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On The Western Front Free Download


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About This Game

Grand Strategy on a Small Scale


January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single divis 5d3b920ae0



Title: On The Western Front
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Aggroblakh
Publisher:
Aggroblakh
Release Date: 5 Oct, 2018



English



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It's like Dwarf Fortress but on the Western Front. This game, while still rough, has the potential to become something really great. It's not another hex-and-counter game where all you're doing is shuffling things around like some funny smelling cardboard wargame. It's WEGO. It's alive. The game still needs polish but on the plus side the dev is very active and within a week of me making some suggestions, they were all in the game. That's pretty cool. For $10 it's a relatively easy entry. If you want some detail and meat to your game and don't mind some rather simplistic graphics, give it a go.. Currently the game crashes fairly reliably after under 5 minutes of "play" . I wish I could write something positive about it, but it's just not in a state where I can say there is. There doesn't even seem to be a crash dump collector so that the dev can learn about when there are problems; meaning that one can't expect the problems to be fixed in good time.. Very tricky but really fun, cant wait for more updates i just hope there is a way to make it easier as i seam to hjave to micromanage every unit to put it them in place really good though. Honestly, its a great game with a lot of problems and by that I mean the fact that the game will crash if you try to start 2 new games in one session or that fact that units sometimes just don't do what you ask. The Dev updates and interacts with the community so patches are coming, but the biggest patch that is needed is automation as you have to micro manage literally everything.. Im giving money to a concept I totally love for its development in this game. I hope it becomes as deep and as wide as it could be.. so far the game seems to be a slog with ongoing confusion. I reckon that the developers are trying hard to simulate the actual environment of 1915 trench warfare. graphics serviceable but text is near impossible to read. trying working through the tutorial but sluggish response or no response at all. excited to try this game, it certainly has some potential but it is really rough in its present stage. it is in early access so I will leave it on my machine and hope for the best with timely updates.. First I'm not a guy who recommends a game just because it is EA, or throws money at a dev just because they have a good idea which might be an OK game in a year if they work hard at it. If an EA game is crap and not currently worth buying, I'll say so. But I recommend this. There are two major reasons why. 1. The Dev has proven in the past that he will stick with a game for a long time and come up with a good product (his other game is World Boxing Manager and it has a very similar style to this). He'll update a game even when you think the updates are long since done. His last game, like this one, doesn't look like much at first glance but is incredibly deep and well-balanced. 2. There's obviously so much here, even now in EA. It is an enormous amount of stuff for one person to have done. OTWF has RPG elements in officers and experience. It's got all of the various aspects of trench warfare - air recon and dogfights, barbed wire, raids, tunnelling, supply, weather effects (heavy rain will damage your trenchworks for example). Lots of upgrades like flamethrowers. And it's all well-balanced and thought out. You can just sense it. I've never seen a game quite like this. But man, this is a rough product right now. The tutorial is bad - perhaps it contains all the information you need, but that information is largely inaccessible. You can't look up a specific topic. You have to kick off one of the main tutorials, and if you can't perform one of the tutorial tasks within correctly, the tutorial won't advance. So not only do you not learn the concept you were working on, but you learn zero about all of the features that the tutorial was going to cover later. I've got about 15 hours in this game and there are so many things that I still don't know how to do. You'll do something which seems right based on your limited info, but it doesn't have the intended effect. Drilling troops is an important thing, but I've still not figured out why my troops won't do it. I'm still not sure I'm supplying my men properly. I don't know how dead troops get replaced. I'm not 100% sure how hospitals and injured troops work. I can't put my men on watch duty, which means they won't fire at attacking enemy troops. This is pretty important - there is nothing stopping the Germans from walking right across no-mans land and jumping into my trench ATM. Also the game itself seems to make things harder for you than they really are. For example, you're supposed to keep companies and batallions together on the line, since this gives the units command bonuses and causes your orders to be interpreted faster. But presently you fire up a new game and your platoons are scattered to the four winds. So you're going to spend nearly an hour at first just trying to organize your troops in a logical way. If you're an old style gamer, this feels like when I had my C64 or my 486. And I'd get hold of a good looking, detailed game that didn't come with instructions. And I'd be sit there for hours, putting the pieces together and at the end I'd generally know how to play except there would be one or two key concepts that I'd be completely unaware of. The whole experience currently looks and feels exactly like that. If you're an older lad who is OK with playing a game that has a DOS-era feel, or you're willing to suffer with a bad interface to get good detail and depth, then On the Western Front is worth it right now. I don't regret buying it. If you're not that kind of player but looking for a good, detailed wargame with some interesting RPG elements then wait 3-6 months. I'm familiar enough with the devs work to know that he will resolve all of my listed problems in time.. I cannot recommend this game at the moment simply because it keeps crashing when i try to play until this is fixed i cant recommend this. I bought this game once when it first came out i refunded it shortly after because i the game was in an extreme early phase, Then i re-bought the game in January it was fine i could play it because i play games like this but then they updated it hotfix 8 or 7 when the game kept crashing over and over again the recent update they have done didn't fix this. If you want to buy this game i recommend buying it at a later date.. Very tricky but really fun, cant wait for more updates i just hope there is a way to make it easier as i seam to hjave to micromanage every unit to put it them in place really good though


Hotfix 3 : Hi all, Quick turnaround on this update, as there are a few bugfixes and changes that hopefully make the game a bit easier to play. Bugfixes/Changes: Underground construction works again. I had broken it when I redesigned the unit order list after adding things like field hospitals and kitchens. Redesigned the "Suppress Area" command at the top of the screen. Previously, clicking it brought up a second menu which could be used to select artillery shell types. Now there is a small window with separate buttons, similar to Build Mode. Scheduled artillery bombardments now are colour-coded when selected using the pop-up dialog in the top-right. Cancel and Rest orders have been decoupled. Cancel orders cause units to stop what they're doing and return to an idle state, while Rest remains an AOE order in which you drag an area for your selected units to rest in. Following on from the above update, Rest orders now work for artillery units. Previously, it would assume all selected units were infantry and eliminate all open ground tiles as rest positions after dragging an area. Now I've made it so that artillery units will rest on open ground, while infantry continue to use trenches or houses as rest locations. The AI has been tweaked a bit so that it now attempts to build blockhouses on higher ground, as well as being more proactive in actually garrisoning them.. Help Text : Hi all, I've added Help Text into the game now. It's by no means complete but forms a basis to build upon. Please let me know if there's anything that needs to be explained better and I'll add it in. Some critical blocking issues with the tutorials have been fixed, but they'll be overhauled soon anyways. Other than that, this update is a relatively short list due to the time it takes to simply write all the text. Bugfixes/Changes: Help button is now clickable in the pause menu and allows you to view information about certain aspects of the game. Blocking issue involving subordinate/superior units in Basic Training tutorial has been fixed and takes into account the newer unit information popup. Tweaked the enemy AI to be a bit more aggressive in building structures. Fixed bug in which the enemy AI was not properly rotating its troops to the rear.. Easter Rising. er, Update : Hi all, I hope you're having a nice holiday. I've reworked the reinforcement/fortification mechanic this week, as I wasn't really satisfied with the pointlessness of it as it previously was. Bugfixes/Changes: Reinforcement of trenches is now a binary attribute ie. a trench tile is either reinforced or it is not. A reinforced trench adds duckboards which reduce the movement penalty in trenches and adds firesteps, which increases the sight range of units on watch duty. Conversely, the sight range of units is now reduced by a few tiles. Following on from above, the movement speed of units in un-reinforced trenches has been reduced. Reinforced blockhouses now look different. Unlike trenches, there is no gameplay effect on blockhouse reinforcement other than to make the blockhouse more resistant to damage. Following on from above, the Fortify Blockhouse order now works again. I had broken it with some of the changes I had made previously. Highlights for paths and areas have been reworked to be less of an assault on the eyes. Support units no longer participate in group construction actions when selected. The unit order submenu used to require you to select a group of units that were all the same type. Failure to do so resulted in a truncated order menu with only three orders - Move, Rest, and Cancel. Now you can select units which fall under the same broad category - Combat, Support, or Artillery. That is, you can select a group of rifle units and a few machine gun units and issue an Attack Area order to all of them. Note that ineligible units still will not carry out orders they normally wouldn't be able to. For example, selecting an engineer unit and a supply unit and issuing a Build Trench order would only issue the order to the engineer unit.. Saving is in! : Hi all, By popular request, I've gotten Save/Load into the game. Give it a try and let me know if there are any issues with it. I've tested it thoroughly, but it was a lot more difficult to implement than I thought it would be. There's a bit of a lag when loading games, but as far as I can tell it's working fine. Note that Autosave does NOT work yet, and won't until I'm certain regular saving works perfectly. Changelist: Save/Load Order of Battle tree now shows unit action, so you can see a rough overview of what everyone is doing. 'X' button on unit action menu has been enlarged The ESC button can now be used to deselect all selected units. The pause menu will only appear once all units are deselected. Bugfixes: Small bug where game would revert to full screen when returning to main menu if full screen had been disabled. Numbers on HQ screen, such as casualty figures, etc, are now updated and shown properly. Spacebar can now be used to play/pause the game timer. This was doable before, but there was no delay to prevent the button from flipping on and off rapidly. Assigning a Supply unit to supply an area now deselects the unit properly (so that other units can be drag-selected). Previously, drag-selecting units after using "Supply Area" would cause the Supply unit to move up.. Still Alive : Hi all, Sorry for the lack of updates recently. I've been tweaking the AI, so there's not a ton of new things to visibly show off - it's all been under the hood work. Just to keep up some of the interest, here's a short GIF showing an enemy wiring party at work. I've also added an Air Activity screen. I'm debating on whether or not to allow the user to actually have some control over their pilots, but for now it's more of a "passive" screen that simply allows the user to view more details of currently deployed pilots.. Quabity Auschwitz : Hi all, Some quality of life updates that have been requested by some of you have been included. Destructible terrain not in yet, but I just wanted to release this update in the hopes that it makes the game a bit easier to play. There are some important things addressed here. Bugfixes/Changes: I've redesigned the unit information window so that units and their superiors/subordinates are easier to see and select. Let me know what you think! Autosave now works. You can save daily, weekly, or monthly. The ability to schedule attack orders using the Scheduled Order screen. A Retreat button once you send units over the top. This also works when you use the "Charge Positions" order.. Remembrance/Armistice Day Weekend Update : Hi all, I've added a couple of new features this week! Alternate Font The Settings screen in the main menu now has the option of switching to an alternate font which I believe shows up better at lower resolutions. This can only be done on the main menu, because allowing it from the pause menu would be MUCH harder to implement. Let me know if the new font helps - I can always change it to something else if necessary. Aircraft I've now made it necessary to assign aircraft to individual pilots before sending them out on sorties. It's pretty basic at the moment. Once you get 1,000 Valour points, you can upgrade any of the aircraft to better models, which provide bonuses in combat against inferior enemy aircraft. You can also have pilots change planes if one becomes too damaged. Let me know what you think of this feature. I'm not 100% sure how much detail should go into it, so I'd love the feedback. Bugfixes: In the process of tweaking the aerodrome, I noticed that new pilots weren't being generated. Now, at the beginning of each month, if the number of pilots and/or planes is too low, new ones are generated. Pilot info now contains an icon to indicate whether they are Recon or Escort pilots. Fixed bug in which scheduled orders for dugouts and blockhouses wasn't working. Fixed bug in which Dry Weather Only scheduled orders wouldn't work a lot of the time. Optimized pathfinding a bit, which should reduce some lag whne pathfinding over long distances.. Terrain : Hi all, Early stages of destructible terrain are in! So far only a few building types have included, and only a few different configurations. I want to know what you all think before I start adding more types of terrain and customizing things a bit more. For now, houses act as shelter. They hide units from view, and essentially function as a combination of dugouts and blockhouses (albeit less effective at protecting units than blockhouses). The tradeoff is that buildings obscure lines of sight, and will be permanently destroyed if they take enough artillery fire. I've also taken the liberty of implementing a bunch of the suggestions I've seen in the discussion forums. Bugfixes/Changes: Destructible Terrain Commanders now auto-assigned at start. Aircraft now auto-assigned to pilots at start. Supply units have been tweaked so that they automatically resupply and return to their previous order. This should reduce some of the micromanagement associated with supply lines. This was actually present in the last update, but I forgot to tell anyone. An event log display which can be shown and hidden at will. Coffee and alcohol have been included as new supply types. They aren't limited in number - you can just keep grabbing them from rear lines as you see fit. Coffee provides a temporary bonus to sight range via the new "Alert" status, while alcohol provides a temporary movement boost to help facilitate frontal assaults. Just for fun, each nation has its own version of alcohol. Health bars showing unit numbers, morale, primary supply, and readiness are now included on unit lists. This will hopefully provide more visual feedback with regard to unit status. Fixed the "Loading caches" savefile issue! Best part is, you don't need to restart - you can use the same savefile.. Over the Western Front : Hi all, Decided to focus a bit on the Aerodrome this week, as I've been neglecting it recently. Bugfixes/Changes: Pilots now have traits, just like officers. Pilot balance has been tweaked, so that really good pilots are harder to shoot down, and lower-stat pilots are easier to shoot down. I believe this actually reflects real life a lot better. Following from above, monthly pilot regeneration rate has been increased to compensate for the fact that you will probably be losing more pilots. Pilots now have personal stats, like flight time, number of sorties, number of kills, etc. This is all "flavour" for the moment, but provides a solid base with which to flesh out the individuality of pilots. Feel free to suggest anything else that needs to be tracked. Officers also have personal stats. They're self-explanatory, except for raids. Company commanders will be given credit for a raid when one of the platoons under their command returns with prisoners in tow. Pilots now can develop an affinity for a certain model of plane, causing a temporary penalty when changing planes. This penalty is less than the gains you receive from the new plane, but is still something that needs to be taken into account when upgrading. The greater a pilot's affinity for a certain model, the longer the penalty lasts when changing. I wasn't happy with the rate of wiring that the enemy AI does, as it seemed unrealistically low. Thanks to better optimization of the game in recent weeks, I've been able to tweak the AI so that it lays far more wire than it used to. Fixed potential crash if units were withdrawn as the enemy AI was attempting to target them for bombardments. Fixed bug with supply units randomizing their load type instead of keeping the one they originally had if they return to supply depots automatically. Pilots shot down weren't being properly displayed or tracked, which in turn wasn't updating the number of pilots or planes properly. This should now be fixed. Supply units could restock gas shells without having either gas upgrade unlocked, but this has been fixed.. New Buttons : Hi all, Hope you're all having a good weekend. I've taken into account some of your suggestions and added a few more quality of life improvements: The top right corner of the screen now contains some extra buttons which help highlight things such as which units need supplies or medical attention. Players can now choose to only show units of certain types ie. only Rifle units, or only Machine Gun units, etc. Turning off Fog of War is now an option. This can only be done from the Main Menu when starting a new game, not from the Pause menu.


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