nuovo

Visualizzazione post con etichetta screenshot. Mostra tutti i post
Visualizzazione post con etichetta screenshot. Mostra tutti i post

giovedì 17 aprile 2014

I'm back

Finalmente dopo una settimana e mezza quasi senza PC (giustamente per la legge dei grandi numeri il giorno dopo aver ordinato l'assemblato nuovo, il vecchio ha iniziato a scassarsi fino a scassarsi completamente), torno sui vostri schermi.

Inizio a segnalare un nuovo screenshot di Scourge of War Waterloo:


Poi è uscito Wargame Red Dragon


Poi Paradox ha rilascio Wars of Vikings che non è altro che l'ennesima versione di Mount&Blade


Poi è stato rilascio Arma 3 Zeus di cui avevo parlato in precedenza:

http://www.arma3.com/dlc/zeus/

domenica 9 marzo 2014

Scourge of War Battaglia HITS dell '08.03.2014

Ieri piccola battaglia in 5, una 2 contro 3. Molto bella e manovrata come piace a me e sostanzialmente conclusa senza una fine chiara.

Eravamo due divisioni per parte, ma io e Berto siamo più vicini; il piano improvvisato era abbastanza semplice: Berto farà da perno attorno all'obbiettivo mentro io come una porta girerò contro il loro fianco.

In effetti fortunosamente arrivano proprio dal lato ideale per noi e molto scaglionati, così mentre Berto li blocca a destra, arrivo sull'altro fianco come un bulldozer e li ributto indietro in massa, ma arrivo a quel punto ad uno sbarramento di artiglieria in massa che non solo li salva ma ci infligge pesanti perdite. A quel punto ci raggruppiamo ancora nel bosco per riposare e loro sembrano fare lo stesso.

Però aspettare la mossa nemica non è nella mia natura e le due ore di partita settimanale me le voglie godere, quindi provo una mossa a sorpresa contro il loro fianco di tre reggimenti, ma dopo un inizio promettente, i miei hanno troppo il fiato corto per continuare e mi ritiro rapidamente nel bosco ancora.

A questo punto dopo un po' sono loro ad attaccare, ma non hanno abbastanza spinta e la partita termina con le truppe ancora impegnate nella sparatoria.





sabato 11 gennaio 2014

Annunciato Scourge of War Waterloo

E vai, finalmente è stata annunciata la prossima incarnazione del motore di Scourge of War:  Scourge of War Waterloo. Finalmente seguendo la grande richiesta dei fans il motore muoverà dai campi della guerra civile a quelli europei di 50 anni prima.

Il gioco è stato annunciato durante un podcast live con il blog The Strategy Wargamer, che potete rivedere  qui:


Lo sto guardando adesso io stesso (non che capisca moltissimo dei dettagli, ma ancora non sono arrivato ai punti topici). 

Comunque fantastico, sul sito è già apparsa un'immagine di La Haye Sainte


martedì 23 luglio 2013

Nuovi screenshots di War in the West

Direttamente da Historicon ecco nuove immagini di War in the West, le prime da un pezzo a questa parte. Ma prima l'elenco delle features del gioco:

Main Features 

* The game covers July 1943 to July 1945. 
* Each turn lasts one week. 
* Each hex covers 10 miles. 
* The map is an enormous 36,000 hexes! 
* It is an enhanced War in the East system with more comprehensive air and naval operations and supply systems. 
* Scale is Division/Brigade/Regiment with supporting Battalions, but modeled down to the last man, tank and gun. 
* There are 14 Allied and 5 Axis nationalities in the game. 
* It includes a fully featured scenario editor 
* There are optional rules to allow you to control the allocation of forces to the east front, or let it stay historical. If you manage it by hand, allocating troops slows the Soviet advance and removing them hastens it, all shown on a global strategy map. 
* The game includes 3 main campaigns and 7-9 smaller scenarios. 


Major Changes from War in the East 

Here is a summary of the main changes since War in the East and they'll be explored in more detail below. 
I. Map 
II. Air War 
III. Logistics 
IV. Weather 
V. Axis Garrisons 
VI. East Front Control Option 
VII. Amphibious and Airborne Landing Rules 
VIII. Multi-role Support Units 
IX. Victory Conditions 


I. Map 

 Huge size (36k hexes versus 25k for WitE). 
 New terrain types for bocage, tundra, desert, sand, escarpment/impassable, ferries. 
 Road Quality by Country 
 Improved weather graphics showing all effects; ground, air and water (ice). 
 Improved map projection that minimizes map distortion effects caused by using a flat map for a round world. 
 The map is built as a part of an enormous War in Europe map which is 378x355 hexes, so is a building block to a future "mega on an unprecedented scale" game (134k hexes) 
 New tile generated map will make it easier for us to complete the full map, and/or revise map data as needed. 


II. Air War 
Detailed Strategic Bombing and improvements to non-ground support missions 

 Different system/ execution phase for air based on air directives to air force HQs 
 Fixed airfields on map withadditional construction possible 
 More types of missions 
– Ground Support 
– Ground Attack (interdiction of units/supply/rail, airfield attack, ground unit attack) 
– Strategic Bombing 
– Reconnaissance 
– Air Superiority 
– Naval Patrol 
 Improved resolution of interdiction, less gaminess in airfield bombing and fighter sweeps 


III. Logistics 
More realism plus supply issues of invasions 


IV. Weather 
More realism and granularity in weather generation and effects 

 8 Weather Zones 
 6 Ground Conditions 
 6 Air Conditions 
 Ice Conditions in Rivers 
 Weather determined by combination of weather zones and 5 possible weather fronts that move across the map 


V. Axis Garrisons 

 Garrison Regions - requires minimum garrisons in combat value of troops – changes over time and with major events. 
 Garrison Cities - requires security units and a large garrison – also changes over time. 
 Not fulfilling garrison requirements will increase partisan attacks on rail in the area as well as costing victory points. 


VI. East Front Control Option 
(For Long Campaigns) 
a. East Front Screen provides info on German forces, front line and Soviet offensive potential. 
b. Units may be moved between fronts. Player chooses which if any German units on the East Front are pulled back to refit. 
c. Soviet controlled hexes are shown on the map. 
d. When using EFC Option, game ends when Berlin falls or can last until the end of July 1945. When not using the EFC Option the game ends in early May 1945 (or earlier if Allies capture Berlin) and movement of units between fronts is based on historical movements. 


VII. Amphibious and Airborne Landing Rules 

 Amphibious and Airborne Prep Points and Target Hexes 
 Airpower Impact on Naval Movement 
 Amphibious HQs with Naval Support and Temporary Ports 
 Commando and Ranger supporting landings 
 Separate Amphibious and supporting airborne landing phase at start of other player’s turn 
 Coordinated airborne landings with non-amphibious forces during own turn 


VIII. Multi-role Support Units 

 Support units that can switch between off-map support and on map unit status 
 Large Multi-role units divide into 3 parts when made support units (break regiment into 3 battalions) 
 Support ranger and commando units have special amphibious abilities 


IX. Victory Conditions 

 Factors Considered in Campaign Victory Conditions 
- Cities Controlled Each Turn 
- Damage From Allied Strategic Bombing 
- Partisan Activity (failure of Axis to garrison) 
- Allied Casualties 
- Failure To Achieve Italian and French Beachheads 
- Political Targets (U-boat and V-weapon factories and V-weapon launch sites) 
- Timing of Fall of Berlin 


The Future: War in the … and beyond 
• War in the East 2.0 - a remake of War in the East using the War in the West engine and new map system (another building block foe the mega game). 
• War in the West 1940 (France/Norway/Med) 
• War in the West 1941-43 (Mediterranean) 
• War in Europe - the largest game ever conceived! 
• World at War: A World Divided – iPad 
• Tactical WWII game ala Steel Panthers - Gary mentioned Steel Panthers was the game he most enjoyed creating in his career. 



sabato 20 luglio 2013

I primi screenshots di Brother Against Brother: The Drawing of the Sword

Finalmente si vedono i primi screenshots di Brother Against Brother, nuovo strategico Matrix dedicato alla guerra civile americana. In realtà si tratterà di una serie di giochi con molti scenari, tutti a livello reggimentale e molto dettagliati. Gli autori sono gli stessi di Forge of Freedom.


giovedì 13 giugno 2013

Annunciato Germany at War: Barbarossa 1941

Sul sito Matrix è stato annunciato un nuovo gioco: Germany at War: Barbarossa 1941 simile come stile a Panzer Corps ma probabilmente un po' più profondo.

http://matrixgames.com/products/472/details/Germany.at.War.Barbarossa.1941

"
On June 22, 1941, the largest land campaign in history began, as three German Army Groups advanced into the Soviet Union. Operation Barbarossa was underway and the German war machine was now locked in a struggle which would change the course of World War II.

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.
Additional stand-alone scenarios cover other famous battles and are ideal for head to head play through the integrated PBEM++ system. Your forces follow you through the campaign, earning historical upgrades as you progress and new equipment becomes available on a historical schedule. Units and maps are represented at realistic scales and the combat, movement and terrain systems are all based on real capabilities.

Aimed at all levels, from those who have never played a wargame before to those who know the history of World War II in detail, this is an entertaining and challenging game of combined arms strategy.



Easy-to-use but realistic combat, movement and logistics system
Realistic map and time scales
Ground and Air units as well as specialized unit types such as Engineer and Reconnaissance battalions
Different unit sizes fully modelled and viable, from Tiger Battalions to Infantry Divisions
Wide variety of support units and realistic historical upgrades for each unit type as units earn experience
Historical equipment base on historical availability
Dynamic branching campaign system with player decisions, choose the main German axis of attack after the battle of Smolensk.
Interesting and innovative mission objectives make each scenario unique
In-Game scenario events like bridge destruction, reinforcements based on player actions, news from other fronts, etc.
PBEM++ play via server
Balanced Stand-alone scenarios suitable for head to head play and as either side
Scenario Editor
4 Campaigns:
o Main branching Archangel to Astrakhan Campaign (37 Scenarios)
o Army Group North (3 Scenarios)
o Case Blue (4 Scenarios)
o Operation Barbarossa Short (9 Scenarios)
14 Stand-alone Scenarios
o Drive on Stalingrad
o Dubno-Brody
o Minsk
o Riga
o Road to Demyansk
o Saving Berlin (1945)
o Storming Leningrad
o Tallinn
o Third Kharkov (1943)
o Tikhvin
o Typhoon over Moscow
o Vyazma
o Zhitomir (1943)
o Zitadelle (1943)"

sabato 16 febbraio 2013

martedì 16 ottobre 2012

Rilasciata beta patch di Agosto per Steel Armor Blaze of War

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

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

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

Ecco il change log che avevo già postato:

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

Ed infine due belle immagini:


giovedì 11 ottobre 2012

Prima immagine di Command Ops – East Front

Rilasciata oggi la prima immagine di Command Ops – East Front, l'addon per Command Ops ambientato sul fronte orientale durante l'offensiva russa dell'inverno '42-'43.  A questo proposito se tutto va bene, farà la prima partita online con Highway to the Reich. Poi riferirò.


giovedì 14 giugno 2012

Nuova immagine Alea Jacta Est

Questa è l'immagine della gestione della produzione di nuove unità e rimpiazzi (dilectus era il termine romano per la procedura di leva).

domenica 20 maggio 2012