Sul sito Matrix è disponibile la demo di Germany at War – Barbarossa 1941.
Ecco il link:
http://matrixgames.com/products/472/links/Germany.at.War:.Barbarossa.1941
Blog dedicato alla Storia della Guerra. Sono trattati temi e recensiti libri di storia militare, ma si parla anche di wargames e videogames bellici, oltre che di film e telefilm a tema bellico, così come di documentari sul tema.
nuovo
Visualizzazione post con etichetta demo. Mostra tutti i post
Visualizzazione post con etichetta demo. Mostra tutti i post
martedì 21 gennaio 2014
sabato 28 dicembre 2013
Demo di HWN, link corretto
La demo era stata messa su male, ecco il link corretto: http://www.histwar.org/mods/file.php?id=235
Detto questo il gioco è identico a HWLG (stessi bug) cambia solo la grafica, quindi prendetelo solo se volete fare filmini.
Detto questo il gioco è identico a HWLG (stessi bug) cambia solo la grafica, quindi prendetelo solo se volete fare filmini.
Etichette:
demo,
HistWar Les Grognards,
histwar napoleon,
JMM,
link
Errata demo di HWN
Ho provato ad installarla ma sembra che invece di essere HWN sia la demo di HWLG, non capisco perchè, dato che la cartella creata comunque riporta HW Napoleon come nome.
Demo di Histwar Napoleon
Lancier ha gentilmente segnalato sul forum Legio l'uscita della demo di Histwar Napoleon, per chi volesse darci un'occhio:
http://www.histwar.org/mods/file.php?id=235
http://www.histwar.org/mods/file.php?id=235
Etichette:
demo,
forum,
histwar II,
HistWar Les Grognards,
histwar napoleon,
JMM,
legio
martedì 24 dicembre 2013
Demo di Flashpoint Campaigns
E' possibile scaricare una demo di Flashpoint Campaigns Red Storm con uno scenario di prova qua:
http://grogheads.com/downloads/FlashpointRedStorm-Setup-Promo.exe
http://grogheads.com/downloads/FlashpointRedStorm-Setup-Promo.exe
sabato 10 agosto 2013
Disponibile la demo di Europa Universalis IV
E' stata rilasciata la demo di EU IV, la trovate su Steam qui: http://store.steampowered.com/app/236850/?snr=1_4_4__104_1
Qui la descrizione della demo: http://forum.paradoxplaza.com/forum/showthread.php?706528-Europa-Universalis-IV-Demo-description
Il gioco completo sarà rilasciato il 13 Agosto.
Qui la descrizione della demo: http://forum.paradoxplaza.com/forum/showthread.php?706528-Europa-Universalis-IV-Demo-description
Il gioco completo sarà rilasciato il 13 Agosto.
martedì 23 luglio 2013
Assault on Democracy - free demo
Sul sito Battlefront è disponibile la demo gratuita di Strategic Command World War Two Assault on Democracy, espansione di Strategic Command. Ecco il link:
http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=313&Itemid=542
http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=313&Itemid=542
lunedì 24 giugno 2013
Total War: Rome II - E3 2013 Stage Demo
Demo della dimostrazione di Rome 2 all'E3, notare il ridicolo cappello del tipo. Però fanno vedere la mappa strategica che pare bella grossa e molto bella, soprattutto molto più interattiva rispetto ai precedenti.
Etichette:
demo,
E3,
E3 2013 Stage Demo,
gameplay,
Total War: Rome II,
video
venerdì 29 marzo 2013
Space Hulk - GDC Gameplay Demo
Primo gameplay demo per la versione videogame di Space Hulk
martedì 26 marzo 2013
mercoledì 20 febbraio 2013
March of the Eagles demo
Su Steam trovate la demo del gioco se siete interessati a provarlo:
http://store.steampowered.com/app/227760/
http://store.steampowered.com/app/227760/
mercoledì 6 febbraio 2013
Demo per Ancient Warfare
Sul sito HPS si può trovare la demo per Ancient Warfare, una serie di 5 giochi sulle battaglie nell'antichità. Ecco il link:
http://www.hpssims.com/Pages/updates/up_Ancient/up_Ancient.asp
http://www.hpssims.com/Pages/updates/up_Ancient/up_Ancient.asp
venerdì 21 dicembre 2012
Conflict of Heroes: Awakening the Bear disponibile la demo
E' disponibile la demo di Conflict of Heroes: Awakening the Bear presso il sito Matrix Games:
ftp://ftp.matrixgames.com/pub/ConflictofHeroes/ConflictofHeroes-Demo-v114.zip
ftp://ftp.matrixgames.com/pub/ConflictofHeroes/ConflictofHeroes-Demo-v114.zip
mercoledì 7 novembre 2012
Disponibile la demo per Strategic Command WWI Breakthrough!
Sul sito della Battlefront è disponibile la demo di Strategic Command WWI Breakthrough! con tre scenari giocabili del gioco completo.
Ecco il link: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=267&Itemid=473
Ecco il link: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=267&Itemid=473
martedì 6 novembre 2012
Battlefield 1942 gratis
Dopo 10 anni BF1942 diventa free; potete scaricarlo gratuitamente del sito Origin:
http://store.origin.com/store/eaemea/it_IT/html/pbPage.demos-it_IT
http://store.origin.com/store/eaemea/it_IT/html/pbPage.demos-it_IT
giovedì 4 ottobre 2012
Demo per Carrier Command
E' finalmente disponibile una demo per Carrier Command Gaea Mission, uscito qualche giorno fa. Trovate la demo a questo link: http://www.carriercommand.com/2012/10/demo-for-windows-pc/
sabato 29 settembre 2012
Alea Jacta Est intervista e demo
Su Tacticular Cancer trovate un'intervista agli sviluppatori di Alea Jacta Est: http://www.tacticularcancer.com/content.php?id=3820 .
In più è uscita la demo del gioco, ecco il link: http://www.aleajactaest-game.com/the-demo-is-available/
In più è uscita la demo del gioco, ecco il link: http://www.aleajactaest-game.com/the-demo-is-available/
venerdì 14 settembre 2012
Combat Mission: Fortress Italy disponibile la demo
E' finalmente disponibile la demo di Combat Mission Fortress Italy; potete scaricarla da qui:
http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=301&Itemid=513
DEMO VERSION LIMITATIONS:
only three scenarios are playable.
QuickBattles are disabled (but the QB setup screen is visible)
multiplayer modes (PBEM/TCP) are fully enabled
the Scenario Editor is enabled and fully functional, but it will not allow you to purchase units, load, or save any maps
contains nag screens during launch end exit of the demo.
http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=301&Itemid=513
DEMO VERSION LIMITATIONS:
only three scenarios are playable.
QuickBattles are disabled (but the QB setup screen is visible)
multiplayer modes (PBEM/TCP) are fully enabled
the Scenario Editor is enabled and fully functional, but it will not allow you to purchase units, load, or save any maps
contains nag screens during launch end exit of the demo.
sabato 1 settembre 2012
Molten Sky
Trai i giochi da votare su Greenlight ho visto questo: Molten Sky. Ecco la descrizione ufficiale e i video, vedrò di cercare più notizie sul gioco, nel frattempo votatelo su Steam Greenlight. C'è una demo qui: www.biglittleteam.com
2015. Age of the fifth generation fighters. USAF is no longer dominating. The time is to struggle for world leadership again. Advanced military technologies are being facing in the sky, the sky battle has begun. Which fighter will take air superiority?
“Molten sky” is a new air combat game with tactics element. High-level graphics and user friendly operation will bring much joy to action games players. On the other hand, hardcore flight sim fans will appreciate many simulations elements: real number of missiles, limited fuel, realistic damage model, radar system modeling and much more. The effect of interaction between different troops is demonstrated remarkably in the game: if the mission is failed by fighter, a friendly helicopter becomes an easy target for enemy fighters, at the same time mission (to destroy enemy tanks) failed by helicopter results in a danger for friendly tanks. Different kinds of guided objects (planes, helicopters, tanks) are available, that reveals a more complete picture of modern war.
2015. Age of the fifth generation fighters. USAF is no longer dominating. The time is to struggle for world leadership again. Advanced military technologies are being facing in the sky, the sky battle has begun. Which fighter will take air superiority?
“Molten sky” is a new air combat game with tactics element. High-level graphics and user friendly operation will bring much joy to action games players. On the other hand, hardcore flight sim fans will appreciate many simulations elements: real number of missiles, limited fuel, realistic damage model, radar system modeling and much more. The effect of interaction between different troops is demonstrated remarkably in the game: if the mission is failed by fighter, a friendly helicopter becomes an easy target for enemy fighters, at the same time mission (to destroy enemy tanks) failed by helicopter results in a danger for friendly tanks. Different kinds of guided objects (planes, helicopters, tanks) are available, that reveals a more complete picture of modern war.
venerdì 13 luglio 2012
Panzer Command Ostfront: patchato e nuova demo
E' notizia di oggi che Panzer Command Ostfront è stato patchato ed è disponibile una demo aggiornata a questa versione.
Qui il link alla demo: ftp://ftp.matrixgames.com/pub/PanzerCommandOstfront/PanzerCommandOstfront-Demo-v329.zip
Qui il link alla nuova patch: ftp://ftp.matrixgames.com/pub/PanzerCommandOstfront/PanzerCommandOstfront-UpdateComp-Build329f.zip
Infine il gioco è in vendita al 50% sul sito matrix: http://www.matrixgames.com/products/391/details/Panzer.Command:.Ostfront
Ecco il change log della patch:
New Features
Code Changes
New Models, Units and Data Changes
Qui il link alla demo: ftp://ftp.matrixgames.com/pub/PanzerCommandOstfront/PanzerCommandOstfront-Demo-v329.zip
Qui il link alla nuova patch: ftp://ftp.matrixgames.com/pub/PanzerCommandOstfront/PanzerCommandOstfront-UpdateComp-Build329f.zip
Infine il gioco è in vendita al 50% sul sito matrix: http://www.matrixgames.com/products/391/details/Panzer.Command:.Ostfront
Ecco il change log della patch:
New Features
- Incorporated a modified version of Dazoline's Random Battle/Random Campaign
generators into the official release. These versions of the BG/RCG allow players to
customize how Random Battles and Random Campaigns are generated.- Players can now specify if they want to increase the value of Objectives in the
battles. Increasing the value of objectives can allow players to gain more victory
points through securing Objectives rather than destroying enemy units. This
may shorten some random battles. - Players can generate Random Battles and even Random campaigns using the
Phase structure of their choice. - Players can control whether the Soviet side uses Science of War or Art of War.
The settings allow the player to decide if the Russian side Always uses Science
of War, Never uses Science of War, or, in Random Campaigns, uses Science of
War for battles until June of 1944, and then switches to use Art of War. - Players can determine how the PrePlanned artillery are handled. Players can
choose either side, or both sides or neither side to have PrePlanned artillery
barrage. Players can also choose to allow the Random Campaign Generator to
choose which mode is used based on the each battle's mission. - Players can easily design their own core force for the Random Campaigns.
- A new set of files have been created in the folder; Data/Campaign Core Units.
The files in this folder are named to exactly match their counterparts in the
folder: Data/Random Campaigns. These files allow players to edit Random
Campaign Core forces that will be used in the corresponding Random
Campaigns. Players can even create an entirely different core force. Features of
these new Campaign Core unit files:- You only have to edit one file to affect all key core units across all of the
battles in a Random Campaign. - The modded files support upgrades. If you look in one of the longer
Campaign Core Unit files such as the "1st Infantry Div 1941-44 Long"
you will see multiple core tags inside the coreunit tag. Each tag has a
date and scenario attribute which describes when that upgrade takes
place. In the core tag are unit tags, corresponding to the core units in that
scenario. Remember that the unitname attribute of a unit tag is what
keeps track of that unit between battles and provides the upgrade path. - A file, in (Data/Campaign Core Units) will provide some of the units for
each of that campaigns battles subject to:- The Core Unit Files included with this patch replicate the existing
Random Campaigns. If you make no changes to these Core Unit
Files, Random Campaigns will have the original Core Forces and
Upgrades as originally designed. - Before making changes to these Core Unit Files you should make
backup copies so that you can return them to their original state.
When editing the core units you are changing the "Key Core"
units in a campaign. You should also make changes to the
Campaign description in the Core Unit File to match those
changes. You should also make sure to update the corresponding
units in each of the "core" sections of the file. You can 'upgrade"
your equipment using these other sections in the file. - Any non key core units in Battles files will not be affected, so
there will be variability retained in the units used from battle to
battle in a campaign. - The Random Campaign description will display the key core
units described in the CCU not the original key core units from
the campaign file, so remember to make the appropriate changes
to the description in the Core Unit File.
- The Core Unit Files included with this patch replicate the existing
- You only have to edit one file to affect all key core units across all of the
- Players can now specify if they want to increase the value of Objectives in the
Code Changes
- Fixed minor problems with Niemirow map.
- Fixed a series of bugs with how retreated units behaved. Retreating units will now
continue to retreat until they rally. - When an armored vehicle targets an infantry unit the Tactical AI will now select the
weapon and ammo that has the most chance to inflict losses on the target. This selection
will consider the range to the target as well as the Firepower. If the firer and/or target is
moving, the weapon selection may change. In most cases this will result in an armored
vehicle choosing to use HE shells, then MG AP. - Map Maker has been adjusted to provide more portability of maps between systems.
This will make it easier for users to work on maps on more than one computer without
having to have the same directory structure and simplify the process if multiple users
are collaborating on a map project. - Map Maker will now insert a map size attribute into Random Battle Templates.
- Regional settings issues should be fixed.
- Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between
units. This could cause a crash if a targeting order was issued with the incorrect
weapon. - Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2.
There is a chance for incoming fire of all types to completely ignore the protection that
buildings provide, which scales up based on the penetration value of the incoming fire. - There is now a small chance for incoming HE and HEAT shells to ignore the protection
provided by trenches and foxholes, reflecting the chance of a shell landing close enough
for the blast to directly enter the trench or foxhole. - Infantry units that are mounted on vehicles will now not always dismount when
suppressed. The implementation of this rule is now as follows:- Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank
Riders) will be more vulnerable to enemy fire and will dismount as soon as they
are suppressed by incoming fire. - Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored
will also dismount as soon as they are suppressed by incoming fire. - Infantry units mounted in protected transports (i.e. Halftracks) that are armored
will not dismount when suppressed. However, if they take casualties and fail a
morale check, they will dismount.
- Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank
- Artillery animations were sometimes displayed far away from their actual location. A
bug that caused this has been fixed. - A bug that prevented cupola hits has been fixed.
- The targeting logic was not correctly considering all armor locations, which led to a few
rare issues, especially involving infantry targeting anti-tank guns from beyond close
assault range. This has been fixed. - The in-game settings now default to have floating icons on, all movement and targeting
lines on and limit infantry off. - A bug that prevented area fire from working in some cases against infantry in buildings
has been fixed. - A bug that caused air support to prioritize targets incorrectly has been fixed.
- Various issues related to infantry routing and retreating when in buildings, in vehicles or
pinned and suppressed have been fixed. A few issues still remain, but retreating and
routing is working much better. - LOD models are now working at about 75% of the range of terrain fade-out. Some
visual issues with LODs remain and are being worked on, but this should have a
positive impact on performance. - Some infantry animation issues relating to SOP and firing and walking animations were
resolved, which should result in more realistic animations for squads. - An issue that could cause tanks to stop auto-targeting their machine guns when the main
gun ran out of ammunition is fixed. - Quite a few new widescreen resolutions have been added to the initial resolution
configuration, to better support systems with displays that span multiple monitors.
New Models, Units and Data Changes
- Armor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated to
incorporate new data. - The ability to have individual ID decals has been added to the T-28 Models 1936, 1937,
1938. - The factors used to determine 'variable penetration' have been improved.
- Models have been updated for BA-64, Pz IVD. New late camo versions have been
added for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and Pz
IIF late. - Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and J
and the T-4 PzKpfw IV. - Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mm
sIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late. - Some scenario fixes/updates were incorporated into Railway Station, 13th Crossing
Guard, and Achtung: Panzer Jaeger. - Battle files and Presets were updated to take advantage of late war camo models.
- Random Battle Presets were adjusted to improve the Random Campaign Battles.
- A new map and Random Battle Template were added for Wilkowischken.
- A new StuG IV has been added.
- Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short
(Battles on the Chir River) and the 29th Tank Corps 1944 Short. - Ammo loadouts for several off-map artillery units have been updated.
- Map size attributes have been added to RB Templates for future use.
- A new sand texture by szartur has been added for use in making desert maps.
- Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These
include making these units decal capable by the scenario designer and the inclusion of
multiple commanders so that not all tank commanders are the same. - Fixed a problem where grass was too high in a small area on the map for Their toughest
Battle. - Fixed a problem where RR tracks were tipping over when crossed on The Biggest and
the Baddest map. This is actually a work around for a problem with how knockdown
fences were implemented. - Fixed a problem with how map maker was drawing AI map colors around Telephone
lines. Map Maker now only draws selected terrain around the base of one of the
telephone poles, rather than along the entire length of the telephone line. - Added several new houses styled in the manner common to the style found in rural
Hungary. - Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22
USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3. - Ammo loadouts were updated for almost all ArmouredUnits.
- The killpower for some offmap artillery guns was reduced. This will reduce the
effectives of artillery strikes against armoured units, resulting in fewer armoured units
kills resulting from artillery barrages, but more stunned results. - Models were added and the map updated for the Stalingrad railway station. The Railway
Station and the 13th Crossing scenarios were updated. - New units were added for the German PaK 36 and Pak 36 Late, and for the Russian
45mm ATG M-1937 and M-1942. These units have been added as Mobile versions of
the above units in the Infantry unit type. Existing scenarios will continue to use the
static versions of these units. Scenario designers can choose to use either the stationary
version of these units from the Armoured units folder, or the Mobile versions from the
Infantry folder. The mobile versions have 'Mobile' after the unit type to make them
distinguishable. Random battles will use only the mobile type of these units. - Major overhaul of all German infantry, including improved uniforms, equipment and
animations for many units. - Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank
- Fixed an issue with the SIG33 Crew
- Added a description for the 88mm FlaK36
- Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map
and updated the Kolomak scenario - Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models
- Improvements to recoil, exhaust and decals on some models
- Fixed problems with some start dates for random battles and campaigns for Lend Lease
vehicles and SS HMG teams - Fixed an issue with AT gun armor values interfering with infantry targeting
- Fixed a problem with the Winter version of the Panzerschreck team
- Extra heavy artillery is no longer available by default in random battles and campaigns,
as it could cause balance issues, especially in random campaigns. - Heavy artillery is now less prevalent in random battles and campaigns.
- The dates on rocket artillery have been corrected and the cost of rocket artillery has
been increased. - The German PaK 36 can now be moved by its crew, albeit slowly.
Una guerra è persa solo quando pensi che lo sia.
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