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Visualizzazione post con etichetta nuova patch. Mostra tutti i post
Visualizzazione post con etichetta nuova patch. Mostra tutti i post

venerdì 21 febbraio 2014

Flashpoint Campaigns: Red Storm patch 2.03 rilasciata

Rilasciata la nuova patch 2.03 per Flashpoint Campaigns: Red Storm.

The 2.03 update fixes some pesky bugs spotted by the community, and introduces major gameplay improvements such as refinements of the overall combat system and enhancements for urban warfare tactics. A seven scenario campaign called “School Teacher” has also been added and features a tough fight between the Soviet army and the West German forces


La potete scaricare tramite il tool di aggiornamento automatico.

domenica 7 luglio 2013

Video con l'ultima patch di Histwar Les Grognards

Ho fatto un breve video con l'ultima patch di Histwar; come potete vedere la grafica è migliorata parecchio, ma c'è uno sfasamento tra la mappa 2d e quella 3d (almeno sulla mappa di Eylau). Per il resto non ci sono sostanziali novità nel gameplay, a parte, come già dicevo, la possibilità di feedback per tre categorie di ordini, ma che è un sostanziale problema una volta cominciato lo scontro, perchè piovono a raffica.


sabato 8 dicembre 2012

Combat Mission: Battle for Normandy rilasciata patch 1.11

E' stata rilasciata una nuova patch per Combat Mission Battle for Normandy, la 1.11. Ecco il change log:


Corrected crashes related to barbed wire units.
Corrected a rare crash/hang problem in WeGo "blue bar" calculation.
Corrected the occasional failure of "buddy aid" to retrieve useful ammo from fallen comrades, and accidentally to adopt their targeting orders.
Corrected a problem that sometimes made fortifications too hard or too easy to spot.
Panther "shot trap" on the lower turret mantlet (potentially) deflects shots downward into the hull as expected.
British 95mm HEAT shell has correct amount of internal explosive (reduced from before).
Corrected a problem in WeGo mode that sometimes caused vehicle passengers to rotate forward when they should not.
TCP/IP "chat" text is easier to see clearly.
Teams that are part of a squad properly retain their setup positions from the editor.
SPW 250/10 and 251/9 halftrack loaders perform correctly when vehicle is buttoned.
Wood bunkers are a bit tougher to knock out.
Corrected a problem that sometimes gave on-map artillery the ability to shoot through intervening terrain.
Corrected a problem that sometimes incorrectly restricted on-map artillery from firing smoke missions.
Targeting a TRP directly using the mouse works correctly.
Corrected a problem that occasionally caused a destroyed building to have "floating" rubble.
Prone soldiers on a slope angle their bodies correctly.
Bolt-action rifles properly show the spent casing ejected when the bolt is operated.
Corrected an issue with command & control values being promptly updated when splitting a squad.
Tiny explosions don't damage tank tracks so much.
Corrected some AI issues that caused soldiers to move away from their teams, or caused the team to be "stuck" and not move when they should.
In the editor, hedges allow co-placement of trees like bocage does.
Light wounds to crew are slightly more likely to cause AFV bailout.
Corrections made to Luftwaffe and Waffen SS camouflage helmets.
Updated graphical shaders.
Updated vehicle models (Commonwealth module): Wespe, PzII Lynx, Marder I, King Tiger, Jagdpanther, Cromwell, Churchill.

mercoledì 24 ottobre 2012

Uscita patch 1.01 per Combat Mission Fortress Italy

E' stata rilasciata la patch 1.01 per CMFI, ecco il link:

http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=302&Itemid=515


E qui il change log:


Mortars work better with the Target Briefly command.
Target Briefly command works when attached to waypoints.
Corrected a problem with marking mines making a unit get 'stuck'.
Breda M30 LMG reloads more slowly.
Breda M37 MMG reloads more quickly.
Easier to delete old saved games.
Minor corrections to soldier uniform details.
Clear Target command key is user-configurable.
Fixed a trick that allowed mortars to retain existing LOF after moving to a blocked position.
Driver is shown in the PSW 233.
M3 GMC and T30 halftracks correctly move a crewman to replace a howitzer gunner casualty.
TacAI makes better decisions about using HE vs. HEAT against building area targets.
Renault R35 shows correct icon for coaxial MG.
Corrections to small-arms ammo inside Italian bunkers.
Corrected an issue that allowed mortars to estimate range-to-target correctly too easily when changing targets.
Corrected crash bugs at the end game screen, and the command key configuration screen.
On-map artillery makes proper use of smoke ammunition carried by nearby bearers and vehicles.
Fixed a problem that caused buddy aid occasionally to adopt the targeting orders of the fallen comrades.
Small explosions cause less damage to vehicle tracks.
Corrected a small problem that showed the wrong time length for some battles in the loading screen.
Corrected a small problem with the command and control icons just after a squad is split.
Updated shaders.
Small corrections to models for Sdkfz 231 and 233.
Corrected a problem with corner handling in the scenario editor's automatic linear terrain tool.
fixed QB map issues fixed, including AI enemy not moving quickly enough
some Meeting Engagement maps were re-balanced.

domenica 21 ottobre 2012

Primo video con Steel Armor Blaze of War nuova interfaccia

Ho fatto un primo video con Blaze of War con la nuova interfaccia; graficamente è molto migliorato, ma la nuova interfaccia ha portato anche qualche cambiamento nelle procedure, quindi mi tocca impararle da capo.


mercoledì 17 ottobre 2012

Rilasciata prima beta patch per Alea Jacta Est

E' stata rilasciata oggi la prima beta patch per Alea Jacta Est; ecco il link:

http://ageoddl.telechargement.fr/3rdParty/Various/Patch_AJE_v1.01.rar

ed ecco il change log:

Patch content

Code:
- Corrected bug on RGD constraint MustNoBeOwnedRegion
- Correction of bug found on entering enemy territory (pirates)
- New generic weather resitance attributes

DB:
- changed the terrains, models and units to improve a bit the 'chances' of non-Romans vs Romans.
Movement will be overall slower, and deployment of light/irregular units more favored in difficult terrains.

UI :
- Fixed a display issue in Social Mode for 1024 screen resolution
- New localized buttons in MainMenu/Options

Events/Setups :
- Fixed wrong CP penalty applied to absorbed factions and to recruited generic generals (YFE and SEV scenarios)
- Corrected some mismatches between tooltip and map regarding Roman Roads (YFE and SEV scenarios)
- Legions no longer recruitable in islands
- Fixed some MTB allocation issues in Severius and Marius vs Sulla Scenarios
- Fixed the DID no FOW issue in Severus scenario
- Fixed some stack fixing issue in Severus Scenario
- Fixed End of Faction Chain of Events in Year of 4 Emperors and Severus scenarios
- Fixed some loyalty issues in Marius vs Sylla Scenario
- Fixed some stack fixing issue in Marius vs Sylla Scenario

MS87
- Lusitanians made a bit weaker
- Fixed blocked naval leaders in Lucullus odyssey
- Fixed High Priest suicide event

GMW75
- Sertorius experience reduced a bit, as well as the Iberian allies power, should balance the Hispanian situation

AJE50
- Tweak to Hispania Surrender event
- Caesar and Pompeius are more on par as overall commanders now

SPR73
- Fixed double message Varinius arrival event

YFE68
- Fixed Otho death and Hispania governor rally events

SEV193
- Fixed erroneous "new political options" messages
- Full message broadcasted when Albinus is proclaimed public enemy

martedì 16 ottobre 2012

Rilasciata beta patch di Agosto per Steel Armor Blaze of War

Due giorni dopo il rilascio della beta patch per APOS, ecco la beta patch di agosto per SABOW che da una bella spinta al gioco, soprattutto come grafica e interfaccia:

http://www.steelfury.com/demo/mtc80/eng/gte2_core_update_eng_v581.exe
http://www.steelfury.com/demo/mtc80/eng/mtc80_sabow_patch_aug12_eng_beta1.gt2extension

Come per APOS, il primo link è l'aggiornamento dell'updater, il secondo l'estensione vera e propria.

Ecco il change log che avevo già postato:

--- Update August 2012 beta 3---
1) Completely changed the tactical interface.
2) Added additional options for the platoons structure and parameters management in the operational phase.
3) Changed some animations for infantry.
4) All game operations is adjusted and remaked.
5) Added support for scripting in the operational phase.
6) Some changes in the operation editor.
7) Changed some of the special effects.
8) Added new vehicles and weapons: F5E, M2HB, G3 rifle.
9) Adjusted environments, and cockpits visualization.
10) Refined cockpits for the T-62 and M60A1: rounded some elements and reconfigured lighting.
11) Completely redesigned interface in tank mode.
12) The algorithm for shadows rendering and lighting calculation is changed.
13) New commands for platoon, tank and crew control is added.
14) Reconfigured some tracked vehicles.
15) Added tracks in grass from tanks and vehicles.
16) Added ability to perform some tasks in the tank cocpit without the interface.
17) Added new animations in M60A1 tank cockpit.
18) Added a hint what button need to press to cancel a pause mode in the battle.
19) Mini-map is removed in the battle.
20) In realism mode does not display the flags and markers for enemies (in 3D mode).
21) Removed rangefinder lock when the commander's turret on the M60A1 tank is turned.
22) Fixed a bug with the canceling of a short stop command and this command is available from the commanders site.
23) Adjusted algorithm for subtitles and narration issuing.
24) Platoon control options on the gunners site is removed.
25) Added a visual indicator for targets and goals.
26) The ability to request a priority target from the AI commander is now available.
27) Added the button to send permission to open fire on the specified target.
28) Added support for automatic setup gun direction from the AI commander on requested target (for T-62 tank).
29) Added lock for measuring range for the AI commander, if target is out of rangefinder view (for M60 tank).
30) Added feedback and indication for obstacles in the path of the tank, for AI driver.
31) Added indication that the range measurement process continues, as well as the inability to range measure.
32) The targeting algorithm is changed.
33) The ability to switch the tempo of fire for machine guns.
34) Added to the sight reticles for the T-62 from Vadifon.
35) The ability to control the mode of target selection (one or different targets) for the tank platoon or users tank.
36) Added a command to align the gun on the hull of the tank.
37) Added the ability to specify the range for the gunner in binoculars mode.
38) Fixed a number of glitches and bugs.

Ed infine due belle immagini:


giovedì 4 ottobre 2012

Achtung panzer: Operation Star (Update August 2012)

Rilasciato un video promozionale della nuova patch di Achtung panzer: Operation Star; la patch dovrebbe ormai essere prossima.


domenica 23 settembre 2012

Rilasciata patch v1.06 per Strategic Command WWI 1914-1918 The Great War

E' stata rilasciata la nuova patch per Strategic Command WWI 1914-1918 The Great War; il link per il download è qui: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=266&Itemid=475 .

Ecco il change log:

GAME ENGINE CHANGES
fixed a war map display error that would show the war map incorrectly when using the map zoom features in full screen mode (Winti, Lettowvorbeck
fixed a resource flag display error that would show the war map incorrectly when using the map zoom features in full screen mode (Winti)
fixed an ARMISTICE script error that would cause friendly units to incorrectly leave friendly ports (xwormwood)
fixed an escort range highlight display error for minor country air units (Lucas)
fixed a FREE UNIT error that would leave free units in the port of a surrendered country (MJY)
mouse hovering over a unit on the map will now display the unit info at the bottom left hand corner of the game information area (Winti)
AI will now swap units under the right combat and reorganizational conditions
captured resources for a surrendered country no longer increase the National Morale of the occupier (Sapare)

EDITOR CHANGES1939 Storm over Europe
Soviet mobilization now set to increase by 40-50%, up from 15-20%, when the Germans do not honor the Molotov-Ribbentrop pact
French morale increased by 5000 points
French morale will now fall by 5000 points once Paris is captured
Bordeaux added as a secondary capital for France
If there are no British units within 10 tiles of Paris when it falls, France will suffer a 5,000 National Morale penalty, on top of the 5,000 penalty for Paris falling.
When playing against the Axis AI, there will be a penalty of 1,500 National Morale points to France when Paris falls, per difficulty level. This is in addition to both penalties mentioned above.

Main WWI campaigns
Reduced Seaplane Carrier Naval Defense from 2 to 1, and Carrier defense from 4 to 2.
Athens Detachment deployed at Athens at half strength (Sapare), apart from in Fate of Nations.
Amended Serbian, Dutch and Belgian Free Unit scripts so that if their country is liberated, and then surrenders again, units in exile should continue the fight.
Reduced the cost to the UK of deploying General Hamilton in the Mediterranean from 200 to 100 MPPs.
The chance of German naval units operating in the Atlantic annoying the USA has been increased from 2 to 4% per Entente turn, and if there is more than one naval unit present, from 2 to 6% in Central Powers turns. The increase will be 1-2% and 2-4% respectively (Ludi1867).
From the 1st January 1916, after Russia surrenders or pulls out of the war, the USA has a 50% chance per turn of moving 1-2% towards the Entente per turn (Kommandant).
Added in some National Morale scripts for when the Ruhr falls to the Entente (Honch).
Romania now swings to the Entente when the Austro-Hungarians lose their fortresses, and Entente forces invade the Empire.
Romania now swings 30-40% to the Entente when the Austro-Hungarians give away Trento-Trieste to Italy.
Unrestricted Naval Warfare now has a 100% chance of upsetting the USA every turn it is used, and the swing to the Entente will be 1-5% (Ludi1867).
Call to Arms and Triple Alliance Decision/Strategy Guides updated.
British blockade pop up advice changed to mention the negative effect this will have on the USA (Xwormwood).
Attack Morale Boost reduced from 0.1 to 0.05; Attack Victory from 0.3 to 0.2.
Prepared Attack Bonus reduced from 45% to 30%.
Terrain near Lemberg amended.
Road added in to the east of Tirana.
Adana and the road and rail network moved.
Kars changed into a city.

venerdì 21 settembre 2012

Scourge of War nuova patch impressioni

Prima di tutto posso finalmente hostare con fastweb, questo su tutto già rende magnifica la patch, punto.

Aggiungiamo c'è il replay, anche se non del tipo che uno si aspetta, infatti sulla mappa 3D vediamo un replay del tipo mappa 2D, per chi non ha capito posto questo filmato fatto da un utente


A prima vista ti lascia l'amaro in bocca, ma in realtà alla fine con battaglia da un'ora e passa è assolutamente inutile vedere i singoli scontri tra le unità, è più importante vedere il flusso delle unità sulla mappa per capire la dinamica del movimento.

Ho avuto qualche problema a riattivare Pipe Creek e Antietam con la nuova patch, ma ho mastruzzato con i registri ed adesso li vedo.

Insomma un grande passo in avanti per il gioco.

Vi ricordo che abbiamo un piccolo gruppo di giocatori italiani, se siete interessati a giocare con noi contattatemi qui, sul forum Legio o su Strategy Games Italia.




giovedì 20 settembre 2012

Rilasciata la patch 1.5 per Scourge of War

Notizia ufficiale sul sito Matrix:

"
Fight some of the toughest and most famous battles of the American Civil War

Matrix Games (www.matrixgames.com), Slitherine (www.slitherine.com), and NorbSoftDev (www.norbsoftdev.net) are proud to announce the release of the American Civil War strategy game Scourge of War: Gettysburg and its two expansions Pipe Creek and Antietam. The release of Scourge of War comes days after the wonderful news of NorbSoftDev signing an exclusive distributing deal with Slitherine and Matrix Games, bringing the popular American Civil War game series to a larger audience.

Scourge of War: Gettysburg and its expansions are getting outstanding support from Matrix Games and Slitherine in the form of a new routing server to make multiplayer a seamless experience. A release day update is also available for all previous owners of Scourge of War: Gettysburg (and expansions) to bring their version up to date with the new Matrix/Slitherine release. This new version includes a multitude of improvements and fixes, such as the new replay system, enhanced water detail, and more. The update also removes the existing DRM, with players no longer needing an active internet connection to activate the game. The update is comprehensive and will bring all versions of Scourge of War: Gettysburg and its expansions to version 1.50. Download the update by going to the Scourge of War: Gettysburg download page.

In Scourge of War: Gettysburg, you are in command as Union and Confederate forces meet in a rendezvous with history at the town of Gettysburg in July of 1863. Every engagement at Gettysburg has been meticulously researched and recreated, along with multiple “what if” scenarios to keep players on their toes.

Scourge of War: Pipe Creek puts the player in charge of the Union or Confederate forces in an alternate history version of the Gettysburg campaign. The Pipe Creek Line was a selected battle position for the Union’s Army of the Potomac as part of a circular assignment of the army’s corps. Historically, this plan was superseded by events during the Gettysburg Campaign, but now players will be able to experience what would have happened if the Pipe Creek Line plan was executed.

In Scourge of War: Antietam, players will take command of the Union or Confederate forces during the battles of Antietam and South Mountain in September of 1862. Antietam became known as the first major battle to take place on Union soil and the single bloodiest day of battle in American history. Incredible heroism and sacrifice on both sides made this one of the hardest fought battles in the entire American Civil War and also gave President Abraham Lincoln the opportunity he sought for the Emancipation Proclamation.

Scourge of War: Gettysburg and its expansions feature incredibly detailed maps and authentic maps, with accurately modeled weapons, units, artillery, historical orders of battle, realistic weather and more to create a genuine experience of commanding either Union or Confederate troops on the battlefield. Players can take the fight online in cooperative play against the AI or against other human opponents, including fog and friction of war elements such as courier orders, with the possibility of supporting up to 32 players in one battle!

For more information on Scourge of War: Gettysburg and its expansions, visit the official product page on the Matrix Games or Slitherine website.

Full Changelog of v1.50 Below:

New Features

GFX_Obj_Stealth has been added to the gfx.csv to make possible invisible objectives in
scenario design.

Water has been enhanced in the game maps.

A new Replay system is now available. Players have the option to save Replay after ending
each battle. The Replays are available from the Single Player menu.

Couriers in MultiPlayer now find the quickest route to their destination, as they do in Single
Player. In the past, couriers in MultiPlayer would always use roads.

Saved games now include all mods in use instead of forcing to player to have to manually
enable each mod that was used.

In MultiPlayer, the enemy side is now hidden on the "Player Status" screen. This is the screen
invoked by clicking on the the player's star in the upper right of the MultiPlayer gamescreen.

Cavalry can now charge unlimbered artillery automatically when they get within a certain
distance.

Bug fixes

A bug that made the in-game Options Help screen inaccessible has been fixed.

Fatigue bonuses now work correctly when they are awarded by objectives.

A bug that caused Sandbox battles to end extremely early because a Fail grade was reached has
been fixed. The game will no longer check for a Fail grade until after a half hour, and the
default Fail grades have been greatly increased.

Clicking the Charge button repeatedly no longer causes unrealistic casualties.

A bug that caused players to see courier messages sent by teammates in MP has been fixed.

A bug that caused an incorrect order of animation for artillery guns has been fixed.

A bug in GB22 which prevented players who earned a Major Victory from being promoted has
been fixed.

The portrait graphics files are now square, since rectangle graphics can cause problems for
some graphics cards.

A bug that caused regiments to engage in melee even after being ordered to retreat has been
fixed.

A bug that prevented objectives in the map CSV files with coordinates below 16394 and above
245661 from showing up in Sandbox games has been fixed.

A bug that caused all forces to start on top of each other in Sandbox when a new patch was
installed and a default Battle Type was not selected has been fixed.
"


lunedì 17 settembre 2012

Patch 1.04 di Strategic War in Europe

Ecco il change log per la nuova patch per Strategic War in Europe, la 1.0 (adesso ancora in beta)

Bug Fixes

Corrected lack of war between Soviet Union and Finland in 1943 and 1944 scenarios
Finland has been added to the Axis alliance in 1941, 1942, 1943 and 1944 scenarios
Fixed issues with creating new convoys
Corrected starting Action Points for air units in 1943 and 1944 scenarios
Corrected problems with distributing supplies within alliance

Gameplay

Fleet movement points increased to 4 (from 2)
Increased basic chance to detect enemy ships to 50 (from 30)
Increased engagement chance to 50 (from 30)

Features

Implemented possibility to disable following functions in scenario: research, purchase, changing of unit type, leveling units; all available within info.infi file in scenario folder
New option in the preferences window to turn off fleet popup windows

To download patch v1.04 simply launch the AutoUpdate by going to Start Menu > Strategic War in Europe > AutoUpdater.

Planned updates in patch 1.05 in the future focuses around balance during the war between USSR and Germany.

An innovative new scenario is also in the works with details coming in the near future!


venerdì 14 settembre 2012

Change log della prossima patch di Wargame European Escalation

Con la prossima e terza DLC uscirà anche una nuova patch per WEE; è già stato annunciato il changelog di questa patch:

GENERIC

AP shots missing their target closely will now deal some stress.
Big groupings of vehicules in a small space (aka “blob”) will therefore now be more quickly stressed, or even routed by the volume of fire aimed at them, even if they don’t hit.
The amount of stress dealt depends of the AP power of the shooter.


NATO

=> Price of the M114A1 decreased from $240 to $220
=> Availability of the M114A1 increased from 2 to 4
=> Price of the UH-1A (command helo) decreased from $300 to $240

=> Availability of the M114A2 increased from 4 to 8

=> Price of the SpPz Luchs increased from $40 to $50
=> Price of the SpPz Luchs A1 increased from $50 to $60

=> Range of the Buhsmaster autocannon (Bradley series) increased from 1575m to 1925m.
=> Accuracy of the Buhsmaster autocannon (Bradley series) increased from 4 to 6.

=> Price of the AMX-32 decreased from 100$ to 80$.
=> Price of the AMX-30B Valorisé increased from 45$ to 50$.

=> Price of the M60A3 decreased from 65$ to 60$.
=> Price of the M60 Super AX decreased from 90$ to 85$.

=> Price of the Leopard 1A4 increased from 50$ to 55$.
=> Price of the Leopard 1A5 increased from 55$ to 60$.

=> Speed of the Chieftain Mk.2 increased from 35km/h to 40km/h.
=> Range of the 105mm gun from the Chieftain Mk.5 increased from 1925m to 2100m.
=> Front armor of the Chieftain Mk.10 increased from 6 to 7. (representing the Stillbrew armor)

=> Price of the M113GA1 (German variant) decreased from 10$ to 5$.

=> Accuracy of the FV433 Abbott increased from 4 to 5 (howitzer mode only).
=> RoF of the FV433 Abbott increased from 2 to 4/min (howitzer mode only).

=> Price of the M48 Chaparral decreased from 30$ to 25$.


PACT

=> Price of the MI-2D (command helo) decreased from $300 to $240
=> Price of the BRM-1K decreased from $260 to $250

=> Range of the 2A70 gun from the BMP-3 increased from 1925m to 2541m. (representing its true design as an ATGM teams suppressor)
=> Accuracy of the 2A70 gun from the BMP-3 increased from 9 to 10.

=> Price of the PT-85 decreased from $55 to $45
=> Price of the PT-90 decreased from $60 to $55

=> Price of the BM-27 Uragan decreased from $150 to $130
=> Price of the BM-30 Smerch decreased from $175 to $160

=> Price of the MI-2 Salamandra decreased from $50 to $40
=> Price of the MI-2 Gniewosz decreased from $60 to $55

=> HE power of the SU-122-54 increased from 4 to 5.

Better simulation of the MI-24D & Mi-24V’s Yak-B gatling:
=> RoF increased from 454 to 736/min.
=> Ammunitions increased from 1200 to 1400 rounds.


In aggiunta ecco un'altra delle nuove mappe presenti nella DLC:




sabato 1 settembre 2012

Change log nuova patch Steel Armor Blaze of War

Ecco un primo change log per la nuova patch in lavorazione di Steel Armor Blaze of War:

1) Completely changed the tactical interface.
2) Added additional options for the platoons structure and parameters management in the operational phase.
3) Changed some animations for infantry.
4) All game operations is adjusted and remaked.
5) Added support for scripting in the operational phase.
6) Some changes in the operation editor.
7) Changed some of the special effects.
8 ) Added new vehicles and weapons: F5E, M2HB, G3 rifle.
9) Adjusted environments, and cockpits visualization.
10) Refined cockpits for the T-62 and M60A1: rounded some elements and reconfigured lighting.
11) Completely redesigned interface in tank mode.
12) The algorithm for shadows rendering and lighting calculation is changed.
13) New commands for platoon, tank and crew control is added.
14) Reconfigured some tracked vehicles.
15) Added tracks in grass from tanks and vehicles.
16) Added ability to perform some tasks in the tank cocpit without the interface.
17) Added new animations in M60A1 tank cockpit.
18) Added a hint what button need to press to cancel a pause mode in the battle.
19) Mini-map is removed in the battle.
20) In realism mode does not display the flags and markers for enemies (in 3D mode).
21) Removed rangefinder lock when the commander's turret on the M60A1 tank is turned.
22) Fixed a bug with the canceling of a short stop command and this command is available from the commanders site.
23) Adjusted algorithm for subtitles and narration issuing.
24) Platoon control options on the gunners site is removed.
25) Added a visual indicator for targets and goals.
26) The ability to request a priority target from the AI commander is now available.
27) Added the button to send permission to open fire on the specified target.
28) Added support for automatic setup gun direction from the AI commander on requested target (for T-62 tank).
29) Added lock for measuring range for the AI commander, if target is out of rangefinder view (for M60 tank).
30) Added feedback and indication for obstacles in the path of the tank, for AI driver.
31) Added indication that the range measurement process continues, as well as the inability to range measure.



venerdì 31 agosto 2012

Decisive Campaigns: Case Blue patch 1.02c

Decisive Campaigns: Case Blue è stato aggiornato oggi, ecco il changelog:

Bug Fixes

Fixed a bug with the AI in final stages of defeat taking really long to process
engineering moves.

Fixed a bug caused by playing a regime card in the middle of giving an attack
order (like air attack).

Fixed a bug with big map modus and switching back to small map modus using
PgUp while in the middle of issuing an attack order.

Fixed a bug with the 1st Panzer Army campaign where newly created units or
empty units (by add (sub)unit) where not properly transferred to the next level.

Karl Gerat, 200 hp instead of 40

Aircobra P39 graphic is now correct

Endless battle bug in AI with naval attacks on port should be fixed.

Alfredo Guzzioni combat bonus glitch fixed

Arial Font issue with some systems missing arial is now solved. All Arial fonts are
now loaded from internal font directory.

Stated in intcp mouse over that only fighters will intercept also double checked
that no bombers are actually intercepting by accident.

There was an issue with the Germans getting told they have 1 minor order but not
seeing any items in the list. This is fixed.

When setting replacements to prio they got counted double in request stats. This
glitch is fixed. Also a minor bug has been fixed with some units being allowed to
request too many troops if they were very close to their full complement.

X and T hotkey no longer cause a crash

Fixed a bug where AI kept attacking a port hex until infinity

Fixed a bug where the AIs Stavka unit got corrupted. This bug when it is found
during a running game is fixed with this version on the fly.

An ai related bug

A pbem++ bug with some non US culture-region settings, like Norwegian.

When pbem++ you can now abort registration properly and use login with existing
username/password.

Combat popup artwork for soviet side now correct.

Fixed a Bug with aircraft not doing any structural damage when not faced with
any opponents.

1st Panzer Army campaign save in last turn and reload bug (ComradeP) is fixed.

Karl Gerat … x5 attack. (still forgot the hitpoints, its on the list for the next
version)

Caprione 311 logo vales and quite a few other aircraft used the right stats but did
not show them in their pop up window=> fixed.

1st PzA replacement troops are now working as they should!

A bug related with playing a card like 'emergency troops' and having certain tabs
open like the OOB tab has been fixed.

When clicking OOB tab close you click through on map => fixed.

Some small fixes in editor and for import zip function.

Editor Add SfType bug fixed.

Improvements

Changed the d100 dice throw for intercept algorithm, this should fix issue with too
often too large amount of enemy interceptors or to often too little amount of
interceptors.

If by some freak accident the pbem++ file (or any savefile) is corrupt the game
will exit more gracefully and actually tell you why it exits.

All scenarios now no longer allow playing an officer card on unit that has changed
HQ in the current turn.

For modding: When loading ZIP game will now display any readme.txt file
contents to player and if a file has been written to the mods/ directory the game
will advise the player to restart the game.

For modding purposes: Regime Pen color is now not used for the natocounters and
all text in the color is now correctly rendered in the Pen color. This should allow
for modding really light counters and using black pen on top of them. If none of
the rgb values of the Pen is above 128 then the text shadow is also dropped.

Message text with Intelligence card reply improved and correct strategic position
of enemy now given. (R)

Renamed reinf group light tanks to light-med tanks to take away some confusion.
So PzIIs, PzIIIs, Pz38s, Pz35s are reinfgroup ‘light-med’ and PzIVs are reinfgroup
‘medium’.

Moved Hungarian Corps to Black Sea Coast in Case Blue Campaign Scenarios.

Also moved a Security division in Uranus to the Black Sea Coast.

Made cargoships and barges weaker and thus more easily destroyed (50% less
hitpoints) as well as reducing the transport capacity of cargoships from 4 to 3
weight points per ship.

Message text with Intelligence card reply improved and correct strategic position
of enemy now given.

Now game doesn’t number newly created Soviet Engineer groups, it’s more
consistent.

Azov is now a port so Rostov can be kept in supply when encircled, in all
scenarios.

AA / Flak now have higher symbol value so it shows on counter in silhouette mod.

14th Panzer missing from Stalingrad 6th Army, added it to both Uranus scenarios.

16th Motorized added to Case Blue campaign scenarios but not to Voronezh
scenario.

Reduced number of trucks, halftracks and tanks in (to-be pocket of) Stalingrad in
Op. Uranus. (only about 100 German tanks or less left now )

Little bigger font used in combat results.

Hotkey for HQ Power (Key-5) and Air/Art Range (Key-6) added.

Super Higher resolution now supported, bug with 2600 pixel width should be
fixed.

Already registered people with Slitherine (due to playing PBEM++ with another
game) now have option to choose ‘already registered’ button and use the regular
login in the next screen.

When you switch a unit and play the speed card again it will have less effect.

New mod file lines can be added. After the buttons have all been defined there is
now an optional line that takes the number of graphicfile string replacements. For
each number add a line below. With two arguments: “stringtobereplaced,”
”stringtoreplacewith.” This functionality makes it easy to make graphic mods that
don’t overwrite existing graphics. I will give some more info on this separately.
o Wheel zooms in and out at location of mouse.

lunedì 27 agosto 2012

Esempio di difesa con l'artiglieria in Operation Star


In Achtung Panzer l'uso dell'artiglieria può essere di grande aiuto se ben piazzata ed usata la momento giusto. Ecco qua due video; nel primo la vedete usare contro truppe meccanizzate, senza il suo intervento sarei stato spacciato. Nel secondo la vedete in azione contro un Tiger a cui rompe un cingolo.

Nel frattempo abbiamo un primo elenco delle DLC programmate per APOS nei prossimi mesi:

3rd Sinyavino 1942
Summer in south-east Ukraine in 1943
Taranovka Summer 1943
1st and 2nd Sinyavino 1941
Nomongan 1939
POC42

Non è ben chiaro che scenario sia POC42. Una nuova patch dovrebbe uscire ad ottobre.


domenica 26 agosto 2012

Video della nuova patch di Steel Armor Blaze of War

Ecco un nuovo video che mostra alcune delle nuove features della prossima patch di Steeel Armor Blaze of War. Steel Armor usa lo stesso engine di Achtung Panzer quindi è prevedibile che verrà upgradato con la nuova interfaccia già in uso per quest'ultimo; se non ho capito male però dato che il gioco originariamente   era stato sviluppato per un terzo ci sono questioni di diritti che ne hanno rallentato lo sviluppo.



martedì 7 agosto 2012

Nuova patch per Wargame European Escalation e annunciata una nuova DLC

E' stata rilasciata una nuova patch per Wargame European Escalation ecco il change log

- Fixing a rare bug preventing to complete the penultimate solo campaign's mission "Breakthrough". IMPORTANT: in order for the fix to be taken into account, you have to restart the mission from the start, not using a mid-game save.
- Fixing a bug that could freeze the game at the start of the last mission "WMD".
- Fixing a bug that ignored the changes in the audio settings after you restarted the game.
- Fixing a bug giving the French supply SA.330L Puma the ability to transport infantry.
- M151A2 MUTT disponibility increased from 4 to 8.
- M151A2 FAV disponibility decreased from 8 to 4.
- Graphic upgrades. Game engine's graphic performances improved on small configurations.
- Auto-setting improvements.

Nel frattempo è stata annunciata l'uscita di una terza DLC per il gioco sulla cui natura però non si sa ancora nulla.

Eugene ha anche affermato che alla Gamescom di quest'anno a Colonia ci sarà un grande annuncio su Wargame.



mercoledì 25 luglio 2012

Rilasciata Patch 1.03 per Iron Front Liberation 1944

Nuova patch per Iron Front; qui il change log:

*New: New exe, fixing several crashes.
*New: Different damage model of the vehicles - they don't change anymore suddenly to an odd, burning piece of metal.
*New: New system of hitching the anti-tank guns to vehicles, now it needs only one simple action, and can be hitched also by the driver inside the vehicle.
*New: BattlEye anti-cheat system added.
*New: New, wider window of the list of the multiplayer servers.
*New: SVT soviet rifle added.
*New: G43 german rifle added.
*New: New german camo units (Sturmers, infantry and tank crew) added - an official mod made by Nick Leyland aka Stagler.
*New: Flare pistol added to the unteroffices.
*New: New mine system, does not need the "Using mines and tripwires" module anymore.
*New: Now M3 scout can close the armor plate now (need to get out from the car to do it, as in the real one).
*New: The M2 machine-gun on M3 scout is switchable.

Potete scaricarla da qui: http://www.gamershell.com/pc/iron_front_liberation_1944/downloads.html ; ricordatevi che la patch è diversa se avete la versione retail o digitale del gioco.



martedì 17 luglio 2012

Aggiornamento di JMM sui lavori in corso per Histwar

Ieri JMM ha dato un piccolo aggiornamento sui lavori in corso su Histwar Les Grognards: sta lavorando ancora sul miglioramento grafico e la scala 1 a 10 sarà abilita per fare posto ad un minimo di 1 a 6. Inoltre il PBEM avrà bisogno di meno scambi di mail per turno. Ovviamente ci sono altre modifiche in corso ma non ha dato aggiornamenti su quelle.