è il sergente portoghese, ex-contadino ansioso di vendicarsi dei francesi, la vedova di un caporale inglese di cui si innamora, il maggiore inglese dalla parlata perfetta, la signorina di buona famiglia inglese dai facili costumi, il ragazzino orfano portoghese, il signorotto portoghese in cerca della moglie, i disertori polacchi dell'esercito francese e ovviamente personaggi storici come Massena e Wellington. E infine la linea di Torres Vedras vista dagli sfollati come una sorta di ultima speranza di fronte alla perdita di tutto.

Insomma si tratta di un bel film storico, ben fatto, degno della migliore filmografia europea.



lunedì 11 marzo 2013

Rilasciata megapatch per War in the East

Oggi Matrix Games Ha rilasciato una nuova mega patch per Gary Grigsby War in the East;

http://matrixgames.com/products/372/downloads/

ecco il change log:

V1.06.27 – March 11, 2013

• New Features and Rule Changes

1. Production Change – Size 0 factories will now expand if they are past their start date.
2. Formula Change – Adjusted the way staging bases are selected for providing ground support aircraft to ground battles.
3. Editor – Improved the Upgrade all OB function. This function should be used only at the beginning of building a scenario (once the unit list has been created), as it often requires units to be rebuilt.
4. AI Improvement – Made a small improvement in how the AI builds lines in small scenarios.
5. PBEM - A possible exploit in PBEM games was identified and removed from the game. We suggest players use the latest version when playing PBEM.

• Bug Fixes

1. Fixed a bug causing the end game screen not to appear properly in small scenarios.
2. Fixed a bug where destroyed German units that were rebuilt were coming back with 10 less morale than they should have.
3. Fixed a bug where the CSV export could get corrupted if a name field is at the maximum value of 40 characters.

Data and Scenario Changes

1. Red Army Resurgent 42-43 Scenario - Corrected the starting MPs of the 1st Gds Mech Corps by setting it to 0 as the unit is frozen at the start.

V1.06.25 – December 28, 2012

• New Features and Rule Changes

1. Rule Change – Frozen support units are now reset during the logistics phase so they are not frozen. The intention is that support units should not be frozen.
2. Rule Change – Soviet factories no longer rise to their build limit on the turn they become active. Axis were already not rising starting with version 1.06.22. Both Soviet and Axis factories will not increase in size before their start date.

• Bug Fixes

1. Fixed a bug where Unready/depleted support units were not filtered correctly in the CR screen.
2. Fixed a bug in the data table for the support needs of certain ground element types. Heavy AT Guns now require 10 support (instead of 0), Light AT Guns require 2 support (instead of 0) and Heavy Infantry Guns require 12 support (instead of 1). These numbers are the amount of support required by 10 elements of the given type of ground element.
3. Fixed a bug where in some cases, mouse clicks on certain areas of the CR screen were not being recognized.
4. Fixed a bug where the number of available support units was not always displayed correctly (when assigning/forming support units).
5. Fixed a rare crash bug caused by using the Prev TOE(OB) option in the TOE window.
6. Fixed a bug that could cause prevent fighters from flying escort for air transport missions.
7. Fixed a bug causing the Demjansk scenario, and possibly other very small scenarios to end prematurely.

• Data and Scenario Changes

1. Made minor corrections in the wrob.dat and wrdevice.dat files to improve the flow of production into units.


V1.06.23 – December 16, 2012

• New Features and Rule Changes

1. Rule Change - Generic factories (ARM, HI, etc) with a non zero build limit and with factory size above it were being reduced to the build limit starting with version 1.06.22. Now, these factories are not affected by the reduction rule added in 1.06.22.
2. Formula Change – Adjusted Dive bombers accuracy when bombing cities.
3. Formula Change - Adjusted night bombing accuracy.
4. Formula Change - Adjusted city bombing routine.

• Bug Fixes

1. Fixed a bug where aircraft factories above the build limit were not being reduced to the build limit as intended by the changes in 1.06.22.
2. Fixed a bug where Soviet numbered air armies could get renamed.


V1.06.22 – November 29, 2012

• New Features and Rule Changes

1. New Rule – Air transport missions may only be flown by air groups that are located on airbases within 5 MPs of a supply source (rail net).
2. New Rule – Factories that are moved may not be moved again for twenty turns. The turn when it will be able to move again is shown on the city display when in rail transfer mode.
3. New Rule – Heavy Tank Brigades may not be used to form Soviet Corps.
4. Changes to Production Formulas
a) Axis factories no longer rise to their build limit on the turn they become active.
b) Factories with a size of 0 that have an expansion rate greater than 0 will no longer receive damage of 1 when they reach their availability date.
c) Factories that are set to values larger than their build limit will be set to their build limit during the next production cycle.
5. Changes to Equipment Scrapping, Swapping and Upgrading Formulas
a) Scrapping of ground equipment now begins exactly 12 months after the last month/year availability date, instead of at the start of the next calendar year after the last year of availability.
b) AFVs are no longer scrapped if they are being used by any units in the game.
c) Ground elements below 10 in the pool can be scrapped at a rate of 1 per turn so the pool will eventually be emptied.
d) Modified ground element and aircraft swapping to give priority to newer equipment.
e) Increased the chance to swap aircraft. Depleted groups still have a higher chance to swap.
f) Captured equipment will no longer upgrade to other captured equipment using the upgrade routines. They may swap out the captured equipment for other captured or normal equipment.
6. Changes to Combat Formulas
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery).
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender).
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.
7. New Feature – Added event log messages when air groups withdraw.
8. Code Optimization – Optimized support unit assignment interface code.


• Bug Fixes

1. Fixed a bug where air groups that flew missions to the same hex that their airbase was located in were not being charged miles flown. Now a nominal amount of miles flown is charged to the air group. This will prevent heavy bombers from being able to fly repeated air transport missions in the same turn when flying to their same hex.
2. Fixed a bug that was preventing support units from receiving supplies when attached to units involved in a HQ buildup. This bug was causing the support units to lose morale and gain fatigue.
3. Fixed a bug that was causing partisan units to erroneously lose morale.
4. Fixed a bug in the editor where clicking on a location ID performed an unintended delete of the location.
5. Fixed a bug that was causing mountain units to pay 4 MP’s when moving through a mountain pass instead of the intended 3 MPs (since mountain units pay 3 MPs for any mountain hex).
6. Fixed a bug that made changing the HQ attachment of a broken down Soviet corps cost less APs than it should have. As of version 1.05.53 it should have followed these rules: When a broken down unit from a Soviet Corps of any kind changes its HQ attachment, all broken down units that are a part of that Corps will also change their HQ attachment. The cost for this change in HQ will be equal to the cost of changing the Corps.
7. Fixed a bug where an artillery unit attacking across an impassable river hexside could end up with negative movement points.
8. Fixed a bug that prevented the Soviet player from building new regular Mortar Brigades and Tank Brigades at times during 1944/45.
9. Fixed a bug in the AI where it could warp a unit into an overstack situation inside a pocket.
10. Fixed a bug where the game could freeze when all Soviet supply centers were captured. The game will now end if all supply centers of one side are captured.
11. Fixed two bugs with partisan units. In the first bug the partisan unit could end up with MPs, in the second it could end up stacked with an enemy unit.
12. Fixed a bug that prevented support units from getting ground element upgrades.
13. Fixed a bug preventing units attached to a city from upgrading/swapping ground elements.
14. Fixed a bug preventing artillery support units directly attached to a unit defending in a bombardment combat from being able to commit to the battle.

• Data and Scenario Changes

An update was made to the campaign scenario files and OB and Device data files. Going along with this data update, several programming changes were made to improve production. The logic behind the changes and the changes themselves are detailed below.
Developer’s Notes by Jim Wirth: The primary focus of this data update was to correct Axis production for errors and omissions resulting from scenario changes and developments introduced after production was originally setup as well as from missing or erroneous data. In addition a few changes were made to some of the German armor ratings not resulting from new information but rather due to either applying a more consistent methodology to calculating the values or incorporating data previously ignored, such as the pre-Barbarossa armor upgrade of the Panzer IIc. In some cases to get game production as close to historical as possible Production Start and End Dates were shifted a month or two in either direction. Finally to compensate as much as possible for the effect of using the production period for the service life when determining if a particular ground element (primarily AFVs) is subject to scrapping, the Production End Date was extended to the first month of a subsequent year. For example, the Panzer Ib which actually went out of production in June, 1937 has a Production End Date of January, 1941. Panzer Ibs will now not start being scrapped until 1942. Unfortunately this work-a-round can only be used for elements either not in production before June, 1941 or which upgrade in the course of the game. The one area of Axis production which was not changed was factory locations. It was the decision of the design and development team to defer those changes to subsequent games in the series.
Detailed changes to the Axis AFVs are as follows:

1. Panzer Ib (0001) – Production End Date changed from 6/37 to 1/41.
2. Panzer IIc (0002) – Frontal Armor increased by 15 (Note: All Panzer IIcs had additional armor added prior to Barbarossa); Production End Date changed from 4/40 to 1/42.
3. Panzer IIf (0003) – Initial Factory Size decreased by 2; Build Limit decreased by 2. Production End Date changed from 12/42 to 2/43.
4. Panzer IIL (0004) – Build Limit reduced by 1.
5. Flammpanzer II (0005) – Production End Date changed from 3/42 to 1/42.
6. Panzer IIIe (0006) – Production End Date changed from 7/40 to 1/41.
7. Panzer IIIj L/60 (0009) – Build Limit increased by 2.
8. Panzer IIIm (0010) – Build Limit decreased by 1.
9. Panzer IIIn (0011) – Build Limit decreased by 1.
10. Flammpanzer III (0012) – Build Limit increased by 10.
11. Panzer 35(t) (0013) – Production End Date changed from 12/38 to 1/41.
12. Panzer 38(t) (0014) – Production End Date changed from 10/40 to 1/41.
13. Panzer 38(t)E (0015) – Side Armor decreased by 4; Build Limit increased by 4; Expansion Rate increased by 1.
14. Panzer IVg L/43 (0020) – Build Limit decreased by 1.
15. Panzer IVh (0021) – Production End Date changed from 6/44 to 1/45; Expansion Rate decreased by 1.
16. Panther A (0023) – Production End Date changed from 4/44 to 1/45. Expansion Rated decreased by 2.
17. Panther G (0024) – Build Limit decreased by 2
18. Tiger (0025) – Production Start Date changed from 7/42 to 8/42; Production End Date changed from 12/44 to 8/44; Build Limit increased by 1.
19. King Tiger (0026) – Frontal Armor increased by 5; Production Start Date changed from 1/44 to 2/44.
20. Brummbar (0027) – Name changed to Sturmpanzer IV; Reliability Rating changed from 25 to 30.
21. Stug IIIb (0028) – Build Limit decreased by 2.
22. StuH42 (0029) – Production Start Date changed from 10/42 to 12/42; Production End Date changed from 2/45 to 9/45. (Note: Rate of production based on historical.)
23. Stug IIIf (0030) – Frontal Armor decreased by 23; Production End Date changed from 11/42 to 5/42; Build Limit decreased by 4. (Note: See Note to Stug IIIg.)
24. Stug IIIg (0031) – Bow (actually coaxial) Machinegun removed; Frontal Armor increased by 7; Production Start Date changed from 12/42 to 6/42; Ammo Use decreased by 18; Build Cost deceased by 2; Build Limit decreased by 2; Expansion Rate increased by 1. (Note: Historically half the Stug IIIfs did not received an armor upgrade and all of these were armed with the 75mm L/43 gun. The remainder of Stug IIIfs and all Stug IIIf/8s had the additional armor and 31 of the Stug IIIfs and all of the Stug IIIf/8s had the 75mm L/48 gun. Previously in the game the Stug IIIfs and the Stug IIIf/8s were combined and all had the additional armor and the 75mm L/43 gun. Historically only some (amount unknown) late production Stug IIIgs had the coaxial machinegun, the only feature that in game terms distinguished them from the Stug IIIfs/f8s with additional armor and the 75mm L/48 gun. By removing the coaxial machinegun from the Stug IIIg its production could be combined with that of the late model Stug IIIf and Stug IIIf/8 resulting in game production within 2% of historical.)
25. Jagdpanzer IV (0032) – Frontal Armor increased by 11; Side Armor increased by 2; Top Armor Increased by 4; Build Limit increased by 3; Production End Date changed from 9/44 to 1/45.
26. Marder II (SdKfz-132) (0034) – Production End Date changed from 6/43 to 9/43; Build Limit decreased by 1; Expansion Rate decreased by 1.
27. Marder II (SdKfz-131) (0035) – Expansion Rate increased by 1.
28. Marder III (0036) – Build Limit decreased by 2; Production End Date changed from 4/44 to 1/45.
29. Panzerjager 38(t) (0037) – Build Limit decreased by 1; Expansion Rate decreased by 1; Production End Date changed from 10/42 to 1/43.
30. Nashorn (0038) – Production Start Date changed from 2/43 to 3/43.
31. Hetzer (0039) – Frontal Armor decreased by 4; Build Limit reduced by 5; Expansion Rate decreased by 1.
32. Jagdpanzer IV/70(V) (0041) – Frontal Armor decreased by 10; Side Armor decreased by 6; Top Armor decreased by 1; Build Limit decreased by 2; Expansion Rate decreased by 1.
33. Jagdpanther (0042) – Initial Factory size decreased by 1; Frontal Armor decreased by 7; Top Armor increased by 2; Production Start Date changed from 1/44 to 2/44.
34. Elefant (0043) – Side Armor decreased by 8; Reliability Rating changed from 40 to 45.
35. Jagdtiger (0044) – Frontal Armor increased by 15; Top Armor increased by 2; Production Start Date changed from 7/44 to 8/44.
36. Hummel (0046) – Build Limit increased by 3.
37. SdKfz-10/4 (0048) – Initial Factory Size increased by 2; Build Limit increased by 2; Production End Date changed from 12/44 to 1/44.
38. Flakpanzer 38(t) (0049) – Frontal Armor increased by 4; Build Limit increased by 2; Expansion Rate increased by 1; Production End Date changed from 2/44 to 1/45.
39. Wirbelwind (0050) – Initial Factory Size increased by 1; Build Limit decreased by 2; Expansion Rate decreased by 3; Production End Date changed from 11/44 to 1/45.
40. Ostwind (0051) – Crew Size reduced by 1; Expansion Rate increased by 1.
41. sIG33 (0052) – Production End Date changed from 2/40 to 1/42.
42. sIG33 Grille (0053) – Crew Size deceased by 1; Build Limit decreased by 8; Expansion Rate decreased by 1. (Note: This vehicle “swapped” data base slots with the sIG33 (SdKfz-138) to reduce scenario edits.)
43. SdKfz-221(0054) – Production End Date changed from 5/40 to 1/41.
44. SdKfz-231 (0056) – Production End Date changed from 9/43 to 1/44.
45. SdKfz-234/1 (0057) – Production End Date changed from 1/45 to 10/44.
46. SdKfz-234/2 (0058) – Production Start Date changed from 9/43 to 1/44.
47. SdKfz-234/3 (0059) – Production End Date changed from 11/44 to 1/45.
48. SdKfz-234/4 (0060) – Build Limit increased by 1.
49. SdKfz-251/1 (0062) – Initial Factory Size decreased by 2: Build Limit decreased by 6; Expansion Rate decreased by 1; Production End Date changed from 8/43 to 1/44. (Note: All the SdKfz-251 variants were being over-produced and corrected to not exceed 40% of total production.)
50. SdKfz-251/10 (0063) – Initial Factory Size increased by 2; Build Limit decreased by 13; Expansion Rate decreased by 1.
51. SdKfz-251/2 (0064) – Initial Factory Size decreased by 6; Build Limit decreased by 6; Production End Date changed from 8/43 to 1/44.
52. SdKfz-251/1 (0065) – Build Limit decreased by 10.
53. SdKfz-233 (0066) – Build Limit deceased by 1.
54. SdKfz-251/17 (0090) – Build Limit decreased by 9.
55. SdKfz-251/22 (0107) – Build Limit decreased by 6; Expansion Rate decreased by 1.
56. Mobelwagen (0117) – Build Limit decreased by 1; Expansion Rate decreased by 1.
57. Panzer IVj (0125) – Build Limit increased by 3; Expansion Rate increased by 1.
58. SdKfz-251/9 (0126) – Build Limit decreased by 12.
59. SdKfz-6/2 (0127) – Production End Date changed from 12/43 to 5/42.
60. Stug IV (0170) – Build Limit increased by 1; Expansion Rate decreased by 1.
61. CV-33 (0177) – Production End Date changed from 12/41 to 1/42.
62. L6/40 (0178) – Production End Date changed from 9/42 to 1/43.
63. M-11/39 (0179) – Production End Date changed from 11/40 to 1/41.
64. M-13/40 (0180) – Initial Factory Size decreased by 1; Build Limit decreased by 1; Production End Date changed from 12/42 to 1/43.
65. M-15/42 (0181) – Production End Date changed from 9/45 to 8/43.
66. Semovente L40 da 47 (0183) – Production End Date changed from 2/43 to 4/43; Build Limit increased by 7.
67. Semovente M40 da 75 (0184) – Production End Date changed from 12/42 to 1/43.
68. Semovente M43 da 105 (0185) – Production End Date changed from 9/45 to 8/43.
69. Autoblinda (0187) – Initial Factory Size decreased by 1; Production Start Date changed from 1/40 to 1/41; Production End Date changed from 9/45 to 8/43; Build Limit decreased by 1.
70. Semovente M42 da 75 (0188) – Production Start Date changed from 3/43 to 5/43; Production End Date changed from 9/45 to 8/43; Build Limit increased by 1.
71. SdKfz-7/1 (0209) – Initial Factory Size decreased by 1; Production Start Date changed from 6/41 to 4/40; Production End Date changed from 9/43 to 10/44; 26 vehicles in 1941 pool; Expansion Rate decreased by 1.
72. SdKfz-7/2 (0210) – Initial Factory Size decreased by 2; Crew Size decreased by 3; Build Limit increased by 3.
73. Panzerjager 38(t)H (0216) – Build Limit increased by 1; Production End Date changed from 3/43 to 1/44.
74. Panzer 38(t) Aufklarer (0217) – Build Limit decreased by 2; Expansion Rate decreased by 1.
75. sIG33 (SdKfz-138) (0218) – Build Limit decreased by 3; Expansion Rate decreased by 1. (Note: See 42 above.)
76. Panzer IIIj L/42 (0219) – Build Limit increased by 2.
77. SdKfz-251/2 (0220) – Build Limit decreased by 10.
78. Panzer IVg L/48 (0221) – Build Limit increased by 1; Expansion Rate increased by 1; Production End Date changed from 4/43 to 1/44.
79. OA vz.30 (0225) – Production End Date changed from 12/41 to 1/42.
80. CKD-R1 (0226) – Production End Date changed from 12/42 to 1/43.
81. Vanatorul de care R-35 (0230) – Production End Date changed from 12/44 to 7/44.
82. TACAM T-60 (0237) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 9/45 to 9/43.
83. TACAM R-2 (0238) – Production Start Date changed from 7/44 to 1/44; Production End Date changed from 9/45 to 5/44.
84. Toldi II (0278) – Initial Factory Size decreased by 3; Production End Date changed from 6/42 to 2/42; Build Limit decreased by 1.
85. Turan-I (0279) – Initial Factory Size decreased by 1; Production Start Date changed from 9/41 to 11/41; Production End Date changed from 6/43 to 1/43; Build Limit decreased by 1.
86. Turan-II (0280) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 12/44 to 5/44.
87. Nimrod (0287) – Production End Date changed from 12/42 to 11/42; Build Limit increased by 2; Expansion Rate increased by 1.
88. 39M CSABA (0288) – Production End Date changed from 9/45 to 1/45; Build Limit decreased by 1; (Note: All CSABAs were produced prior to Barbarossa.)
89. Toldi IIa (0303) – Production Start Date changed from 1/43 to 7/42; Production End Date changed from 10/43 to 12/43; Build Limit decreased by 1.
90. Zrinyi II (0307) – Production Start Date changed from 1/43 to 5/43; Production End Date changed from 12/44 to 6/44.
91. LT-38 (0333) – Production End Date changed from 12/42 to 12/41.
92. LT-40 (0335) – Production End Date changed from 12/42 to 4/42.

Other Data Changes:
1. Renamed OB 336 from 41 Sturm Division to 41c Infantry Division. It will upgrade to a Sturm division (OB 337) in 1943.
2. Fixed several problems with German Cavalry brigades in all the Campaign scenarios and the Decision in the Ukraine scenario by using new Cavalry Brigade OBs.
3. The French Volunteer Regiment now uses the 44 Infantry Regiment OB in the 44 Campaign.
4. Changed Soviet rocket launchers to single device elements with adjusted ROF.
5. Changed 41 Infantry Regiment OB to upgrade to the 43 Infantry Regiment.

Nuova DLC per Achtung Panzer: Operation Hooper

Come già annunciato in precedenza il mondo di Achtung Panzer (ormai GTOS, Graviteam Tactics: Operation Star) sta evolvendo verso un engine a tutto tondo di simulazione tattico-operazionale. Dopo una piccola DLC di reskin per l'HD (http://www.gamersgate.com/DLC-APOSGTHRTP1/graviteam-tactics-operation-star-dlc-high-resolution-textures-pack-1) è stata annunciata una DLC che cambia completamente lo scenario: Operation Hooper è uno scenario ambientato nell'Angola del 1988, dove Cubani e Angolani si scontrano con l'UNITA appoggiato dai Sud Africani. L'ambientazione quindi è simile a quella di uno degli scenari di Blaze of War, ma stavolta si tratta non di una simulazione ma di un tattico.

The DLC will be devoted to an attack on the Cuito Cuanvale base in 20th of February 1988.
DLC adds to the game:
1) Two new combatants for operations and quick battle are Angolan army and SADF.
2) The new area 120 square kilometers wide.
3) 3 operations for Angola, UNITA and SADF.
4) Weapons and equipment that was used in the conflict.

Nel frattempo i lavori sulla patch di Marzo procedono, mentre è stata annunciata una politica di DLC maggiori e minori per l'engine di APOS.

Ecco alcune immagini di Operation Hooper.



sabato 9 marzo 2013

Test del mod Napoleonico per Scourge of War

La versione gold del mod Napoleonico è uscita ieri e giustamente l'abbiamo battezzata con un test in multi. L'impressione è senz'altro positiva, non è perfetta ma appare molto godibile, la cavalleria carica, i quadrati resistono, i movimenti dell'AI sono buoni. Certo c'è la tendenza a combattere principalmente in linea del gioco originale e forzare l'attacco in colonna è macchinoso, ma ho suggerito una modifica a Gunship per vedere se realizzabile.

Qui potete vedere qualche immagine:

http://kriegsspiel.forumotion.net/t663-napoleonic-mod-now-working-in-mp


e qui un piccolo video dall'alto.

venerdì 8 marzo 2013

Annunciato Supreme Ruler 1936

E' stata annunciata la nuova incarnazione di Supreme Ruler:  Supreme Ruler 1936.

http://www.battlegoat.com/

Ecco le features:

In Supreme Ruler 1936, players will be able to embark on the road to war in many different ways. Economic, scientific, and diplomatic challenges will certainly influence the ability of their nation to impose its will on the world. Meanwhile military buildups and escalating tensions throughout the world continue, as some nations flex their military might seeking to expand their territories, while others pursue peaceful and isolationist policies in hopes of avoiding a second world war.
Play Multiple Campaigns from either Axis or Allied perspective.
Take Control of any Nation in the World in Sandbox Mode and see how you can impact the outcome of the era.
Challenge yourself with many Historical Scenarios for a quicker and fast-paced gameplay experience.
The butterfly effect… Influence the timeline and outcome of thousands of historical events.
Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
Research new Technologies to give your nation a significant military advantage including the Race for the Atomic Bomb!
odernize your economy to become a world leader and support whatever social and military policies you choose.
Manage as much or as little of your military forces and production as you like by setting your Defense Minister’s level of control.
When diplomacy fails… Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
Battle your enemy and Mother Nature, as a fully integrated weather model influences the outcomes of the battlefield.
Significant graphic improvements to 3D terrain and Graphic User Interface
Up to 16 players in Multiplayer over local network or Internet.

Devo dire che non conosco bene  la serie, non mi pare abbia avuto un successone

Hegemony Rome developer diary

Dopo un po' che non sentivo più nulla ecco un nuovo developer diary per Hegemony Rome, seguito di Hegemony Ancient Greece, bel gioco strategico in real time.



giovedì 7 marzo 2013

Flashpoint Germany 2: Red Storm alcune news

News di Marzo riguardo Flashpoint Germany 2: Red Storm:

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

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

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

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

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

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

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

Immagini dell'Alpha di Arma 3

Come molti avranno già visto su Steam si può preacquistare Arma 3 e giocare la Alpha version. Su SimHQ trovate alcune immagini fatte dal team del sito:

http://simhq.com/forum/ubbthreads.php/topics/3746019

Purtroppo non ho i requisiti minimi nel PC, ma se anche li avessi visto quanto poco ho giocato a Arma 2 dubito che lo prenderei.

Starship Corporation

Trailer di gioco strategico indie:




Starship Corporation is a Realtime Strategy Game that contains 4 Elements:
Ship Design
Crew and AI Tactics
Ship Building
and Trade

The player is able to create the layout for Spaceships and Planetary Installations with multiple decks within the boundaries of existing fuselages. He can choose between (currently) 50 Room types in 6 categories .
A completed Design can then be challenged by playing a series of missions to test the crews reaction to emergencies and the ships combat capabilities. The success of these missions determines the ships rating, important for a good price on the market or the ships performance in your own fleet.



Questi giochi ti fanno respirare ancora l'aria di quando erano le idee e non la grafica ad essere alla base dei giochi strategici.

lunedì 4 marzo 2013

Unity of Command breve video di gameplay

Ecco un video di gameplay fatto con Unity of Command, gioco operazionale user-friendly. In questo caso i Sovietici riescono a conquistare Kiev.


domenica 3 marzo 2013

Korean War- Documentary Film 1950-1953

Documentario a colori sulla guerra di Corea


Scourge of War GCM\HITS match numero 8

Violentissimo scontro ieri sera con l'ibrido GCM\ITS a Scourge of War; eravamo in 19 e stavolta avevo il comando dei nordisti. A dire il vero, dopo aver settato il piano iniziale mi sono occupato solo di un fianco in prima persona, delegando l'altro fianco ad uno dei comandanti di divisione sul posto, non avrei mai potuto gestirlo da solo. L'idea iniziale era di concentrare in una massa le divisioni di un fianco prima dello scontro e poi farle marciare da est verso ovest poggiando il fianco sul fiume; una delle tre doveva rimanere come forza di copertura\riserva per coprire le spalle.  Da nord una singola divisione con l'appoggio della piccola riserva doveva agire come incudine a tenere occupati i nemici senza ingaggiarsi decisivamente, sfruttando anche il bosco come fattore difensivo, alla fine i nemici sarebbero stati presi da due direzioni: da est e da nord e pressati contro il fiume. Idealmente qualunque forza isolata lungo il fiume si sarebbe trovata contro una forza di tre divisioni, quindi perchè ormai conosco la tendenza dei giocatori a fare grandi movimenti in isolamento.

Ovviamente non tutto è andato come pianificato, ma è anche per questo che preferisco agire con le truppe già riunite. Una delle divisioni ad est, ha sbagliato strada ed ha combattuto per tutto il match uno scontro 1vs1 con un altra divisione nemica, mentre le altre due hanno si respinto un'altra divisione nemica isolata, ma questo ha ritardato la loro marcia ad est, lasciando solo una forza di copertura, come dimostrazione. La forza a nord ha  tenuto a bada una forza nemica di due divisioni e mezza per tutto il tempo, ma contrariamente ha quanto avevo chiesto ha esposto il suo fianco sinistro troppo in avanti per coprire un obbiettivo, costringendomi ad impegnare la riserva in una posizione infelice e questo ci è costato molte perdite ed un collasso prematuro del fianco, grazie al cielo poco sfruttato dal nemico.

Alla fine l'attacco da sinistra si è manifestato con una forza di una divisione e mezza che ha respinto il nemico già stanco indietro gradualmente e la conquista di due obbiettivi nel giro di 10 minuti, mentre l'altra mezza divisione teneva a bada il ritorno offensivo della divisione isolata.





sabato 2 marzo 2013

Rilasciata la beta patch 1.6 di Scourge of War

Finalmente le patch che permette di usare il mod napoleonico in multiplayer:

http://www.norbsoftware.com/Downloads/Beta/SOWGBPatch_16Beta.exe



Ecco il change log:

Version 1.6

New Features

* It is now possible to modify unitglobal.csv, unitmodel.csv, munitions.csv and unitpack.csv files for Multiplayer games.
* The unit currently selected in-game will now be selected when the "Compose Courier Message" window is opened.
* New grass, dirt, woods, rocks, and water textures for all Gettysburg and Antietam maps have been added.
* There is now no limit on the number of human courier messages in Single Player and Multiplayer games.
* The realism of the "line of sight" calculation for units has been improved. Friendly units are now more likely to obstruct each other, and "shooting over" problems are reduced.

Bug fixes

* Cavalry now less likely to withdraw when under fire.
* Units retreating in close quarters will now halt and reform when a large enough gap between units is available.
* A bug that prevented courier orders from being obeyed until the "Time" setting was altered has been fixed.
* A bug that prevented courier orders from being executed until a previous "Move to This Map Point" destination was reached has been fixed. A separate command for waypoints has been added.
* A bug that prevented courier facing orders from being executed correctly has been fixed. A new command, "Face your unit in this direction upon arrival," has been added. The facing direction command must be given after the move order and before the formation is specified; e.g., "General A, move to x farm, face to the SW, form your brigade in a line."
* Units will no longer spawn in rivers at the beginning of Sandbox battles.
* Supply wagons will be less likely to move too close to the enemy during combat.
* Antietam and Chancellorsville roads have been corrected.
* The missing basement on the St. George Church has been added.
* Buildings in the Salem Church map have been corrected.
* A conflict in MultiPlayer when different "Aicount"s were specified by host and clients has been fixed.
* Units will now be less likely to unrealistically re-form under fire.
* Fixed a scoring bug linked to officer respawning.
* Fixed AN07 carryover to AN14 scenario issue.




venerdì 1 marzo 2013

The End Of The Scharnhorst

Documentario sull'incrociatore da battaglia tedesco Scharnhorst, bellissima nave da battaglia tedesca, affondata nel 1943 alla battaglia dell'Isola degli Orsi.