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Eclipse of Nashira Beta r5948 Released

Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Reverted change that made spies lose all movement points upon entering another faction's territory. * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * AI will now make two cycles for rush-building in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. * AI will now send idle transports back home. * AI will value colonization spots lower if units of other players are nearby. * AI will no longer retreat a damaged unit to heal when none of the nearby enemy units are strong enough to kill it. * AI artillery units shall no longer move next to enemy units in order to attack something behind them. * AI now puts way more emphasis on production, beware of bigger armies! * AI will now on average be slightly less aggressive. * AI will now send stronger task forces to do pillaging so the pillaging troops cannot be just destroyed by the defender. * AI will no longer try to attack cities with forces smaller than about twice the power of the cities defense. It will then keep the units at home till it has enough. * AI will no longer try to heal heavily damaged units in cities that are under siege. * AI will now try to prevent stacking too many units. * AI will now try to move units through terrain that gives their type a bonus. * AI will now defend more offensively instead of sitting back and waiting to be brought down by area damage. * AI diplomatic behavior reworked once again to be more reasonable. * AI now will consider the defensive structure in order to determine if it should sacrifice units attacking a city. * AI will now request more units for attacking units near an enemy city. * AI now will also use badly damaged units to conquer cities, hives, portals or ruins instead of running them home. * AI will now prevent moving their artilleries through hostile territory. * AI will stop making units when it cannot afford the upkeep cost. * AI is now smarter about how to properly siege a city while reducing losses. * AI will now be very conservative when dealing with aliens and not sacrifice any units at all. * Improved AI technology selection to dynamically consider food and mineral technologies more valuable depending on farmers and miners. * AI will now weight the maintenance cost of purifiers and suburbs more into the decision whether to build them or not. * AI will now build roads only on mountains and forests. * AI will now scout with its starting unit. * AI will now use more units for scouting. * AI will now consider advancements less valuable in comparison to buildings. * AI will now ignore other players units when deciding whether to commit to an attack or not. * General improvements to AI border expansion. * An AI that considers itself considerably weaker than its opponents will now play more defensively. * Removed limitation for how far the AI would go in order to kill a hive. * When having morale issues, the AI will now play more greedy economically and less safe militarily. This will mostly affect lower difficulty levels. * Brought back AI vision range prevention with transports but this time with much better performance. * AI will no longer try to scout and thereby endanger their units in enemy territory when it already knows at least one city's location of that enemy. * AI will now prefer cheaper units and units with higher vision range when scouting. Fixed: * Fixed an issue where the AI would not build buildings that would take less than one turn to build. * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are. * Fixed an issue where the AI would sometimes treat a target within a city as if the city and its increased defensive capabilities weren't there. * Fixed an issue where the AI would refuse to step on fungus in order to siege an otherwise unreachable city. * Fixed an issue that made all AIs way more aggressive than intended. * Fixed an issue where the AI would ignore empty Messari portals. * Fixed an issue where the order of commands for Tangaroa Watercraft was not in line with all other units. * Fixed unit rank not being applied to units spawned by Colonization Fervor. * Fixed an issue where the AI would cease to explore when it wanted to explore a tile in the water but lacked the advancement to get there. * Fixed an issue that could prevent the AI from stepping into ruins when enemy troops were nearby. * Fixed an issue where AI artillery sometimes would not shoot at units sieging their city. * Fixed an issue where the AI would misjudge the amount of turns an attacking unit would require to reach a target. * Fixed an issue where AI would not know where to retreat their units to if all cities are under siege. * Fixed an issue where the AI would use bombardment on non-hostile units if they were in enemy territory. * Fixed an issue where AI naval units would try to retreat to a non coastal city. * Fixed an issue where the AI would pointlessly sacrifice units.


[ 2015-09-09 21:54:39 CET ] [ Original post ]


Eclipse of Nashira Beta r5948 Released

Opt-in to the beta version by right-clicking on Pandora in your Steam library, choosing Properties and selecting the beta under the Betas tab. Changed: * Reverted change that made spies lose all movement points upon entering another faction's territory. * Increased research costs for mechanization and transcendance eras. * AI now considers the cost of a technology instead of its tier when weighting its value against other technologies. * AI now considers defensive buildings as vital. * AI will now build less units with flamethrowers once mechanical units are available. * AI will now only stop to heal their colonizers when they are severely damaged. * AI will now be more likely to fight with damaged units when they are in a city under siege in order to try and break the siege. * AI will now be even more careful about using artilleries. * AI will prefer defending with biological units while sending tanks to the attack. * AI considers technologies that grant flat bonus buildings more valuable. (This will help the AI get the Recycling Tanks from the AC Factions Mod, which they would often ignore before.) * AI now considers the safety of a city location in regards to aliens much more important. * AI will now again send the closest potential defender to an undefended city instead of the best. * AI will now make two cycles for rush-building in order to prioritize buildings and advancements over units. * AI now only considers cities it actually knows when deciding whether to build naval or land units. * AI now makes the same considerations about building Colonization Fervor that it does when deciding whether to build colonizers. * AI will no longer acquire targets with its land artilleries that it cannot reach. * AI will no longer attack unaggressive aliens when it would win but could lose its unit in the process. * During a siege the AI will now retreat units that could be killed by the city's defenders. * AI will no longer try to heal its damaged units while enemy units are nearby. * AI will now send idle transports back home. * AI will value colonization spots lower if units of other players are nearby. * AI will no longer retreat a damaged unit to heal when none of the nearby enemy units are strong enough to kill it. * AI artillery units shall no longer move next to enemy units in order to attack something behind them. * AI now puts way more emphasis on production, beware of bigger armies! * AI will now on average be slightly less aggressive. * AI will now send stronger task forces to do pillaging so the pillaging troops cannot be just destroyed by the defender. * AI will no longer try to attack cities with forces smaller than about twice the power of the cities defense. It will then keep the units at home till it has enough. * AI will no longer try to heal heavily damaged units in cities that are under siege. * AI will now try to prevent stacking too many units. * AI will now try to move units through terrain that gives their type a bonus. * AI will now defend more offensively instead of sitting back and waiting to be brought down by area damage. * AI diplomatic behavior reworked once again to be more reasonable. * AI now will consider the defensive structure in order to determine if it should sacrifice units attacking a city. * AI will now request more units for attacking units near an enemy city. * AI now will also use badly damaged units to conquer cities, hives, portals or ruins instead of running them home. * AI will now prevent moving their artilleries through hostile territory. * AI will stop making units when it cannot afford the upkeep cost. * AI is now smarter about how to properly siege a city while reducing losses. * AI will now be very conservative when dealing with aliens and not sacrifice any units at all. * Improved AI technology selection to dynamically consider food and mineral technologies more valuable depending on farmers and miners. * AI will now weight the maintenance cost of purifiers and suburbs more into the decision whether to build them or not. * AI will now build roads only on mountains and forests. * AI will now scout with its starting unit. * AI will now use more units for scouting. * AI will now consider advancements less valuable in comparison to buildings. * AI will now ignore other players units when deciding whether to commit to an attack or not. * General improvements to AI border expansion. * An AI that considers itself considerably weaker than its opponents will now play more defensively. * Removed limitation for how far the AI would go in order to kill a hive. * When having morale issues, the AI will now play more greedy economically and less safe militarily. This will mostly affect lower difficulty levels. * Brought back AI vision range prevention with transports but this time with much better performance. * AI will no longer try to scout and thereby endanger their units in enemy territory when it already knows at least one city's location of that enemy. * AI will now prefer cheaper units and units with higher vision range when scouting. Fixed: * Fixed an issue where the AI would not build buildings that would take less than one turn to build. * Fixed an issue where damaged AI units would walk all the way back home instead of healing where they are. * Fixed an issue where the AI would sometimes treat a target within a city as if the city and its increased defensive capabilities weren't there. * Fixed an issue where the AI would refuse to step on fungus in order to siege an otherwise unreachable city. * Fixed an issue that made all AIs way more aggressive than intended. * Fixed an issue where the AI would ignore empty Messari portals. * Fixed an issue where the order of commands for Tangaroa Watercraft was not in line with all other units. * Fixed unit rank not being applied to units spawned by Colonization Fervor. * Fixed an issue where the AI would cease to explore when it wanted to explore a tile in the water but lacked the advancement to get there. * Fixed an issue that could prevent the AI from stepping into ruins when enemy troops were nearby. * Fixed an issue where AI artillery sometimes would not shoot at units sieging their city. * Fixed an issue where the AI would misjudge the amount of turns an attacking unit would require to reach a target. * Fixed an issue where AI would not know where to retreat their units to if all cities are under siege. * Fixed an issue where the AI would use bombardment on non-hostile units if they were in enemy territory. * Fixed an issue where AI naval units would try to retreat to a non coastal city. * Fixed an issue where the AI would pointlessly sacrifice units.


[ 2015-09-09 21:54:39 CET ] [ Original post ]



Pandora: First Contact
Proxy Studios
  • Developer

  • Slitherine Ltd.
  • Publisher

  • 2014-05-30
  • Release

  • Strategy Simulation Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 32  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (516 reviews)


  • Review Score

  • http://pandora.proxy-studios.com/
  • Website

  • https://store.steampowered.com/app/287580 
  • Steam Store

  • The Game includes VR Support



    Pandora: First Contact - Linux 32 [646 M]Pandora: First Contact - Linux 64 [647.07 M]Pandora: Eclipse of Nashira - Linux 32 [687.7 M]Pandora: Eclipse of Nashira - Linux 64 [688.87 M]

  • Public Linux depots

  • Pandora: Eclipse of Nashira
  • Available DLCs

  • Pandora: First Contact is a science fiction 4X turn-based strategy game on a planetary scale.

    In the future, factions have risen up from opportunities and ideologies independent of governments. Private corporations and religious movements have started wars over greed, ideology and power. Many have died and many lands lay in ruin. Planet Earth has been exhausted and colonial attempts on other planetary bodies have been in vain.

    Finally, after decades of exploration, an interstellar probe has brought promise of a new world many light-years away. The most powerful factions have gathered their best men and women to send on a long journey to Pandora.

    Far from desolate, the earth-like planet has been found to host a plethora of indigenous life forms. While the gigantic monstrosities inland and at the oceans seem relatively calm, human-sized bugs and fungus are threatening to stop mankind's expansion.

    As the various factions strive to take control, each will research and develop numerous new technologies, discovering new weapons and industry, whilst opening trade agreements and forging alliances with other factions to gain a foothold. As they spread, they will discover ancient ruins from alien civilizations that will grant them advantages over their rivals.

    Key Features

    • Explore a new world harboring a variety of eco-regions, from the frozen ice lands of the north, to vast deserts and lush tropical forests in the south.
    • Survive encounters with the planet's dangerous wild life. Deadly swarms walk the lands and agile predators fly in the skies. There is even talk of a giant creature in the oceans.
    • Live in harmony with nature or use it to further your cause. The indigenous life will react to your actions and treat you accordingly.
    • Discover ruins and artifacts, the relics of an ancient alien civilization long forgotten that can give you an edge against the planet life and other rivaling factions.
    • Found new cities to expand the borders of your empire. Manage cities by adjusting the tax rate, choosing production and assigning colonists to jobs.
    • Operate a fully globalized and pooled resource and growth system. Specialize one city to harvest minerals while churning out units in another.
    • Adapt your empire to pressing demand. Your colonists will migrate between cities based on factors such as pollution and living space.
    • Shape the landscape with terraforming, construct farms, mines, forts, and other improvements to increase the productivity of your colonies or to fortify positions.
    • Progress through a vast randomized research tree spanning dozens of technologies providing operations, buildings, units, weapons, and more.
    • Negotiate trade and research pacts with other factions for mutual benefits. Forge alliances to stand united against common foes.
    • Design your own units by choosing from a range of different classes, armors, weapons, and devices to maximize the strength of your forces.
    • Command vast armies across the battlefield against enemy factions, making use of the variety of terrain types to gain an advantage.
    • Unleash hell on your opponents with powerful military operations, ranging from drop pods behind enemy lines to black hole generators eradicating entire landscapes.
    • Prove yourself in multiplayer with friends or strangers and discover entirely new strategies.
    • Customize your experience through easily moddable XML data and well-known image and audio formats.
    MINIMAL SETUP
    • OS: Linux
    • Processor: Intel Core 2 or equivalentMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.0 compatible with 256 MB VRAM (NVIDIA GeForce 6600 series / ATI Radeon 9500 series)
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Linux
    • Processor: Intel Core i3 or equivalentMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 2.0 compatible with 512 MB VRAM (NVIDIA GeForce GTX 260 series / ATI Radeon HD 4870 series)
    • Storage: 2 GB available space
    GAMEBILLET

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    1.67$ (16%)
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    11.99$ (20%)
    42.24$ (16%)
    3.81$ (81%)
    8.47$ (15%)
    17.39$ (13%)
    8.17$ (18%)
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    16.74$ (33%)
    2.65$ (82%)
    8.47$ (15%)
    6.55$ (18%)
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    4.72$ (69%)
    16.79$ (16%)
    4.19$ (16%)
    21.22$ (15%)
    14.75$ (2%)
    4.24$ (15%)
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    2.94$ (58%)
    2.5$ (75%)
    1.13$ (77%)
    1.5$ (92%)
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    6.39$ (20%)
    1.5$ (85%)
    0.85$ (83%)
    2.0$ (90%)
    18.75$ (62%)
    1.91$ (87%)
    2.5$ (75%)
    1.84$ (74%)
    1.88$ (81%)
    6.0$ (85%)
    6.8$ (66%)
    0.98$ (92%)
    6.25$ (75%)
    3.75$ (62%)
    5.5$ (75%)
    1.5$ (81%)
    0.94$ (81%)
    0.56$ (81%)
    3.0$ (85%)
    1.5$ (90%)
    4.79$ (40%)
    3.5$ (65%)
    9.99$ (50%)
    8.1$ (73%)

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