nuovo

venerdì 31 maggio 2013

Victoria II: Heart of Darkness review

Su The Wargamer trovate una review di Victoria II: Heart of Darkness, la DLC per VICII sul periodo coloniale.

http://www.wargamer.com/article/3366/video-pc-game-review-victoria-ii-heart-of-darkness


giovedì 30 maggio 2013

Due nuove releases

Tra ieri e oggi sono stati rilasciati:

Wargame Airland Battle (ma che era in beta già da un po')

Rising Storm, l'espansione della guerra del Pacifico per Red Orchestra 2

A proposito di quest'ultimo, queste sono le features:

2 New Factions - The United States of America and Japanese
6 New Maps
Guadal Canal
Hanto
Iwo Jima
Kwajalein
Peleliu
Saipan
19 New Weapons
Allied Weapons
Springfield M1903A1
M1911A1
M1 Carbine
M12 Trench Gun
M1 Garand
M1903 Sniper
Thompson M1928A1
M2-2 Flamethrower
M1919A6 LMG
M1918A2 BAR
M1917 HMG
Axis Weapons
Arisaka Type 38
Arisaka Type 99
Nambu Type 14
Nambu Type 100
Type 99 Sniper
Type 96 LMG
Type 99 LMG
Type 92 HMG
Type 89 Grenade Discharger
Katana


New Features such as:
Booby Traps - Japanese players can plant grenades as booby traps into loose soil or gravel. Americans can defuse booby traps
Banzai Charges - Increased damage mitigation for the player who is Banzai charging and increased suppression for Americans who are within close proximity
Suicide Kills - Players using grenades to suicide attack the Americans now get credit when their grenade explodes after they die


General
Added ability for Server Admins to set how or if players can spawn with enemy weapons (Off, Hero Only [default], and Hero and Veteran)
Added points to Squad Leaders who have their artillery markers used
Added points to Squad Leaders who have players spawn on them
Added point restore for TK's that are forgiven
Foliage can no longer be completely disabled
Added Auto Select option to the spawn menu which will first try and spawn the player on their squad leader, and if that is not possible randomly choose between open spawn areas
Fixed issue where player view would would sometimes shift when diving to prone in a trench
Fixed an issue where players could get stuck between crouched and prone stances
Fixed an issue where server balance could be set incorrectly which resulted in bad player or bot spawns
Fixed issue where all players on your team would yell spawn message. Now only the player will yell the spawn message. Also added several messages that were in game but never being played (Roughly a 60% increase. We were amazed to find a hidden gem here...)
Fixed spectators taking up a player slot. As a result unlocking additional roles.
Fixed several additional spectator bugs (such as free roam not being properly enabled)
Fixed mouse sensitivity being too high on ultra wide aspect ratios
Fixed a texture stretching issue with explosive weapons
Altered bandage animation which should cause less head clipping (with walls)
Various crash and stability fixes
Closed several settings that were being used as exploits
Fixed bugs with map voting that would sometimes cause the wrong map to win
Fixed players not getting momentum from being shot in multiplayer
Improved map loading times
Disabled ability to turn foliage off in settings
Fixed players that were killed when prone popping up in the air
Fixed the Lockdown text showing as Overtime if the Overtime had been active at any point during the match


Tank
Fixed tank crewmen not spawning, also resolved several related issues that kicked crew out of the tank
Added ability for tank crew to spawn into an active tank with a bot role available to take over
Tank commanders now spawn in the commander cuppola position with the hatch open on the initial spawn


Weapon
The kill message now shows the distance you were killed from (configurable by server admins)
Added interruptible single bullet reloads
Fixed several infinite ammo exploits
Fixed pistol full message error for not "+1" reloads
Fixed several conditions that would cause a melee strike to fail to register as a hit
Fixed an issue where players could not pick up weapons over low collision
Fixed grenades being auto thrown if the user pulled the pin and tried to crawl
Fixed players being able to pick up grenades and ammo even when they had reached the max limit
Fixed a condition where picking up grenades could cause the ammo count to display incorrectly in the HUD
Fixed weapons sticking around in between rounds in Countdown
Fixed machine gun barrel change animation not playing correctly on chest high cover
Fixed accuracy displaying as over 100% in stats menu
Fixed penetrating shots that hit boosting accuracy stat
Fixed an issue where scrolling the mouse wheel while deploying would cause the change weapon widget to show up (forcing a weapon swap when attempting to fire)
Fixed player "leveling up" binocs
Fixed command menu being stuck open if the player died on a fixed MG
Fixed an issue where the game was not properly giving players sway when the sway amount was small
Melee attacks (or any indirect attacks) should no longer boost or take away from accuracy
Weapons (like binocs) that do not use ammo no longer show an ammo counter
Fixed timing of shell eject on bolt-action rifles
Fixed “speed bolting” rifles
Fixed a case where machine guns could fail to reload in classic
Fixed issue where players firing full auto weapons would cause the game to stutter
Weapons no longer drop when the player has been TK’d
Weapons now play sounds when they hit the ground
Increased bullet impact and suppression sounds


Map
Fixed several bad machine gun emplacements in RO 2 maps
Fixed a case of meshes not resetting between rounds
Added Satchel Charge pickups to: Fallen Fighters, Commissars House, Red October Factory, Pavlov’s House, Mamayev Kurgan
RO2 maps have been optimized to have less relevancy checks against static meshes on servers
Added sounds to destructibles on all RO2 maps
Added 30% more reinforcements to all RO2 maps
All RO2 maps have had Classic Mode reinforcements and respawn times changed from the defaults and vary between levels


AI
Added greater situational awareness (and choices) for AI
Added ability for AI to use grenades
AI will now make better tactical decision
Fixed many cases of AI getting stuck
Fixed AI not playing aggressively as attackers


Single Player
Split Red Orchestra 2 Single Player into its own install and launcher
Fixed several issues which would stop players from properly progressing in Single Player
Fixed several single player achievements which were not being properly awarded


UI
Added new hint system with player controlled settings (All, New, and Off)
Fixed issue where the players weapon selection was not remembered as new players join the server
Fixed issue where the players selected role was not remembered as new players joined the server
Fixed artillery markers not properly clearing between rounds
Fixed Artillery marker moving
Removed ability for players to “auto run” by using chat
Fixed issue where "space bar" would count as an “enter” stroke in some menus
Fixed bug where admin chat would display in the center of the screen and not properly clear away
Fixed issue where scoreboard would disappear at the end of the round
Fixed player spawn selection menu instantly closing
Fixed a dialog box only saying “OK” when the player had been kicked from a server
Fixed a cause of the "This role is taken" message being displayed incorrectly
Fixed Commanders Tactical View showing the wrong order he gave
Fixed Commander’s minimap icons such a enemy spotted appearing in HUD once minimap closed
Fixed several minor UI bug
Fixed a case where both teams could be awarded victory
Fixed Web Admin Map cycle issue (when the same map was in the cycle twice)

mercoledì 29 maggio 2013

Crusader Kings II: The Old Gods EXTREME Release Trailer

Crusader Kings 2 The Old Gods è stato rilasciato e con esso un video pacchiano


Terzo video PBEM Flashpoint Germany

Le cose non mi stanno andando bene a FPG, purtroppo quei BMD2 sono davvero troppo per delle truppe da ricognizione. Ho adottato la tattica del bombardamento a tappeto con l'artiglieria anche con armi chimiche, ma l'effetto non sembra straordinario.


martedì 28 maggio 2013

Uragano Rosso

Parlando di Larry Bond, oltre ad essere un famoso creatore di Wargame, negli anni '80 scrisse con Tom Clancy questo libro: Uragano Rosso. Lo lessi da ragazzo e devo dire che è molto bello: un'ipotetica terza guerra mondiale convenzionale scatenata da una crisi petrolifera in URSS. A farla da padrone sono le ipotesi strategiche (tipo la conquista a sorpresa dell'Islanda da parte dei Russi). Vale la pena leggerlo. Purtroppo i suoi libri successivi, come quelli più recenti di Tom Clancy, sono delle macchiette dove ci si inventa dei nemici che no ne azzeccano mai una, al contrario degli eroi.

Sconti Matrix quinta settimana

Questa settimana trovate in saldo questi due giochi:

Carriers at War

http://matrixgames.com/products/337/details/Carriers.at.War

Larry Bond's Harpoon Ultimate edition

http://matrixgames.com/products/392/details/Larry.Bond's.Harpoon.-.Ultimate.Edition

lunedì 27 maggio 2013

Partita HITS al mod napoleonico di Scourge

Sabato nuova partita al mod napoleonico di Scourge, stavolta è stat un'improvvisata con un attacco-difesa classico, dove alla fine ha prevalso l'attaccante di forza bruta sparando ad alzo zero con le artiglierie.


Fallen Enchantress: Legendary Heroes Release Video

Video di rilascio dell'espansione per Fallen Enchantress, Legendary Heroes.


domenica 26 maggio 2013

sabato 25 maggio 2013

WARGAME AIRLAND BATTLE: THE DYNAMIC CAMPAIGN

Rilasciato un trailer sulla campagna dinamica del gioco; peccato che abbiano fatto le cose a metà e fatto solo uno scenario piccolo per la campagna invece di coprire l'intera Europa. Sarebbe stato il massimo creare una campagna multi permanente sulla falsa riga di quello che c'era per Tom Clancy's End War


Total War Rome 2 video con informazioni sulla campagna

Episodio numero 13 dei Rally Points (video auto-incensanti) dove ci sono info sulle mappe della campagna ed inoltre sulla stupidissime carte della versione deluxe, dove cercano di convincervi a spendere più di 100 euro per giocare a briscola.


giovedì 23 maggio 2013

Annunciato Warhammer 40,000: Armageddon

Sul sito Matrix è apparso l'annuncio per il 2014 di Warhammer 40,000: Armageddon; sarà un gioco a turni con più di 30 scenari su una campagna molto conosciuta del mondo di WK40000. Ecco la descrizione:



Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing multiplatform, turn-based, hex-based games. Warhammer 40,000: Armageddon will make full use of Slitherine's expertise in creating compelling and challenging strategy gaming experiences. The initial game is set during the Second War of Armageddon and players will lead the Imperial forces of the Armageddon Steel Legion and Space Marines®from the Ultramarines, Blood Angels and Salamanders Chapters against Ghazghkull Thraka’s massive Ork Waaagh! invasion through over 30 scenarios, on the hostile terrain of the planet and its gigantic Hive Cities.

"It is very exciting to see a game like this come alive - I just can't wait to play it!", said Iain McNeil, Development Director of the Slitherine Group. "It's been almost 15 years since a turn-based strategy game set in the Warhammer 40,000 universe has been released and we think it is now time to deliver that experience to all fans around the world".

“The Battle for Armageddon is a classic event in the lore of the Warhammer 40,000 universe, having been detailed in games, models and novels over the past 20 years.” said Jon Gillard, Head of Licensing at Games Workshop. “Slitherine's masterful use of their classic digital wargame style applied to this seminal setting will delight fans of both.”

The game is currently in development for PC and iOS and will release in the first quarter of 2014.

Main features of the game include:
The game portrays the Second War for Armageddon™ in great detail, from the initial Ork landings to the final liberation of the planet;
It contains a large branching campaign with 30 major scenarios, plus additional 5 tutorial scenarios that explore the story in detail;
A complex plot, which can develop during a mission, right in the middle of battle, creating an engaging story line with unexpected twists;
Players lead Imperial troops of the Armageddon™ Steel Legion, with supporting assets from a number of Space Marine chapters against the ferocious Orks;
Fight alongside Commissar Yarrik and Commander Dante against the cunning Ork Warboss Ghazghkull Thraka;
Carry over battle-hardened veterans from scenario to scenario, using their experience and upgrading their equipment;
Detailed combat model with terrain, weather and morale effects;
Extensive modding options delivered through a powerful and easy-to-use game editor.

Some numbers:
Over 35 scenarios;
Over 100 unit types, with unique roles, stats and special abilities;
20 different units stats;
A separate set of maps are designed and balanced specifically for multiplayer via Slitherine's PBEM++ system.

Jagged Alliance: Flashback Diorama

Breve video di presentazione per Jagged Alliance: Flashback


Company of Heroes 2 - Story trailer

Ecco lo story trailer per Company of Heroes 2


martedì 21 maggio 2013

Gustav Line rilasciato

E' finalmente stato rilasciato Combat Mission Fortress Italy: Gustav Line, il primo modulo per FI. Oltre a nuovi scenari, ci saranno nuove armi e nuovi corpi, come i Parà tedeschi. Inoltre si potrà giocare la campagna di Sicilia come dal lato inglese.

http://www.battlefront.com/index.php?option=com_virtuemart&page=shop.browse&category_id=37&Itemid=26

domenica 19 maggio 2013

Scourge of War Napoleonic Mod HITS multi partita 6

Ieri nuova partita HITS con il mod napoleonico; le forze in campo erano poche anche se eravamo 11 giocatori; 11000 britannici all'attacco contro 8000 francesi. Purtroppo a causa sia di una combinazione sfortunata nell'OOB, che di mia sottovalutazione dei problemi di comunicazione, che di poca esperienza di alcuni membri del team, le abbiamo prese.

Mi era praticamente impossibile manovrare l'artiglieria perchè c'era un comandante di corpo umano che aveva la priorità e quindi è stata usata male e persa presto. Non sono riuscito a spiegare bene ai miei comandanti quali erano le intenzioni, in particolare a quello di cavalleria che aveva poca esperienza nel manovrarla. In più il nemico aveva due truppe della guardia praticamente indistruttibili.

Insomma tutto è andato male dall'inizio alla fine, anche se il piano era usurare l'avversario attraverso una manovra di ritirata graduale.


Flashpoint Germany nuovo PBEM

Sto facendo un nuovo PBEM a Flashpoint Germany, con uno scenario precostruito dal mio avversario; purtroppo ci siamo resi conto che la fanteria come è attualmente gestita non ha capacità proprie, infatti viene distrutta assieme ai propri Saxon senza possibilità di usare armi anticarro.




sabato 18 maggio 2013

East vs West Developer diary - guerra nucleare

Nuovo developer diary per East vs West della Paradox; stavolta si parla di guerra nucleare e della sua gestione:

http://forum.paradoxplaza.com/forum/showthread.php?688670-East-vs-West-Developer-diary-7-The-Big-Bang

Wargame AirLand battle screenshot della campagna dinamica

Ecco uno screenshot della campagna dinamica di AirLand battle; il gioco ha introdotto una campagna persistente che permette una gestione strategica della campagna (vedete in alto a sinistra qualche screenshot di supporti).


Nuova Patch per Command Ops

E' stata rilasciata la patch 4.4.263 per Command Ops; ecco il change log:

V4.4.263 – May 17, 2013

Changes

• Removed some redundant asserts from the debug version
• Fixed crash in ScenMaker due to units not having estab associated
• Fixed crash when SaveFileLoc.cfg is not available. This normally manifested in Win 8 OS.).


V4.4.262 – May 10, 2013

Changes

• Enable units that are retreating and retreat recovering to surrender. Previously, this was restricted to routing, and rout recovering units. Though for retreating and retreat recovering units the enemy must be nearby and they must have been engaged within the last two minutes. This ensures surrounded units surrender in a reasonable time.
• Remove the formation aspect modifier from the fire routines where the range is very close. If covered terrain then reduce the effect. This addresses the issue where a low strength unit never dies (as per Daz's M8 recon units).
• Allow player assigned HHour for attacks to slip automatically during planning process if the earliest possible HHour is later than the assigned one. This ensures the attack is not abandoned because of insufficient time to get to the FUP.
• Added HHour Slipped report to advise the player where the HHour has been automatically slipped in planning.
• Ensure that assaults are not cribbed where the player has assigned a HHour. This assists the player to manually coordinate attacks.

V4.4.261 – April 15, 2013

Changes

• Ensure HHour of player orders are not slipped if the player sets the HHour.
• Ensure that the End time of a player order is not slipped if the player sets the HHour and it is still active.
• End times for Bombard and Fire tasks are now correctly set.
• Converted all HTTR Ex Pack data to be compliant with patch.




V4.4.260 – April 9, 2013

Changes and Fixes

• Ensure that StartAtDelayType is passed down through all scheduling code. This prevents attacking forces from waiting at the start of their FUP Reorg. Note this anomaly only affected attacks ordered by human players and did not apply to AI launched attacks.
• Increase max tick count of routes. This addresses Assert at MapVisitTable.cpp 328
• Use PodDoubles to eliminate data overflow inside ScenDump::ModifyPayloadSupplyQuantities(). Fixes assert at PodFloat.inl, line 277.
• Decreased the probability of supply lines being cut.
• Players' orders are disabled while Terrain Tables are recalculated. Player (or players, if it's a multiplayer game) is notified of this via a High Priority report. While the player can't issue any new orders, it is allowed to inspect units and tasks data. Once the Terrain Tables have been stabilizied and all on-going tasks adjusted accordingly, the player is notified that further orders can be issued. This fixes potential crashes after crossings are upgraded or degraded.
• Revised the handling of user-defined H Hours when mission plans are generated and slip to ensure task timings are consistent.
• Fixed a check on user-defined H Hours which under certain conditions deemed a player order with a feasible plan to be unfeasible due to timing constraints.
• Improved task duration estimation for all orders involving movement and assaults.
• H Hour Auto checkbox disabled once assaults are underway.
• Threat assessments for HQs and support units are now ignored if the Bypass option is unchecked on the order settings.



V4.4.259 – March 28, 2013

Changes and Fixes

• Handle cases inside PlanMove where the Route is recalced (because of a slip plan) and the subject is located on the route but not at the start. This ensures that the force does not try and go back to the start of the route. Addresses assert at ScenCommonAI line 7952.
• Handle cases where a force with a delay mission bunkers down and then reassesses, having no blocking tasks. It now will force replan if the bossTask was not a delay or it will abandon its plan if the bossTask was a delay. This addresses assert at TaskDoctrine.cpp, line 7930.
• Ensure that objective Tasks that have already started and whose HHour is not set do not try and slip their HHour even if the bossHHour and bossStart are slipped. This addresses assert at ScenTask 2220.
• Ensure that PlanAttack:AdjustAdvanceRoute() caters for cases where the subject starts on the truncated approach route and therefore doesn't need a join route. This addresses assert at ScenCommonAI 7952.
• Ensure that PlanAttack::DevelopScenarioEndQuickAttack() will not call GetValues() on the attackFG if it not populated. Addresses assert at ScenForceGroup.cpp, line 1070.
• Ensure that the missionTask Hhour is not updated inside PlanAttack::ConfirmTimings() when plans are slipped if the HHour is self assigned. This addresses assert at PlanAttack.cpp, line 5198.
• Ensure that where a unit does not have a current task inside WillRedeployFirebase() that it does not try to call GetPlanningParams(). This addresses access violation st ScenTask 7094.
• Ensure that the plan subject is valid before trying to access its type inside GetIndirectAvailableOnCallSupport(). This fixes a crash that occurred at ScenForceGroupUtils line 378.
• Ensure MapSearchParams is thread safe so that the UI and AI threads can safely calc routes at the same time. This fixes a nasty CTD that can occur when placing multiple waypoints while the game is running fast.
• Ensure that CalcInitialFrontageAndDepth() calls CullSupplyAndFirebasingUnits() so that the frontage and depth excludes the personnel from bases and long range arty.
• Ensure that inside MustWaitForUnitAhead()it only ignores the unit ahead if it has a different task type and is waiting on a receive orders event. This prevents unnecessary formation lockups.
• Added new feature to EstabEditor that enables the user to select the image file for a Side, Nation, Service, Vehicle or Ammo using a standard file requester dialog.
• Added new feature to EstabEditor that displays the name of the opened estab xml document in the title bar.
• Mods to the Estab XML schema to support the change from IDs to actual file references for estab images
• Modify the conversion code for estab databases to automatically convert new estab image file references.
• Modify the EstabManager's XML import and export code to handle new estab image file referencing.
• Added new feature to MapMaker to import and export MapEffects data using CSV spreadsheet file format. This allows the scenario designer the power to compare and edit the different effects for all terrain layers in a spreadsheet table format.
• Ensure that the path finding code is thread-safe. This avoids corrupting data when players assign tasks to forces while the game is running.
• Fixed bug in LOS tool that sometimes displayed location as visible when they were not visible due to intervening terrain.
• Changed LOS tool so that elevation profile lines always point up to the top of the screen.
• Changed LOS tool by reducing scale of elevation profile lines. Improves visualization where there are big differences in elevation.



V4.4.258 – March 4, 2013

Bug Fixes

• Ensure subGroup not added twice when generating right echelon formation. Fixes assert at ScenForceFormation 2612.
• Add extra test to assert at PD 3759 to handle cases where a unit requests extra time to slip its plan and where the boss abandons its plan in the process.
• Ensure that AssessForSubAttacksWhoseReorgsCanBeBroughtForward() aborts cleanly if the force is waiting to receive orders from boss aand has already curtailed the missionTask end. Addresses assert at TaskAttack line 1727.
• Ensure that static arty units assigned to their own mission plan within the onMapBoss's OpPlan are searched when calling GetAvailableOnCallSupport(). This ensures that they get a chance to fire if not in direct support of a particular mission.
• Ensure that dateTimes are validated for local settings.
• Ensure that cases where no valid route can be generated are handled properly throughout the assessment functions.
• Remove and prevent UI loopbacks that were causing task changes not to stick while the game was paused.
• Added new code to assess for stalled moves that will either wait, bypass, or replan depending on a number of factors like are there any subordinates attacking, can we bypass effectively. In the process overhauled the AssessBypass() and ensured that the caution factor was increased each time a bypass attempt was made thus making it more likely the force would select a route that avoided the enemy.
• Added new unit log messages, and player reports for stalled moves.
• Fixed bug inside MustWait() that was allowing filler units to move off even though the unit ahead of them was still receiving his move orders. This should fix cases where support units charge off on their own ahead of the main body.
• Ensure that the nextRouteIndex and nextRouteLoc are used consistently throughout the formation movement code. This avoids formation lockups.
• Ensure that units don't request emergency re-supplies of ammo for which they have no weapon left that can use that ammo type.
• Revise the cap on emergency re-supply ammo qty, ensuring that units get at least something. These two fixes prevent the never ending loop of units requesting emergency ammo that they don't need and also of not getting ammo they do need.
• Ensure that when creating a new route that all exiting waypoints are cleared. This fixes a bug that wasn't clearing the interim waypoint and adding it to the new route, even though it shouldn't.
• Ensure that routing and recovering units do not try and create a new route if they reassess their task. This could see a routing or recovering unit heading back to its objective before it had recovered. This may explain some cases of units retreating toward the enemy.



V4.4.257 – February 15, 2013

Bug Fixes

• Ensure start and end times of advance to reserve task within an attack are maxed to timeNow + 1 min. This fixes assert at ScenTask 2137.
• Ensure that advance to FUP routes ignore truncation where the subject cannot join the approach route before the FUP. Addresses assert at FPRouteOutput.cpp, line 2222.
• Overhaul Formation code ensuring all formations cater for cases where the hub is a line unit. Also modified subGroup generation and offsets across the following formations - line, successive lines, vee, arrowhead, left and right echelon.
• Overhaul UI code for drawing task bounding boxes so that these more closely match the likely formation deployment area and ensure that when the user changes formation settings these are reflected even when the game is paused.
• Tweak the combat code, including reducing the area per man constants, tweaking the global accuracy settings (especially for close range and overlapping forces).
• Teak the reaction code, including decreasing rout threshold (thereby increasing likelihood of retreating), removed double counting of recent casualties, reduced suppression effects applied when retreating and routing in place and substituted instead a reduction in cohesion.
• Ensure attacks are aborted in the planning code if insufficient time. This fixes assert at PlanAttack 10515.
• Ensure that blown crossings are catered for inside the planning of Moves. Fixes assert at PlanMove 5283.
• Use doubles instead of floats to avoid data overflow when determining bombardment area for large caliber guns. Fixes assert at PodFloat 277.
• AutoSave now saves ten saved games every ten minutes. Once it gets to ten it overwrites the oldest one.



V4.4.256 – January 10, 2013

Bug Fixes

• Handle cases where eng unit cannot get any closer to the bridge but is still further than 100m. It now just constructs in place. This addresses FPAsset at SCAI line 8380.
• Upon disbandment ensure that only units whose current loc is passable to the disbanding unit's moveType are considered eligible to receive any disbanded vehicles. This fixes an assert at ScenRoute 1029.
• Ignore code within AllocateForcesToTasks() that tries to preallocated resources to nearby threatened objectives when allocating for attacks. This avoids line units being allocated to the reserve when the reserveLoc is near enemy. Fixes the single assault company issue.
• Restrict preallocation of nearby units to threatened objectives once the currShare of combat power exceeds the required priority share but only after scernario start +30 mins. This ensures that during the at start plan development cnearby units will be allocated even if this wouyld exceed the normal priority share allocation. After 30 mknutes reverts to normal.
• Fixed data overflow - ie number too big for the size allocated - inside ScenSupplyTransportEvent::DetermineLosses(). The code now uses PodDoubles rather than PodFloats. This addresses FPAssert at PodFloat 36.
• Reduced min and max range for routers from 1800-2700m to 1200-2100m.
• Ensure router use "safest" routes - ie stick to cover and avoid enemy firepower.



V4.4.255 – Dec 17, 2012

Overhauled Formation code

• Accounting for variable HubToFrontDistances. Previously set the hubToFrontDistance to hubDepth /2. But this was compressing the deployments where more than 50% of the force was forward of the hub, which was in most cases.
• Modifying the UI so the task bounding box which depicts the force occupied area now uses a hub based on a variable hubToFrontDistance. Because of the need to make this thread safe, changes made while the game is paused such as to task facing may not be reflected till the game starts running.

Bug Fixes

• Fixed issue that was preventing the game running under Windows XP by exluding certain system dependencies from the installer. These included COMDLG32.dll, DSOUND.dll, VERSION.dll and WSOCK32.dll
• Ensure that attack are called off due to lack of time if the shortfall exceeds the assaultDuration. ( PA 10835 )
• Fix Assert in DetermineSlippageResponse() to account for cases where the FUP has been terminated and its times all set to its start. ( MSP 5511 )
• Ensure attackSubHQs determined after independents in End of Scenario attack. ( PA 2343 )
• Ensure that all stored peripheral task force groups are factored into the unitCount inside VerifyPlanForceGroups() regardless of their status ( SMP 4097 )
• Modify Assert inside AssessForSubAttacksWhoseReorgsCanBeBroughtForward() to cater for cases where an attack is scheduled to start next minute while it's status is set to current. ( TA 1789 )
• Ensure that OnCallSpt forces subtracted from Independents before developing end of scenario attacks. This avoids the possibility of allocating the same unit to more than one current task - ie reserve and assault. ( SRF 16165 )
• Ensure that the start of concurrent tasks are not slipped if the sourceTask they are linked to is already current. This prevents continual slipping of complex tasks, where their starts are not coordinated. ( SMP 4228 )
• Prevent the allocation of a forceGroup subject to a task if it is not suitable. ( SFTTAR 4309 )
• Added new member to SlippageTask and modified slippage code to ignore End if nextTask is ignoring its start time. This ensures that linked tasks are slipped and cribbed correctly. ( SMP 4311 )
• Ensure that existing peripheral forceGroups are deducted from the CoreFG at the start of DevelopMissionPlan() ( SMP 4098 )
• Modified code inside TaskMove::ReassessOptions() to only Halt when under serious threat and not just because the unit is not making progress.
• Reduced probability of halting where unit is trying to move away from closest threat and the unit is not co-located with the closest threat.
• Where unit co-located with closest threat but is trying to move away, it will now retreat rather than halt.
• Remove LOS check inside CanFire() where a unit is passed in as unit will be from know visible threats. In other words stop double checking LOS. This ensures that a unit can have a chance to fire at a visible threat and reduced processing - excellent! In testing it increased the number of fire events by 70%.
• Increased range of routs from between 600 and 1200m to 1800 and 2700m
• Added code to give priority to covered terrain when retreating/routing.
• Extensive modification of Fire code both for APer and AArm fire to get more historical casualty results.
• Decreased the probability and quantum of surrenders that occur when a units routs.
• Fixed a number of access violations introduced in last build. ( SRF.inl 143 and PS 342 )
• Added new code to create IndDefendAtFUP task where a force is already at the FUP. It will now defend there till the main assault forces arrive and then it will join them in the FUPReorg and Assault. ( SCAI 7323 )
• Modified ConfirmTimings() for attacks to accomodate new IndDefendAtFUP task.
• Ensure that OnCallSpt forces subtracted from Independents before developing basic and complex attacks. this avoids the possibility of allocating the same unit to more than one current task - ie reserve and assault. ( SRF 16165 )
• Converted Estab files for both BFTB and COTA ensuring that all estab forces have their supplies, firepower counts and capabilities updated. This fixes a problem encountered in the COTA ExPack where bridging units had lost their constrcut bridge capability after the initial conversion.
• Doubled morale degradation for units low on supplies. Now such units lose around 30% morale per day. Cannot reduce below 20% for this purpose.
• Ensure the missionPlan is replanned in cases where the assault has ended and there is no final reorg task ( SPS 18063 )
• Ensure that a plan is not already in opPlan->pendingPlans before adding it. Ths avoid referenced corpse ( GameDiagnostic 1029 )
• Ensure that fuel vehicles from returning transport columns are not added as equipment to bases whose estab does not have any fuel vehicles. (SFGV 1378 )
• Ensure that independent advance to FUP and indepenedent defend at FUP tasks are properly linked as concurrent tasks. (PodDB 614 )
• Added code to check if the forces assigned to the advanceToFUP task are alreay near the FUP. If all are narby then the advanceToFUP task is killed off. If part, then the nearby forces are subtracted from its forceGroup and go on hold till the FUPReorg, leaving the rest to advance to the FUP. (SCAI 7323)
• Prevent face changing for assaulting units and those moving in road column
• Default the task settings for ArtyDirectFireOnly to true for attacks and probes
• Added the registrationTime to remainingDuration in bombardment events. This ensures that the arty unit fires for at least the specified number of minutes.
• Now cap maxSuppression to 75% for direct fire and to 85% for indirect fire when the target is in covered terrain.
• Reduced max registration times from 15 to 5 minutes and increased the range denominator from 200 to 500. Rego time = min( 5, range / 500 ). The overall effect is to reduce registration times for arty fire. Fatigue and training can increase time by up to 56% to a max of 8 minutes.
• OnCallSpt bombardment duration now reduced if arty ammo level below 50%.
• Ensured suitability iterator updated before allocating resources to nearby objectives.
• Overhauled Halting code to reduce instances of halting.
• Fix crash inside ScenRoute when the taskLoc == leaveLoc and the effEndIndex is not adjusted correctly.
• Added new Scenario Statistics feature to ScenMaker.
• Added new Cull Inactive Units feature to ScenMaker.
• Culled Inactive units from all converted COTA scenarios.
• Turned off FPAssert at ScenPlanScheduling.cpp, line 14529. There still occurs from time to time cases where a support units will be left without an order for some as yet to be explained reason. They get new orders after replanning. Given the rarity of this and the difficulty in determining the cause I have opted to ignore it.
• Ensured the sort function CompareResourcesByAscendingSizeDescendingSuitability() has a valid comparitor when both resources are not suitable.
• Ditto for CompareResourcesByHQsAndDescendingSuitability().
• Fixed bug in Terrain Popup which was adding the base altitude to the spot height, which it should not have done.
• Ensured that Impassable Cliffs in the Malta map had zero move effect for motorised units.
• Rebuilt the Sidi Rezeh map to eliminate data corruption.
• Fixed bug in Debug version when autoStaffSupport selected for human player. Recompile of Tools and Game PCHs required.

New Features

• Added new AssessForStalledAttack() reassessment code. It now checks to see if an attack should be called off if subordinates are halting.
• Modified the code that prioritieses objectives. If a nearby enemy ( ie one within 3000m ) is closer to another objective then its values are reduced. This has the effect of reducing the amount of friendly forces assigned to friendly objectives and helps maintain momentum in an advance.

giovedì 16 maggio 2013

Eylau 1807 il video

E' uscito il video storico sulla battaglia di Eylau fatto con Histwar; il video è ben fatto anche è mi sembra molto autopromozionale e la grafica di Histwar 1 non ci fa una bella figura. Comunque vale la pena di vederlo.



Conflict of Heroes video di gameplay

Trovato questo bel video di gameplay su Conflict of Heroes: Awakening the Bear.


Rilasciato Lost Battles e nuova patch per WITE

E' stata rilasciata l'espansione Lost Battles per War in the East, assieme alla nuova patch. Sembra che la vita utile di WITE si sia prolungata rispetto alle aspettative, che lo volevano alla fine del suo sviluppo.

http://www.matrixgames.com/news/1079/War.in.the.East:.Lost.Battles.is.here!

Qui il change log della nuova patch:



"
V1.07.08– May 16, 2013

• New Features and Rule Changes

1. Formula Change - Greatly reduced the chance that a unit below its national morale will receive the die(10% of national morale) increase in morale.

• Bug Fixes

1. Fixed a bug that was allowing non-recon air groups to transfer to German Army Airbases (the new rule created in 1.07.07 was not working correctly).
2. Fixed a bug where the “Restore ground element upgrade paths” question was not showing up properly during Multiplayer games.

• Data and Scenario Changes

1. In games where the AI is playing the Axis side, the Soviet player will be asked whether to restore ground element upgrade paths per the change in version 1.07.07. Also, in games started with version 1.07.07 or later, the restore question will not be asked (as the upgrade paths have already been reinstated in the data).
2. Correction for the 1.07.07 readme:
Restored 2 ground element upgrade paths listed below (these are restored along with the German upgrade paths in existing games if the player answers yes to the question):
0299 Rifle Squad (Hungarian) to 0298 Rifle Squad (Hungarian)
0316 Rifle Squad (Slovakian) to 0315 Rifle Squad (Slovakian)




V1.07.07– April 29, 2013

• New Features and Rule Changes

1. New Rule - Only recon air groups may be transferred to German Army Airbases. No air groups may be assigned directly from the National Reserve to German Army Airbases.

• Data and Scenario Changes

3. Restored four German ground element upgrade paths listed below. In existing games, the German player will be asked once whether they wish to “Restore Ground Element Upgrade Paths”. If yes, then the upgrade paths below will be set, otherwise the ground elements will remain with no upgrade path and the player will not be asked again.
0081 Rifle Squad upgrades to 0082 Rifle Squad
0084 Pioneer Squad upgrades to 0085 Pioneer Squad
0094 Motorized Rifle Squad upgrades to 0096 Motorized Rifle Squad
0114 Fallschirmjager Squad upgrades to 0115 Fallschirmjager Squad
4. Corrected start date of the Soviet 42 Flamethrower Company (OB 383) from 5/42 to 7/42.
5. Minor changes to recently added German leaders.
6. Restored 2 ground element upgrade paths listed below:
0298 Rifle Squad (Hungarian) to 0299 Rifle Squad (Hungarian)
0315 Rifle Squad (Slovakian) to 0316 Rifle Squad (Slovakian)


V1.07.06– April 12, 2013

• New Features and Rule Changes

1. Rule Clarifications – HQ and airbase units do not receive the motorized bonus to national morale. Units do not gain morale while routed. Units may only gain morale outside of combat if their morale is less than 10 points above their national morale, or less than 50, whichever is greater.

• Bug Fixes

1. Fixed a bug that prevented a part of rule 9.1.1 from functioning correctly. Units that were below their national morale were not getting the chance to gain morale simply due to the fact that they were below the national morale. Now they get the chance, and if they go up (they must pass various checks), they will receive an increase of die(10% of their national morale), but not to exceed the national morale.
2. Fixed a bug that prevented Soviet players from being able to create new flak units at cities.


V1.07.04– April 4, 2013

• New Features and Rule Changes

1. Rule Change – Ground combat in a hex can no longer cause damage to a port in the hex.

• Bug Fixes

1. Fixed a bug that prevented Don to the Danube scenarios from being playable in Multiplayer.

• Data and Scenario Changes

Updated WitE Campaigns and many smaller scenarios
1. German airgroups updated to the latest versions of aircraft
2. Soviet partisan MPs zeroed out
3. Hungarian 39M Armored Car Factory removed


V1.07.03– March 15, 2013

• New Features and Rule Changes

1. Change in Save Game Structure – Games that are saved using a 1.07.00 version or later are saved in such a way that they may only be loaded successfully by a 1.07.00 or later version. This change was made to eliminate the potential of players using earlier versions of the game to take advantage of possible exploits..
2. New Rule – The maximum MPs for Soviet Tank and Motorized Divisions in 1942 are 25.
3. AI Improvements – Made several AI adjustments, including improvements to the AI’s line forming function, improvements to its use of support units (getting them out of rear HQ’s and into active HQs), and improvements to its overuse of counterattacks that put the AI’s units in dangerous situations.

• Bug Fixes

1. Fixed a bug that allowed fort units to attach an unlimited number of construction support units.
2. Fixed a rare AI bug that could cause units from both sides to temporarily occupy the same hex.
3. Fixed a bug that could prevent a destroyed German unit from returning to the game to be rebuilt.
4. Fixed a bug that could prevent the save game screen from closing when the ESC key was pressed.
5. Fixed a bug with the set production usage interface in the editor screen.
6. Fixed a bug with highlighting of Soviet Corps breakdown units.
7. Fixed a bug that caused an attempt to build a Gun Artillery Division in 1943 to instead build a Heavy Artillery Division.

• Data and Scenario Changes

1. Changed frontal armor of IS-1 and early IS-2 and side armor of IS-3.
2. Corrected the Italian Labor Squad’s speed and size and the SU-76’s fuel use.
3. Corrected the availability date of several Soviet leaders to June 1941. These leaders are commanding Corps in June 1941 but were incorrectly listed in the game data as not being available until later.
4. Corrected the missing build cost for Rumanian, Hungarian and Soviet Labor Squads.
5. Changed 41b Tank Division end date to 12/41.

"

domenica 12 maggio 2013

Partita multi a Scourge Napoleonico

Ieri abbiamo fatto una coop multi a Scourge. Divertente anche se l'AI non da le stesse emozioni del H2H, però c'erano un paio di giocatori nuovi che si sono divertiti.

sabato 11 maggio 2013

Video di gameplay con Shield of the Prophet

Primo video di gameplay con Shield of the Prophet, la nuova DLC con ambientazione moderna per Graviteam Tactics (ex-Apos). Devo dire che l'ambientazione è un po' più succosa rispetto a Operation Hopper e la fanteria meglio armata. Nel video faccio saltare un bel po' di carri iraniani, ma non è che tutto vada liscio.


Total War Rome 2, ancora non uscito già vengono promesse DLC

TW Rome 2 uscirà il 3 di settembre, ma già sono previste assieme 2 DLC; la prima, il Ponto, sarà gratuita per tutti, mentre la seconda, gli Stati greci, sarà gratuita per chi ha pre-ordinato. Il gioco prevede fino a 117 fazioni, di cui solo una frazione sarà giocabile, almeno all'inizio, quindi si può già prevedere il numero spropositato da DLC previste.




Description du DLC Greek States Culture Pack (Steam)


The Greek States Culture Pack adds a new playable Culture including three new playable Factions to Total War: ROME II; for use in Single or Multiplayer Campaign modes and Custom and Multiplayer Battles.

The Greek States Culture Pack adds diplomatic Athens, shrewd Epirus and formidable Sparta as playable factions. Each offers range of special tactics to achieve cultural and martial victories, and lethal elite units to crush foes in battle.

The Greek States share a number of common goals, philosophies and general diplomatic aims. However, they are defined by their fierce independence and between them demonstrate a huge variety in approach to civil and military challenges that often brings them into conflict with the wider world, and each other.
New Features:
New Playable Factions – Athens, Epirus and Sparta each offer a unique new way to experience the campaign, with their own rosters of powerful military units, distinct traits and play styles.
The Athenian pursuit of enlightenment grants them technological and cultural bonuses; Sparta’s dominance over the Helots allows them to maintain a larger slave population; and Epirus enjoys bonuses to settlement exploitation stemming from their village-confederation origins.
New Cultural Traits – All Greek States benefit from a bonus in battle when defending their own or an allied territory, a bonus to wealth generated by their capitals and an increase to the rate of cultural conversion within their borders.
New Cultural Objectives – Greek States have their own new set of military, economic and cultural victory conditions, as well as sharing a unique set of bonus objectives drawn from Greek history. Additionally, each faction will have to contend with its unique events and dilemmas.
New Military Traditions – Each of the Greek States has a unique top-tier military tradition: Athenian fleets may be honoured as Children of the Aegaean, improving the ramming ability of their ships whilst allowing them to secure more income when raiding; Spartan armies may be remembered as Peers of Leonidas, improving their melee defense capabilities and reducing their upkeep; the armies of Epirus may be feared as Hounds of Molossus, granting them greater charge bonuses whilst allowing them to keep public order problems in check.


New Units:In addition to the intimidating unit rosters of each faction now playable for the first time, the Greek States Culture Pack introduces a variety of unique and especially elite and deadly forces.


Mercenary Veteran Hoplites – [available to all playable factions]
From glistening spear points to earth-shaking tread, a phalanx is a sight and sound to inspire dread. With these veteran hoplites, that dread is sold to the highest bidder.
Thureos Hoplites – [Unique to Athens]
While the linen breastplates worn by these men may look flimsy, they are cool, practical and surprisingly tough. As with all hoplites, the men inside are also practical and tough warriors.
Thorax Hoplites – [Unique to Athens]
These heavy hoplites are marked by their bronze breastplate armour, a sign of wealth and status. They are armed with spears and hoplon shields, and use the phalanx formation to batter enemies into submission.
Agrianian Axemen – [Unique to Epirus and Macedon]
The Paeonian tribe of Agrianes are fierce fighters. As well as terrible killing tools, their axes are also climbing hooks for rough terrain. No sensible general would not use them in an assault.
Aspis Companion Cavalry – [Unique to Epirus and Macedon]
A king’s companions in battle are his nobles and esteemed friends. It is an honour to be a companion, to ride forth with javelin and kopis to fight for your lord and master.
Heroes of Sparta – [Unique to Sparta]
Embodying the spirit of Thermopylae, the Heroes Of Sparta bear their spears and shields with fierce pride and unrivalled mastery.
Polybolos Repeating Scorpion – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Able to make short work of even the most heavily-armoured opponents, this repeating bolt thrower sacrifices the ordinary Scorpion’s range in return for a rapid rate of fire.
Tortoise Armoured Battering Ram – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Combining devastating ramming power while affording protection to its crew, used well the Tortoise more than makes up for its lack of speed and manoeuvrability in open ground.


New Buildings:
The Monument of Lacedaemon – [Unique to Sparta]
A symbol of Sparta’s overridingly martial culture, The Monument of Lacedaemon brings cost reductions to military recruitment, significantly increases the morale of land units in the province and a global morale boost to existing units.
Oracle of Dodona – [Unique to Epirus]
This sacred grove is the domain of the priests and priestesses of Epirus. The Oracle of Dodona increases city growth, provincial happiness, wealth, and the global conversion of other factions to Hellenic culture.
Acropolis – [Unique to Athens]
A symbol of Athenian high culture and engineering excellence, The Acropolis also provides extra garrison forces to Athens, improves the city’s abilities to withstand sieges, and increases Athenian agents’ Authority actions.


Faction History:
Athens
Athens has long been famed for its cultural achievements, from buildings such as the Parthenon, to the plays and works of Aristophanes, Plato, Socrates, and Sophocles. In many ways, Greek culture is defined by Athens. Its military focus has long been its navy; however, continuing the traditions of the classical era, its citizens are also expected to contribute both infantry and cavalry to its armies.
Epirus
Epirus is a Greek kingdom formed of numerous small villages and towns, rather than the great cities of the south. An agriculture and fishing-based society, Epirus nevertheless maintains a balanced army on the Alexandrian model, consisting of cavalry, archers, peltasts, phalangites and war elephants. They also make extensive use of mercenaries from throughout the Greek-speaking world.
Sparta
With every aspect of their lives and society geared towards warfare, Sparta dominated the Greek world and continues to produce arguably the finest soldiers of the Hellenic period. The slaves and non-citizens of Sparta enable their citizens to pursue warrior perfection as soldiers and champions. Trained and hardened in battle, their warriors and leaders are the embodiment of military discipline and virtue.

venerdì 10 maggio 2013

Europa Universalis IV - Call to Arms Stream Highlights

Video di presentazione di Europa Universalis IV


Collector's Edition di Total War: Rome II

Sul blog Sega è stata annunciata la Collector's Edition di Total War: Rome II, solita versione extra-lusso da strapagare piena di gadget assolutamente inutili.

http://wiki.totalwar.com/w/Total_War:_ROME_II_Collector's_Edition


  • Numbered copy of Total War: Rome II - A laser-etched Steelbook case with your unique collector's number in Roman numerals. Sounds very awesome already.
  • Tabula set - Known as the Roman precursor to Backgammon, the Tabula set has 30 pieces in a burlap drawstring bag, the board itself is built into the base of the Collector's Edition box, handy!
  • Tesserae Dice - three replica bone-effect dice that can be used in pretty much any application you wish, from your classic tabletops to even the game of Life (if you so choose).
  • Total War Cards: PUNIC WARS - A two-player card game that involves combat, territorial control, resource management, and technological development, all needed for victory in a 58-card set. Looks like the Collector's Edition is going for a lot of physical games here to keep players active amongst loading screens?
  • Roman Onager - A complete, fully-function Onager (aka siege catapult)! Comes as an easy-to-assemble kit of wood and steel, measuring 26cm x 12cm x 12cm, and capable of flinging objects at anyone and anything, like your pet cat or your in-laws. Does not come with diseased rotting corpse of a cow.
Comunque l'uscita di Rome è prevista per il 3 di Settembre ed è possibile pre-ordinare.


After Action Report: War in the East: Lost Battles - Moscow 41

Su The Wargamer trovate un AAR fatto con Lost Battles, la nuova espansione per War in the East.

http://www.wargamer.com/article/3359/after-action-report-war-in-the-east-lost-battles-moscow-41

giovedì 9 maggio 2013

Dedicato ai cavalli


Il commento al video è molto bello:

A video of horse charges from various movies. May we never use such a beautiful animal for warfare ever again.

Conflict of Heroes: Ghost Division screenshots

Sempre sulla pagina facebook della Matrix, degli screenshots dell'espansione per Conflict of Heroes, Ghost Division.

https://www.facebook.com/media/set/?set=a.566705323350356.1073741835.143046602382899&type=3

Panzer Corps: Allied Corps screenshots

Apparsi sulla pagina facebook della Matrix degli screenshots di Panzer Corps: Allied Corps, in uscita a Giugno.

https://www.facebook.com/media/set/?set=a.567402103280678.1073741836.143046602382899&type=1

Rilasciato Rise of Prussia Gold sul sito Matrix

E' stato rilasciato Rise of Prussia Gold sul sito Matrix, assieme all'upgrade tool per i vecchi possessori del gioco originale. Sembra ci siano ancora delle imperfezioni, quindi se non avete fretta è preferibile aspettare l'uscita della patch che dovrebbe essere imminente.

http://matrixgames.com/news/1070/Rise.of.Prussia.Gold.takes.the.field!

mercoledì 8 maggio 2013

Levels of Tactical Proficiency su Real and Simulated Wars

Su Real and Simulated Wars trovate un articolo (il primo) sulla tattica nei Wargames, in questo caso usando Combat Mission Battle for Normandy come esempio:

http://kriegsimulation.blogspot.it/2013/05/levels-of-tactical-proficiency-beginner.html

Screenshots di World of Warships

Nuovi screenshots del gemello navale di World of Tanks su questa pagina:

http://www.wargamer.com/article/3357/screenshots-feature-world-of-warships-new-screens-and-mini-tour

Sicuramente un modo originale di buttare i propri soldi.


Review di HISTORY : Legends of War

Su La Gazette du Wargamer trovate una review del da poco uscito HISTORY : Legends of War

http://www.wargamer.fr/test-de-history-legends-of-war/

martedì 7 maggio 2013

Command Ops 2 (CO2) - Piano di rilascio

Sul forum Matrix è stato messo il piano di rilascio del nuovo motore di Command Ops e dei sui upgrades. Per i vecchi possessori sarà sufficiente comprare l'upgrade.


We plan to develop CO2 in stages, releasing updates after each stage. In particular we plan to:

develop CO2 stage 1 by the end of August. Release by end of September. This would comprise the following features:

Planning Graphics 1 - NAIs

Sequential Tasking

Triggers

Enhanced Map Drawing

Map Overlays

Enhanced Context Menu

New Unit Icons

Multiple Selection in OB Display


develop CO2 stage 2 by end of November and release early December. This would comprise the following features;

multiple AI threads/large scenarios

whatever other small UI features we can fit in

release KOAD in early December


develop CO2 stage 3 by end of Mar 2014 and release by end of Apr 2014. This would comprise the following features;

PBEM

Fire Plans

whatever other small UI features we can fit in

release West Wall in April 2014


develop CO2 stage 4 by end of July 2014 and release by end of August 2014. This would comprise the following features;

Campaign Mode

Task Variants (Doctrine) - specifically Soviet doctrine

whatever other small UI features we can fit in

release East Front by end of August 2014


develop CO2 stage 5 by end of October 2014 and release by end of November 2014. This would comprise the following features;

Planning Mode

Mounted Ops

whatever other small UI features we can fit in

release LOTB by end of November 2014

Per chi non lo sapesse: LOTB sta per Legends of the Blitzkrieg e KOAD per Knock on all doors (versione germano-centrica di Bulge).

Il rilascio di ETA (versione upgradata di COTA) è quasi imminente.


Seconda settimana di Deal of the Week sul sito Matrix

Sul sito Matrix continua la lista delle offerte settimanali, stavolta in offerta sono Steel Panthers Generals Edition e Uncommon Valour.

http://www.matrixgames.com/news/1068/The.Deal.of.the.Week,.part.two!

lunedì 6 maggio 2013

War in the East un AAR con Lost Battles

Su Armchair General trovate un AAR fatto in preview con Lost Battles, la prossima DLC per War in the East. L'AAR è sulla controffensiva tedesca per sbloccare l'assedio di Budapest nel 1945.

http://www.armchairgeneral.com/operation-konrad-a-senario-for-gary-grigsbys-war-in-the-east-lost-battles-aar.htm


Wargame Airland Battle - mezzi americani

Stavolta sono stati rilasciati screenshots dei mezzi americani in Wargame Airland Battle. Il gioco è in beta da qualche giorno per chi ha pre-acquistato.


domenica 5 maggio 2013

Partita Scourge Napoleonico ieri sera

Nuova partita ieri a Scourge Napoleonico, stavolta Francesi (in difesa) contro Austriaci (in attacco). Stavolta non facevo il CiC per cui ho potuto godermi un po' di azione. Il piano consisteva in una finta a nord mentre a sud una nostra forza tentava il colpaccio manovrando verso sud, non vista. In realtà come vedete dal replay una brigata della forza a sud, si è fatta vedere manovrando troppo a ovest, sa Dio perchè. Comunque noi della forza a nord abbiamo iniziato gradualmente a muovere verso il centro, dove ho individuato la cavalleria francese che sembrava volerci prendere da dietro: in realtà si è dimostrata parecchio passiva e così ne ho approfittato per mettermi in mezzo e catturare un po' di messaggeri, da cui ho capito dove si trovasse la nostra forza a sud e che il nemico si stava preparando ad attaccarla tenendo noi al centro fermi li sotto la minaccia dei cannoni e della cavalleria. A questo punto abbiamo deciso di manovrare verso sud e prendere il nemico a sud alle spalle. La manovra è riuscita bene e la mia cavalleria faceva una strage, sfondando più linee difensive e catturando diversi cannoni, anche se alla fine mi rimaneva un solo reggimento, anche approfittando della prolungata passività della cavalleria nemica. Purtroppo la nostra fanteria non dimostrava lo stesso spirito offensivo e si perdeva un prolungati firefights, per cui alla fine non siamo riusciti a prendere l'obbiettivo, ma la perdite francesi sono state devastanti (2000 perdite di più).


sabato 4 maggio 2013

The Steel Battleship - documentario sulle corazzate

Documentario in quattro parti sulle corazzate

http://www.youtube.com/watch?v=NAtWl52PYYk
http://www.youtube.com/watch?v=lfkkPOAWNJY
http://www.youtube.com/watch?v=6lmUBBMgE4I
http://www.youtube.com/watch?v=6IMGQR8LUB4




War in the East PBEM turno 15 e 16

Ecco i video degli ultimi due turni fatti con WITE; il mio avversario ha circondato molte delle mie truppe sul fronte del Caucaso ma sono riuscito a ricostruire in fronte e sto attuando una difesa flessibile a scacchiera, complice anche la sua difficoltà di approvvigionamento a sud. Nel frattempo sto iniziando a costruire corpi di fanteria e lanciando offensive secondarie su altri fronti in modo da costringerlo a chiamare truppe qui.


venerdì 3 maggio 2013

Rise of Prussia Gold Edition

Anche Rise of Prussia ha raggiunto i fratelli sul sito Matrix, ma l'ha fatto rinnovato nel senso che la versione Matrix sarà una gold edition, con miglioramenti ma anche tre campagne aggiuntive, di cui una sulla guerra di Successione Austriaca e una gran campagna a 4 giocatori. Per i possessori del vecchio gioco sarà disponibile (il gioco non è ancora stato rilasciato) un upgrade al posto di dover comprare la versione completa.

Ecco la news: http://www.matrixgames.com/news/1064/Rise.of.Prussia.Gold.strikes.through!

Rilasciato Might and Magic Heroes VI : Shades of Darkness


Rilasciata la nuova DLC per M&M VI

Rilasciato Strategic Command WWII – Assault on Communism

Rilasciata nuova espansione di Strategic Command WWII; Assault on Communism che aggiunge nuova campagne con ambientazione fronte orientale.

http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=311&Itemid=529

Sarò difficile ma a me la visuale isometrica mi fa davvero pena.


giovedì 2 maggio 2013

Eylau 1807

Sul canale di Histwar è apparso questo video un po' criptico; non capisco se è una specie di autopromozione o ha davvero in ballo qualche specie di documentario con terzi.



Crusader Kings II: The Old Gods descrizioni delle fazioni pagane

Ecco un nuovo video per The Old Gods, prossima espansione per CKII, con la descrizione delle fazioni pagane.


Eador Masters of the Broken World un po' delle ultime recensioni

Ecco un po' di links a recensioni di Eador:

http://www.z-giochi.com/recensioni/recensione-eador-master-of-the-broken-world-80948

http://indiegameinsider.com/2013/05/01/eador-masters-of-the-broken-world-review-a-dense-strategic-experience/

http://www.rtsguru.com/article/5712/Eador-Masters-of-the-Broken-World-Review.html

http://www.gamekicker.com/gaming-news/eador-masters-of-the-broken-world-review

http://www.rockpapershotgun.com/2013/04/30/masters-of-a-broken-world-review/



mercoledì 1 maggio 2013

Cassino: nove mesi all'inferno

Bel documentario di History Channel, che ho visto su Sky qualche tempo fa



Annunciata nuova modalità di gioco per Company of Heroes 2

Da RTS guru: http://www.rtsguru.com/game/485/article/5698/Company-of-Heroes-2-Packed-Producers-Letter-Reveals-Theatre-of-War-Closed-Beta-Ends-Tomorrow.html


The Theatre of War is coming for Company of Heroes 2 as the third mode in the game. This was unveiled in today's producer's letter, one that also reflected upon the game's closed beta, which has been running for nearly a month. The letter announced that the closed beta phase would come to an end tomorrow.

As for the Theatre of War, it is designed to be a bridge between the singleplayer cinematic campaign and the PvE and PvP multiplayer modes we all knew about already. The mode consists of "a collection of single player and co-operative based missions that have been crafted in a way that will not only will challenge our most skilled players but also allow gamers of all skill levels to hone their skills and tactics in some very unique situations". The description is a bit vague as to how they will be a challenge to both skilled fans and gamers who might be less than awesome at the game, but it does sound promising. Players will find 18 of these levels, with an even split on each side of the conflict. Preorder customers will get a special pack of missions that will eventually come out after launch for everyone.

The packed letter concluded with note that there will be new and free multiplayer maps released at regular intervals. Looks like Relic will be supporting its game for some time.

Napoleon's Campaigns in vendita sul sito Matrix

Gradualmente tutti i giochi Ageod prima in vendita presso terzi (principalmente Paradox) stanno entrando nel carnet Matrix. Prima Pride of Nations, che è stato tolto alla Paradox, e adesso Napoleon's Campaigns, forse il gioco Ageod meno di successo ma anche uno dei più belli (si spera ancora in una sua seconda versione, dopo la grande delusione dei fans relativa a March of the Eagles).

Ecco la notizia ufficiale:

http://matrixgames.com/products/487/details/Napoleon's.Campaigns