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File: anton rayne.jpg (28 KB, 474x632)
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i hate monica
>just enact these clearly tyrannical feminist policies in every playthrough
>in the middle of a depression by a vehement nationalist man since university who promised to protect national values
Why couldn't you pick a wife or not marry at all in the prologue, she seems fit only for a red youth play through and just shoehorned into other scenarios. why can't i fire ministers while at it? I want Symon to run education, interior and the econ at once, probably leave the country to him as an appointed successor if possible.
Imagine amassing a harem of women from every neighbor as a part of diplomacy. Housebreaking the queen with 2 kids seems like a great reward for the player desu.
Haven't played the expansion yet, can you go full absolutist? monarchs are pussies in this game, the queen shot my plane down so i shot hers to call on to not nato which i joined and lespia and agnolia to destroy the rum subhumans with ease but noo, she just bitched out at the not UN
238 replies and 52 images omitted. Click here to view.
>>
>>2456379
Those mouth gluing biscuits the commie lady gives you without tea if you piss her off
>>
Seeing Sordland from the inside demonstrates why not all countries can be democracies. There are certain prerequisites that have to be met or the whole thing will go to shit. The number of corrupt compromises you have to make to, say, liberalize the constitution, the extent to which you have to limit your own ability to fight corrupting forces, is utterly demoralizing. I did that hippy dippy path my first time through - never again. Sordland is a hive of scum and villainy and needs a full fucking purge.
>>
>>2459290
It's literally Turkey and people try to play it as though it's America. Being a corrupt but primarily in the service of a greater good rather then self-enrichment is the best you are going to get.
>>
>>2459318
Ironically, America has basically turned into Christian Turkey.
>>
>>2459344
Meh, parts perhaps but you have to balance it out State by State. That analogy works for a good chunk of the nation but falls laughably on it's face when you consider California and New York exist and are leading powers both culturally and economically. I know Ankara and Istanbul can be kind of faggy but it's a whole different ball game in the US. Sordland's experience would probably be better if it was closer to Turkey rather then the mismatch of Franco-Ataturk just to ground itself more.

File: THE BIG 3.jpg (162 KB, 1280x720)
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post and discuss stealthkino
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>>
Is 63 Days the most recent game in the genre?
>>
>>2456211
>Not really, it tries too much to be like the Mimimi clones (fucking bushes and time pause) so it kinda loses its soul.
...and that makes it not closer to 1 than 2 how???? It's literally Commandos 1 if remade for the modern audience.
>>
>>2456215
what's that?
>>
>>2457020
Made by the devs of War Mongrels, it's set during the Warsaw Uprising.
>>
Any good mods ?

File: m2tw.jpg (199 KB, 500x711)
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>Full RAM utilization, no need for 4GB Patch
>Lightning Fast Turn Times and Menus
>Pike & 2-Handed Units Fixed
>Modernized Camera Controls
>Improved AI & Diplomacy
>Sharper graphics
>More informative UI
>No Faction Limit
>No Region Limit
>No Unit Limit
>Numerous QoL features
>compatible with the majority of classic mods like SS 6.4, Broken Crescent, EB2, etc.

We are about to enter the a new golden age of modding. Come home.
508 replies and 70 images omitted. Click here to view.
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>>2459513
scripts not working, factions don't spawn, rebel garrisons not spawning, shifting unit cards will cause them to disappear from the bottom UI
theres probably more but I'm not going to QA test it further than a few turns
>>
>>2459253
the army routing after they get attacked in the flank and rear is unrealistic?
>>
>>2448015
Did the mod change the difficulty? I remember very hard/ very hard being very easy even when I was a kid.
>>
>>2460198
These games lose all semblance of difficulty once you discover that the AI is utterly incapable of guarding its flank. At that point, Total War is only fun in multiplayer.
>>
>>2460137
not that guy but the prevalence of battles that end that way definitely are. Unless you make the ai good at countering flanking (never going to happen) or limit the mobility of cavalry you have to limit the charging power of cavalry to get anywhere close to historical accuracy.

File: Darkest Hour.jpg (41 KB, 460x215)
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Still the best WW1 and WW2 simulator.

Mods Summarizes and Links: https://pastebin.com/3UwV79Pq

Official Patch 1.05.2 (works on the gog installer)
https://forum.paradoxplaza.com/forum/threads/darkest-hour-patch-1-05-2-hot-fix-release.1530186/
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>>2452695
>not building cav
soulless
>>
File: Hashemite Campaign 22.png (1.05 MB, 1920x1080)
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>>2452695
I did at the start
By that point in the game I had a good industrial base so I produced armoured divisions
>>
File: GPO Final Phase.png (1.52 MB, 1920x1080)
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Edge of Darkness is the most kino mod for DH
>>
>>2448654
Whenever I'd play DH after, I'd miss the advanced sliders so fucking much.
>>
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Fatherland > TNO

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Cyber Knights: Flashpoint just got out of the EA.
It's an xcom-like cyberpunk turn-based tactics.
Thoughs?
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>>2454843
This. Love that the devs constantly add new stuff every months, but I'm getting bored of the same missions and maps now.
I can only take one too many high-rise VIP assassination mission before I lose my mind.
>>
PET CLASSES WHEN

I feel like they were promised a year ago and we still have no ETA.
>>
Haven't played since 1.0 release, and the game felt like it was still in early access. Has it improved since? Did they add any kind of animation to charge yet?
>>
>>2456746
Animations haven't improved, but many other areas of the game have.
>>
>>2057168
VENERABLE thread

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I couldnt find any lately so i decided to make one of my own.

Are there any up to date Guides?
I tried techmaxxing and it got me until 1993 before i collapsed.

Also, is it even worth it to play as a Reformer? My best runs have always been Chernenko -> Grishin/Gromkyo
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>>
File: WHY.png (99 KB, 870x160)
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Ron Paul has been president for a Year now, America has left NATO and the stats in the Image havent changed since 1989. Why havent they collapsed?
>>
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>>2454461
because you're in the good timeline.
>>
>>2453226
I will have to keep waiting for a playable Belarus simulator
>>2454468
The real question is how would Ron Paul respond to the Soviets invading West Germany post NATO exit.
>>
KARL
MARX
>>
>>2415675
But have they fixed the grammar?

File: SEG1.png (2.26 MB, 1805x871)
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So, what did we think of the new Republia DLC?
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>>
>>2418733
>hiring an artist.
Yeah brilliant idea.
Why use AI to do these irrelevant details when you can pay more and hire some troon furrfaggot to make "art" and give him a wedge into your project.
Never give anyone any idea ever.
>>
>>2449511
Get some bikes or buggies for exploring, militia work too but having some speed helps with random units wandering into your territory. Also if you have units spaced out by a hex or two your zone of control will keep enemy units from beelining past them.
I add more councils after I build up my BP, but you can have the secretary set the new councils BP points to zero before assigning a leader so they get xp for the leaders without pissing them off
>>
>>2449511
Depend on your settings.
33m tall kaiju? Well keep your units in tight ranks and run back if they come to your line.
Low populated peaceful planet?
Use inf for take choke points and use 6units trucks to claim lands. Move part of your inf close to enemy's positions when you meet enemy.
>>
>>2417336
its good at ignoring game mechanics the player has to follow or lose
>>
>>2416866
The SOUL

File: images.steamusercontent.jpg (681 KB, 1920x1080)
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1.0 is up
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>>
>>2449035
Tried Stardeus today.
It didn't hook me like Space Haven did. Its design feels very derivative. Take this from Rimworld, that from Starsector, etc. It lacks its own cohesive identity.
Production values are also quite amateurish and all over the place, whereas Space Haven is a bit more unified.

But more than that, Stardeus seems to suffer from "everything and the kitchen sink" design with no regard to what actually adds value to gameplay and what's just tedium or clutter. So you have stuff like power poles that you have not only manually link to each other, but also manually link to literally every powered device. Probably three times more different power poles than in Factorio. And countless different ways to do the linking via the UI. A smarter designer would just have culled the entire system at its infancy and went with something faster to implement and more fun to play with.

I like Space Haven's RTwP combat micro much better than that of Rimworld clones. They're very similar by all means but the devil is in the details.
Can't say much about ship combat since I didn't get that far yet and the tutorial wasn't very deep. But enemy ships appearing as singular sprites rather than the real block-by-block shipform is just lame and kinda antithetical to the genre.

But Stardeus does have a few cool things going for it, like the ability to pull disconnected parts onto your ship and attach them to it. Very few block starship building games offer a proper ability to move subgrids like that.
It also has modded Rimworld's extreme pawn modifying autism which probably adds quite a bit of lategame minmaxing opportunities to your crew, but honestly I'm not terribly excited about it.

It's not excellent, but it's worth trying if you like these games. I'm gonna play a few days more to see if it gets bette past the earlygame.
>>
>>2402907
>>however, there is no reason to build anything but a square brick
>>2403257
>This is one of my big gripes, ship design is meaningless and there's no incentive to be creative outside of ePeening screenshots
That's not true in the slightest, not for Space Haven and not for any game in the genre.

Ship external shape/size design is often directly linked to game mechanics like mass, thrust cost, shield capacity, pressurized volume, ablative armor, etc rewarding good designs over grug bricks. Sometimes having a slim ship even helps with dodging either directly numerically or indirectly by presenting a smaller target profile against threats like space rocks. In Space Haven it also allows covering the whole ship with overlapping point defense weapons without compromises.

Ship interior design matters for things like damage control, logistics flow, extensibility, etc.
You see this frequently in action when flying neutral in Space Haven and letting NPC factions duke it out. Certain ships always lose to their peers because their design is hot garbage. Stuff like a lot of weapons and shields clustered in one spot.

I wish Space Haven had some sort of ship library and testing mode like Cosmoteer. The ship point systems and fleet size limits make ship/fleet design quite interesting and unique. One of the better systems in its genre.
>>
>>2453601
You didn't articulate what you're describing as pertaining to Space Haven other than point defence, and there's nothing about point defence coverage that rewards a long brick more than a square brick.
>>
>>2453653
I was speaking generally but most of it applies to Space Haven. Mass, warp cost, shield capacity and even rock dodging all favor compact ships.
The PD example is made significant by limited point system and limited range. A roughly 1x3 sized ship needs quite literally half the points in PD for same effect than a 2x3 or 3x3 brick.

And for internal layout I did bring up an example from Space Haven. Ships with poor damage control are hot garbage that lose to pretty much everything in their size/power point class. The effect of clustering different small external devices compounds due to turret inaccuracy and AI random targeting having a bigger chance to target the cluster. When shields go down, one volley will pop everything. Even worse if the devices are not isolated to their own rooms.
The effect of logistics flow is hard to quantify but it is the most important quality of any ship layout. Moving crew and items from A to B is the largest factor in optimizing production chains and the sole factor in determining response times to manning bridges, engaging boarders, or launching fighters. Hell, having a really poorly optimized internal layout could even mean your crew has to work in 3 shifts instead of 4 which would be a gigantic loss.

None of these things have a huge impact on their own, but they all add up.
In general, a smaller hull is always better than a bigger one with the same core points.
You can make bricks too, but they fucking suck. A brick is basically the low IQ solution to ship extensibility at the cost of everything else.
>>
>>2449012
BROTHER COME ON

File: Dust Front.jpg (38 KB, 460x215)
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The Demo for Dust Front is releasing on Monday, it seems youtubers have gotten early access to the Demo already.
Here's the video for the Demo Trailer:
https://youtu.be/q4m_KvHLXuo?=TCE2cwyT1BlW6YpR
Actual Gameplay + an Overview of the mechanics:
https://youtu.be/vnSMPsap4zQ?=UN9CTTohNnOhJXoA
And it seems that Dimon got his hands on the guy who did the music for Terminator Dark Fate Defiance:
https://youtu.be/tDetWO0yhhQ?=xht3P9JvS55moYvD
I have been waiting for this game for a very long time, it seems to be better than I initially expected.
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>>2435488
size file too big for demo
>>
>>2450526
I didn’t know that. Something to keep in mind if I get around to messing with windows me and xp64 on junker pcs.
>>
>>2435488
Dust Front gives players what they want.

ZeroSales gives game designers what they want.

Remember how Operation Metro was the most popular map in BF3 and DICE designers spent years afterwards saying how it was the worst thing they ever made and trying to avoid recreating any of it ever again?
>>
>>2428355
this feels like a browser game.
>6% cpu, 12% gpu
the only good thing about it; it runs on every potato and the filters make the low poly graphics look better than they normally would be.
>>
>>2429252
Lmao

>make a single mistake
>everything is fucked up
kinda bullshit but still like it
11 replies and 2 images omitted. Click here to view.
>>
>>2454356
This game improved at least 50 times once I muted voices.
>>
>>2458460
but how will you know how amazing last night was?
>>
>>2458521
>i can hear it now
Hope you miss walling in a small forest path.
>>
>>2456145
>>2458442
I've come back from worse situations than that. You can survive a lot worse than you think by spamming walls and microing your troops to keep them alive.
>>
>>2454356
OST for this game is great for setting the mood when playing bomb busters (a boardgame about defusing bombs).

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why are the jewSA overpowered in every game?
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>>
I still remember a game I played more than 10 years ago. The other player choose Air Force so I picked up Infantry even though I almost never play him. I expected him to change for another general but he didn't.
So I just made a Troop Transport (as it is cheaper than making gattlingmen from the barrack), sent them to his ressources point, and he had no answer so I just won.
To this day, I still don't understand what he expected.
>>
>>2427113
>Avengers
Oh my science, Jarvis... Wished the lasers also melt inferno cannon and nuke cannon shells and I think in USA 4 - Black Gold, those things really help against the rocket buggy and scud launcher rushes.
>>
>>2423701
>>
>>2424235
I like bombardment because the cannon on the strategy center actually shoots kek
>>
>>2432030
They eat up space

File: 1775476175391465.png (428 KB, 1015x731)
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Primae Noctis Updated to 1.4.6 Edition

>(looted): >>2403040

>M&B Wiki
https://antifandom.com/mountandblade/wiki/Mount_&_Blade_Wiki

> BANNERLORD
>Latest Patch Notes - WS v1.1.1 / BL v1.3.13
https://steamcommunity.com/games/261550/announcements/detail/517481543704250508?snr=2___
>Pastebin
https://pastebin.com/tAvcAbpT
>Custom Banner Maker
https://bannerlord.party/banner/
>Banner Code Sharing

Comment too long. Click here to view the full text.
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>>
>>2460156
*burps on your dick*
>>
Thoughts on AI slop text etc mods?
>>
>>2460320
AI influence is praised by all
>>
>>2460320
Not really sure how it works, but I'm not going to pay to use a model for a mod and I doubt I have enough vram to run both bannerlord and a local model too.
>>
>>2460420
there is another AI mod that uses a site for the model that seems to be free. never bothered checking it out properly.

File: songs-of-conquest.jpg (276 KB, 1536x864)
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is on sale for free. Is it worth the price? Looks like heroes 3 clone.
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>>
Man I tried Olden Era and it's just completely failing to hold my interest. Not sure if it's my age, but so much just seems like a tedious chore in that game and I'm getting almost none of that "adventuring" feel I remember from older entries. Anyways, was wondering if you guys got any of that with Songs of Conquest.
>>
>>2421893
>is on sale for free.
but so is every other game and all the time
i don't see why it was necessary to mention this
>>
>>2457517
>Anyways, was wondering if you guys got any of that with Songs of Conquest.
Well, yeah. Music is comfy, pixel art style looks nice, and unless you wanna play on the harder difficulties, you don't really need to turn your brain on and min-max every turn and encounter.
>https://www.youtube.com/watch?v=VDMwetxTV4s
>>
>>2457535
>is on sale for free
>is being sold for a reduced price
>the reduced price is $0
>"but so is every other game and all the time"
no, retard
>>
>>2440719
An hero of the realm!

File: aRTS.jpg (90 KB, 1200x850)
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What's your favorite action strategy game and why? What makes an action strategy game?

I use a similar definition as aRPGs. An RPG is an aRPG if the player's hand-eye coordination can have a disproportionate impact on the resolution of the character's action (i.e. if you can't hack and slash, even the best swordsman character dies to random mooks, or if you jump/move into a gap in trees or a rock formation, your character can shoot or even hack an enemy to death that he wouldn't be able to beat stat-wise).

Now, with action RTS games specifically, one could argue that hand-eye coordination is already important because of the impact of high APM micromanagement. So just having an emphasis on micromanagement isn't enough. I'd say the best example is something like Mount & Blade, where you can do third person micromanagement of your troops and it would probably have a big impact on battles. For most players, however, the big impact on battles comes from their own action RPG combat performance during battles. Like if you're skilled enough, it is hypothetically possible for the player to wipe out entire armies while barely interacting with the strategy segment / barely commanding his troops. But Mount & Blade has far more dominant RPG elements to be just an aRTS.

I'd say the most famous aRTS examples are Sacrifice and Black & White (pic related).
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>>2430770
Brutal Legend's gameplay is pretty fun and doesn't even feel jank to me personally. The thing is that the campaign does a kind of a bad job at introducing a dumbass player to the RTS parts. Enemy heroes in it are immortal and only fly away if damaged somewhat (but you can stunlock them and end up fighting them way longer than need), various useful battlefield commands are hidden as rewards on the map (I mean it's okay if you can unlock them all or most before the first RTS match but I am not sure). the flight is given only during the SECOND RTS mission and dumbass player might not realize how useful and good it is.

I've played multiplayer and even though I would say I was far from a good player (though just playing as help and leaving the most important RTS stuff to a better player was really fun) but after playing it I went back to campaign missions and breezed through even those that gave me quite the trouble before.

>>2438476
>find a youtube video where Jack Black plays the intro
>he watches videos and narrates everything like "Jack Black does x"
>it gets to the Battle Nun fight
>he skips her into because he is clearly afraid to say "Jack Black finds that monster chick both ugly and sexy in a strange way"
Kek. I think he did a good job as Eddie and Eddie is still his own character so whatever.
>>
>>2391881
>Black & White
loved that lil nigga like you wouldnt believe
>>
tfw never going to get another black and white game and peter molyneux has somehow regressed to making uglier and shittier games.
>>
>>2455894
Kind of sad that all the studios that tried to create crazy off the wall shit in the 90s-2000s either couldn't live up to their vision or failed to bring in enough money. They've all either been dissolved, absorbed, or downgraded to safer mainstream appeal. Zoomers/Alphas have no idea how good older gamers had (and squandered) it.
>>
>>2430533
Based ostfront player

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its the best civ game ever and its not even close
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>>2448814
NTA but they revamped how generals work and its a really fun change. The army units themselves no longer promote but the generals do and provide buffs to the units around them, they also let you pack up units into the general to move them around so it makes mobilizing armies a lot more user friendly. They add a lot to unit positioning and make wars a little more fun to manage. Even some people who hate the game overall admit the generals and finally adding navigable rivers were the two good things to come out of it.
>>
>>2438243
Did they ever fix the map sizes being ridiculously small?
>>
>>2438243
for me to poop on
>>
>>2447639
Biggest con is that its basically just 2 ages and a half. Someone is always winning 40-50% into modern era, games feel super short because of it

Antiquity and exploration are pretty fun though
>>
>>2438244
>>2438243


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