Ieri abbiamo terminato la seconda parte della partita multiplayer a Command Ops. Il gioco è terminato con la mia vittoria, ma solo perchè il gioco era sbilanciato a mio favore. Giovedì prossimo cominciamo un nuovo scenario. E' davvero un gran gioco e in multiplayer è anche meglio. Suggerisco a tutti di provarlo e joinare il gruppo steam che ho creato (trovate il link qui a sinistra).
E stasera abbiamo la sessione HITS con Scourge of War.
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
venerdì 26 ottobre 2012
giovedì 25 ottobre 2012
Primo video seconda partita a PBEM CMFI
Cominciata un'altra partita a CMFI con il PBEM, stavolta faccio i tedeschi ma sono comunque in attacco; ho adottato un approccio più cauto dato che ho due ore. Ho mandato avanti gli esploratori, ai limiti del bosco per rendermi conto di dove fosse la sua prima linea. Adesso cercherò di piazzare le mitragliatrici pesanti e concentrerò la massa nel punto critico.
Preview di Flaming Cliffs 3
Su SimHQ trovate una preview di Flaming Cliffs 3, gioco di terze parti entrato nella famiglia DCS: è un simulatore di volo dove potete pilotare i seguenti velivoli: A-10A, Su-27, Su-33, MiG-29A, MiG-29S, Su-25, Su-25T, F-15C.
http://www.simhq.com/_air15/air_540a.html
http://www.simhq.com/_air15/air_540a.html
Etichette:
DCS,
dcs world,
flaming cliff,
preview,
simhq,
simulatore di volo
Rilasciati quattro nuovi screenshots di Commander - The Great War
Rilasciati oggi nuovi screenshots del nuovo gioco della serie Commander:
Intanto Commander Europe at War Grand Strategy è stato aggiornato alla patch 2.10, ecco il change log:
Historical/Political Changes
New prerequisite for Spain activating as Axis ally - USA neutrality
Denmark & Norway historically linked for DoW consequences
Belgium & Holland countries historically linked for DoW consequences
Persia activates if Axis unit moves into Iraq vs capture Iraqi resource
French, UK units in France & UK based air units suffer 20 efficiency loss if Belgium surrenders in one turn
Persia spawns GARs in all cities if Axis units occupy Iraqi city/resource
Allied units restricted in Russia to reflect historical accuracy
Britain requires 8 home guard force units in Great Britain to avoid morale loss
Owner changed to US for southern convoy when USA joins war
Logistics Changes
Game balance measures to control “blob” strategies
Major change to rail movement - start must be on or adjacent to resource
Major Russian rail (broad gauge) restrictions implemented
Increased oil usage for Axis MECH when at tech level 2
Maximum SS & Russian Guards reduced for play balance
Increased cost of creating new type units when limits are exceeded
Starting war efficiency adjusted for all countries
Building 3rd lab in a technology requires 3 other areas have a lab
German PP at game start increased from 20 to 35
German eastern fortresses can spawn in 1942 if Allied units in Germany
Allied Atlantic naval presence required at all times to maintain convoy size
Finland, Hungry, Romania and Bulgaria war effort better aligned to Axis
Partisan spawning divided by 3 in AI games - now matches regular game
Environment Changes
Updated hexes in Russia to reflect correct geography
Added more rail heads to supplement rail movement rules
Reduced average number of severe winter turns from 6 to 5
Severe winters % effectiveness change & new general.txt variables
Reconnaissance/land spotting reduce by half in winter & severe winter
Unit Changes
Germans are allowed to build a paratrooper unit in 1939
Russia receives 8 garrison units as strategic reserve - Aug 1, 1941
Canadian units spawn at normal quality if UK manpower level is yellow
Game Board Changes
New French large counters & unit names historically correct
Free French unit color on mini-map made unique
Unit stats chart changed - MECH info now with ARM stats
New large NATO counter option with detailed information
Map board options now allow country, river & lake names
Settings file name changed to “gs2_settings.txt”
Intanto Commander Europe at War Grand Strategy è stato aggiornato alla patch 2.10, ecco il change log:
Historical/Political Changes
New prerequisite for Spain activating as Axis ally - USA neutrality
Denmark & Norway historically linked for DoW consequences
Belgium & Holland countries historically linked for DoW consequences
Persia activates if Axis unit moves into Iraq vs capture Iraqi resource
French, UK units in France & UK based air units suffer 20 efficiency loss if Belgium surrenders in one turn
Persia spawns GARs in all cities if Axis units occupy Iraqi city/resource
Allied units restricted in Russia to reflect historical accuracy
Britain requires 8 home guard force units in Great Britain to avoid morale loss
Owner changed to US for southern convoy when USA joins war
Logistics Changes
Game balance measures to control “blob” strategies
Major change to rail movement - start must be on or adjacent to resource
Major Russian rail (broad gauge) restrictions implemented
Increased oil usage for Axis MECH when at tech level 2
Maximum SS & Russian Guards reduced for play balance
Increased cost of creating new type units when limits are exceeded
Starting war efficiency adjusted for all countries
Building 3rd lab in a technology requires 3 other areas have a lab
German PP at game start increased from 20 to 35
German eastern fortresses can spawn in 1942 if Allied units in Germany
Allied Atlantic naval presence required at all times to maintain convoy size
Finland, Hungry, Romania and Bulgaria war effort better aligned to Axis
Partisan spawning divided by 3 in AI games - now matches regular game
Environment Changes
Updated hexes in Russia to reflect correct geography
Added more rail heads to supplement rail movement rules
Reduced average number of severe winter turns from 6 to 5
Severe winters % effectiveness change & new general.txt variables
Reconnaissance/land spotting reduce by half in winter & severe winter
Unit Changes
Germans are allowed to build a paratrooper unit in 1939
Russia receives 8 garrison units as strategic reserve - Aug 1, 1941
Canadian units spawn at normal quality if UK manpower level is yellow
Game Board Changes
New French large counters & unit names historically correct
Free French unit color on mini-map made unique
Unit stats chart changed - MECH info now with ARM stats
New large NATO counter option with detailed information
Map board options now allow country, river & lake names
Settings file name changed to “gs2_settings.txt”
mercoledì 24 ottobre 2012
Eurogamer Expo 2012: Rome 2 Total War Developer Session
All'Eurogamer Expo è stato presentata una session di Q&A con James Russell della CA con un video di presentazione di 30 minuti del gioco
CMFI review su The Wargamer
Sempre su Fortress Italy, su The Wargamer è disponibile una nuova review del gioco, la trovate a questo link:
http://www.wargamer.com/article/3268/pc-game-review-combat-mission-fortress-italy
http://www.wargamer.com/article/3268/pc-game-review-combat-mission-fortress-italy
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.
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.
martedì 23 ottobre 2012
Spartacus 73BC DLC rilasciato
E' stata rilasciata la prima DLC per Alea Jacta Est, dedicata alla rivolta di Spartaco. La campagna era già compresa per chi aveva fatto il pre-ordine del gioco base sul sito Ageod. Ora anche gli altri potranno giocarla. Per il momento è disponibile solo sullo shop online dell'Ageod, ma penso presto sarà disponibile anche su Gamersgate.
Etichette:
Ageod,
ALEA JACTA EST,
DLC,
Gamersgate,
pre-ordine,
spartacus
Quarto video secondo PBEM a Ostfront
Ecco il quarto video della mia seconda partita con Panzer Command Ostfront; i sovietici hanno preso parecchi colpi duri dai miei Marder piazzati, ma meno di quello che pensavo, data la distanza di tiro. Adesso stanno avanzando anche lungo la ferrovia e c'è il rischio che sommergano i miei Marder schierati lateralmente.
Etichette:
gameplay,
marder,
Matrix games,
Panzer Command Ostfront,
PBEM,
t34,
video
Trailer per Scourge of War Chancellorsville
Quasi il video mi sfuggiva, ecco il trailer per Scourge of War Chancellorsville, il nuovo pack per Scourge of War. Data la scelta della battaglia la mappa dovrebbe essere bella grande. La Matrix lo rilascerà sia come addon per il gioco precedente sia come stand alone.
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