La 1C ha annunciato lo sviluppo di Men of War: Assault Squad 2 previsto per l'ultimo trimestre dell'anno. Secondo me stanno mungendo la vacca vecchia, ma comunque ecco le features:
Men of War: Assault Squad 2 features new single player style skirmish modes that take players from extreme tank combat to deadly sniper stealth missions. Commanders can now faceoff against opponents on various new multiplayer 1v1 – 4v4 maps. To truly bring the battles to life though there is the new 8v8 game mode designed for huge battles on spectacular maps.
This new Assault Squad game brings significant game engine and visual improvements as well, with special attention paid to ones that were highly requested by the players. These included items such as advanced multi-core support, advanced shader technology, interface and AI improvements, as well as added camouflage depending on season/map, fully updated inventory items with new graphics and updated vehicles, sound improvements, Steam multiplayer and much more.
Key features:
· New single player skirmishes
· Eight player co-op support and multiplayer 8v8 game mode
· New multiplayer maps
· Five factions and various battlefields in Europe, Eastern Europe, Northern Africa and the Pacific
· Improved engine / graphics / sound
· New Steam functionalities (Steam Cloud, Workshop, multiplayer and match-making)
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
lunedì 29 luglio 2013
Rise of Venice - New Screens and Official Web Site
Aperto sito ufficiale del nuovo gioco dei Kalypso Media, Rise of Venice uno strategico manageriale storico:
http://www.riseofvenice.com/us
Qui la descrizione del gioco:
Venice was at the peak of its power during the Renaissance and was viewed as a city of decadence, beauty and intrigue. Renowned as the linchpin of civilization and the cultural centre of Europe, Venice was the most important trading post between Western Europe and the eastern stretch of the Mediterranean Sea. It was also the stage for political corruptions and clandestine dealings.
This is where your story begins. As a young man striving for success, power and wealth and with the support of your family, you begin to build up a trading empire across Genoa, Tripoli, Rome, Alexandria, and Constantinople in addition to many other significant cities from the Renaissance. As you progress through the ranks of Venetian society, increasing your power with smart trading moves and calling in the occasional favor, you can begin to assemble your own fleet. With this you will start to build up new production facilities and test yourself in challenging sea battles where you will face off against pirates as well as political enemies.
Features of Rise of Venice:
Experience a compelling story full of intrigue and treason in Venice at the time of the Renaissance
Trade a variety of goods in the most important cities of the time such as Rome, Alexandria, Constantinople and Athens.
With your own family tree you can interact with your family members, send them on missions and watch how the power of your family grows over time.
Meet other important families who are pulling the strings in Venice’s government and influence political decisions yourself.
Build your own production facilities and trading fleets
Take fate into your own hands and test your skills in furious sea battles
Multiplayer mode for up to 4 players via LAN and Internet
http://www.riseofvenice.com/us
Qui la descrizione del gioco:
Venice was at the peak of its power during the Renaissance and was viewed as a city of decadence, beauty and intrigue. Renowned as the linchpin of civilization and the cultural centre of Europe, Venice was the most important trading post between Western Europe and the eastern stretch of the Mediterranean Sea. It was also the stage for political corruptions and clandestine dealings.
This is where your story begins. As a young man striving for success, power and wealth and with the support of your family, you begin to build up a trading empire across Genoa, Tripoli, Rome, Alexandria, and Constantinople in addition to many other significant cities from the Renaissance. As you progress through the ranks of Venetian society, increasing your power with smart trading moves and calling in the occasional favor, you can begin to assemble your own fleet. With this you will start to build up new production facilities and test yourself in challenging sea battles where you will face off against pirates as well as political enemies.
Features of Rise of Venice:
Experience a compelling story full of intrigue and treason in Venice at the time of the Renaissance
Trade a variety of goods in the most important cities of the time such as Rome, Alexandria, Constantinople and Athens.
With your own family tree you can interact with your family members, send them on missions and watch how the power of your family grows over time.
Meet other important families who are pulling the strings in Venice’s government and influence political decisions yourself.
Build your own production facilities and trading fleets
Take fate into your own hands and test your skills in furious sea battles
Multiplayer mode for up to 4 players via LAN and Internet
domenica 28 luglio 2013
Space Hulk - Pre-Order Trailer
Non mi sembra nulla di straordinario, ma agli appassionati può piacere.
Etichette:
pre-order,
rilascio,
space hulk,
steam,
trailer
Scourge of War Waterloo event III
Ieri partita a Scourge con il mod napoleonico, ero dalla parte dei francesi e comandavo la cavalleria (bella tosta). Come potete vedere dal video strategico il nemico ha cercato di prenderci sul fianco da nord, fintando frontalmente, ma alla fine il loro sforzo è risultato troppo disperso e sono stati sconfitti in dettaglio. I mod utilizzati erano questi: http://kriegsspiel.forumotion.net/t803-waterloo-3-hits-gcm-event-battle-details-and-mod-requirements
Ho notato che le ultime modifiche di questa settimana al mod aggiuntivo “KSNapoleon” hanno reso l' AI cavalleria stranamente pronta all'autoretreat invece che all'autocharge. Probabilmente qualcosa andrà rivisto.
Comunque chi fosse interessato può inscriversi al forum di Kriegsspiel, cerchiamo italiani che parlino un decente inglese (sicuramente migliore del mio) per sollevarci dal problema di non capire una mazza.
Ho notato che le ultime modifiche di questa settimana al mod aggiuntivo “KSNapoleon” hanno reso l' AI cavalleria stranamente pronta all'autoretreat invece che all'autocharge. Probabilmente qualcosa andrà rivisto.
Comunque chi fosse interessato può inscriversi al forum di Kriegsspiel, cerchiamo italiani che parlino un decente inglese (sicuramente migliore del mio) per sollevarci dal problema di non capire una mazza.
Etichette:
event,
gameplay,
napoleonic mod,
replay,
Scourge of War,
video,
waterloo
sabato 27 luglio 2013
E già che siamo in argomento WITE....
.... gli ultimi due videos di gameplay PBEM a WITE. Come vedete dall'ultimo sono severamente pressato nel Caucaso con il nemico che minaccia di uscire sia da est che da ovest e con truppe tagliate nel mezzo. La mia politica in questo caso è nessuna ritirata contrattacco dappertutto. Giusto nell'ultimo turno ho fatto un bel buco a sud e sto tagliando via il saliente di Orel, mentre dal Volga minaccia il fianco delle sue unità corazzate che almeno per il prossimo turno sembrano tagliate fuori. Pare infatti che nell'ansia di concentrare le forze nei punti giusti il mio avversario abbia praticamente lasciate le spalle scoperte con solo qualche divisione italiana a difesa. Ora si tratta di una gara di nervi e riserve, se lo forzo a disperdere lo sforzo per tappare i buchi posso arrivare alla stagione del fango con lui troppo debole per coprire un territorio così grande e quindi costretto a ritirarsi. Ma se riesce a tagliarmi fuori dal Caucaso potrebbe avere abbastanza truppe per tenere il fronte verso nord e io perderei la preziosa benzina.
Etichette:
gameplay,
gary grigsby,
PBEM,
video,
War in the East
Il combattimento in War in the East parte 7 - Come viene determinato il vincitore
Il vincitore di uno scontro è determinato attraverso il rapporto dei rispetti CV dopo l'applicazione di tutti i modificatori. Se il rapporto è di 2:1 a favore dell'attaccante il difensore è costretto a ritirarsi. C'è poi la particolare regola della dottrina sovietica, per la quale, se il rapporto di forza è di 1:1 allora viene aggiunto un punto e diventa 2:1. Ne concerne che per perdere in attacco i sovietici devono avere un rapporto inferiore a 1:1. Questa particola dottrina viene applicata solo dal Giugno 1941 al Febbraio 1942 compreso.
Game Play Info: Displayed Modified combat values are rounded down to a whole number, but the odds ratio uses the actual numbers, which are in the 1000’s. As an example, a zero could be anywhere between an actual 0.0 and 999. Same for 1, which could be between 1000 and 1999. To get a better feel for the actual numbers, divide the attackers modified combat value by the attacker’s side of the odds ratio. So if final modified combat values of 250 and 1 resulted in an odds ratio of 167.0:1, which left you scratching your head, divide 250 by 167 and you get 1.497, meaning that the defenders’ actual modified combat value was approximately 1500, which was then rounded down to 1. Of course this is only a rough approximation, since the attacker's combat value was actually somewhere between 25000 and 25999. You may also see a zero in the odds ratio, meaning that the unit was so weakened during the battle that its real (not rounded down) modified CV was zero.
Ci sono molti importanti fattori che influenzano il CV, ad esempio i leader checks sui fattori mech e infantry può raddoppiare il CV, mentre mentre molti checks falliti possono anche dimezzarlo. In generale i fattori in ballo sono moltissimi e sono stati enumerati in precedenza. Comunque in generale avere il giusto terreno, truppe sane e buoni comandanti è essenziale.
Units that have no hex to retreat to and that are not in an undamaged port may have their CV divided by 10 (depends on unit morale).
Game Play Info: The Soviet ability to force a retreat at a 1:1 modified combat ratio may seem a huge advantage, but remember that the attack doctrine that allows this also normally results in lower final CV due to more exposure to defensive fire causing additional casualties. Also recall the multiplying impact of fort levels on defensive CV and the fact that engineer ground elements can reduce man made fort levels during the battle. For the Soviets, getting those sappers in action is the only way to reduce fort levels if the defender is not forced to retreat and can make the difference in reaching the elusive 1:1 ratio. An Axis attack that, gets close, but no cigar, to that 2:1 CV ratio required to win still has chance of reducing fort levels, which will be further enhanced if engineers are participating. Bottom line - make sure you have some engineers in the attack force if you are going up against hexes with high man made fort levels!
Game Play Info: Displayed Modified combat values are rounded down to a whole number, but the odds ratio uses the actual numbers, which are in the 1000’s. As an example, a zero could be anywhere between an actual 0.0 and 999. Same for 1, which could be between 1000 and 1999. To get a better feel for the actual numbers, divide the attackers modified combat value by the attacker’s side of the odds ratio. So if final modified combat values of 250 and 1 resulted in an odds ratio of 167.0:1, which left you scratching your head, divide 250 by 167 and you get 1.497, meaning that the defenders’ actual modified combat value was approximately 1500, which was then rounded down to 1. Of course this is only a rough approximation, since the attacker's combat value was actually somewhere between 25000 and 25999. You may also see a zero in the odds ratio, meaning that the unit was so weakened during the battle that its real (not rounded down) modified CV was zero.
Ci sono molti importanti fattori che influenzano il CV, ad esempio i leader checks sui fattori mech e infantry può raddoppiare il CV, mentre mentre molti checks falliti possono anche dimezzarlo. In generale i fattori in ballo sono moltissimi e sono stati enumerati in precedenza. Comunque in generale avere il giusto terreno, truppe sane e buoni comandanti è essenziale.
Units that have no hex to retreat to and that are not in an undamaged port may have their CV divided by 10 (depends on unit morale).
Game Play Info: The Soviet ability to force a retreat at a 1:1 modified combat ratio may seem a huge advantage, but remember that the attack doctrine that allows this also normally results in lower final CV due to more exposure to defensive fire causing additional casualties. Also recall the multiplying impact of fort levels on defensive CV and the fact that engineer ground elements can reduce man made fort levels during the battle. For the Soviets, getting those sappers in action is the only way to reduce fort levels if the defender is not forced to retreat and can make the difference in reaching the elusive 1:1 ratio. An Axis attack that, gets close, but no cigar, to that 2:1 CV ratio required to win still has chance of reducing fort levels, which will be further enhanced if engineers are participating. Bottom line - make sure you have some engineers in the attack force if you are going up against hexes with high man made fort levels!
Etichette:
combat value,
combattimento,
Fortification Defensive Modifier,
gary grigsby,
General Ground Combat Rules,
manuale.,
riserve,
spiegazione,
War in the East
venerdì 26 luglio 2013
Il combattimento in War in the East parte 6 - Risultati del combattimento e perdite
Ci sono tre livelli di danno per gli elementi di un'unità:
Disruption: questi elementi non parteciperanno più al combattimento togliendo quindi il loro CV dalla somma.
Damage: come disruption ma con la possibilità che alla fine del combattimento questi elementi siano distrutti o catturati, se sono nella parte perdente
Destruction: l'elemento è distrutto o catturato subito, con la possibilità che gli elementi umani siano presi prigionieri.
Generic Vehicles: Generic organic unit vehicles can be damaged or destroyed as a result of combat.
Nella finestra di rapporto dopo ogni scontro è possibile avere un dettaglio delle perdite e della loro tipologia.
Disabled Men: Permanent losses are not 100 percent permanent, because one percent of the men listed as disabled are returned to the manpower pool per turn. Note that although some disabled troops return to duty, since their devices were destroyed and they only slowly return to duty, as long as they have not returned to duty they still count for victory purposes and are considered "permanent" losses.
Soviet Partisans: Ground elements that form partisan units are not counted in the permanent losses for the Soviets, although they will be displayed in the "Recent Battle and Non-Combat Casualties" column for that particular battle.
Disruption: questi elementi non parteciperanno più al combattimento togliendo quindi il loro CV dalla somma.
Damage: come disruption ma con la possibilità che alla fine del combattimento questi elementi siano distrutti o catturati, se sono nella parte perdente
Destruction: l'elemento è distrutto o catturato subito, con la possibilità che gli elementi umani siano presi prigionieri.
Generic Vehicles: Generic organic unit vehicles can be damaged or destroyed as a result of combat.
Nella finestra di rapporto dopo ogni scontro è possibile avere un dettaglio delle perdite e della loro tipologia.
Disabled Men: Permanent losses are not 100 percent permanent, because one percent of the men listed as disabled are returned to the manpower pool per turn. Note that although some disabled troops return to duty, since their devices were destroyed and they only slowly return to duty, as long as they have not returned to duty they still count for victory purposes and are considered "permanent" losses.
Soviet Partisans: Ground elements that form partisan units are not counted in the permanent losses for the Soviets, although they will be displayed in the "Recent Battle and Non-Combat Casualties" column for that particular battle.
Etichette:
combat value,
combattimento,
Fortification Defensive Modifier,
gary grigsby,
General Ground Combat Rules,
manuale.,
riserve,
spiegazione,
War in the East
The Wargamer - Historicon quarta parte
Quarta parte dello speciale su The Wargamer dedicato alla presentazione Matrix ad Historicon:
http://www.wargamer.com/article/3395/event-coverage-matrix-press-conference-the-wargamer-review-(part-4)
http://www.wargamer.com/article/3395/event-coverage-matrix-press-conference-the-wargamer-review-(part-4)
giovedì 25 luglio 2013
Total War: ROME II video della mappa strategica
Nuovo video di gameplay della mappa di campagna di Rome 2
Hegemony nuovo video gameplay
Dopo parecchio che non ci giocavo (ma con il caldo di questo periodo è una tortura) ho fatto un'oretta di gioco con Hegemony Gold, che è sempre un bellissimo gioco per il single. Ho completato un'altra missione della campagna ateniese, ma ho preso una mazzata di fronte a Pilo per le difficoltà di rifornimento che hanno reso le mie truppe vulnerabili.
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