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Eclipse of Nashira Beta r6181 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: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux.


[ 2016-02-12 13:47:48 CET ] [ Original post ]


Eclipse of Nashira Beta r6181 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: * AI will now lower their population growth if they suffer from overpopulation while at war. * AI will now take aliens much more seriously and design more units in order to counter them early on. * AI will briefly pause defending their formers while they have a colonizer so they can make sure the location they want to found their new city in will be properly defended. * When a city is under siege and the attacker has enough cities to shut down healing completely via one orbital bombardment each turn, the defending AI will now act as if the city was sieged by artillery. * AI will now move their units one tile per cycle as long as there are enemy units in the units' vision range. This allows them to react to units discovered while moving and generally improves their tactical ability with units that have more movement than vision. * AI now considers faction boni for resource yields when evaluating terrain and tile improvements. * AI will now consider resources inside the radius of a hive when evaluation locations to expand to. * Changed how AI determines their relationship to other factions. * A lot of tweaks to how the AI evaluates certain technologies. * AI will now properly defend against aliens and lose newly found cities less frequently to them. * AI will now scan bonus resources in order to nuke them. * AI now prioritizes refitting formers to amphibious formers over any other refits as long as they are not at war. * Slight improvement of AI early game unit composition. * Income generated by units no longer impacts trade pacts. This change significantly reduces lag. * Reverted earlier change that caused the AI to not attack things outside of its territory when being significantly weaker than its opponents. * Improved AI's tactical behavior when fighting with larger amounts of weaker units. * Against an opponent who has enough cities to cease healing with bombardment every turn the AI will fight more recklessly as opposed to sitting back in town and just taking damage. * AI will now value buildings that grant operations more highly. * The AI will now consider standing modifiers for war declarations. * AI now considers the Advance Cost Computation device less useful for watercraft and mechs. * AI is now much better at predicting how someone else will act in the case it would declare war. Beware: this makes it far more likely for them to help each other against a common threat. * When considering war declarations the AI now considers the importance of distance to a possible target less important the when it gets closer to any victory type. * AI will now make an educated guess about how much human players like it instead of always assuming a neutral standing. * Reverted change where AI would value attacking enemy units inside their territory much higher than usual as this could lead to weird behaviour when fightning near borders. * AI will not gather units at a rally point when the unit already is rank 10 or higher. This is to prevent first strikes with nukes becoming too effective. * AI will now prefer to scan nearby enemy cities instead of random ones. Fixed: * Killing spies in transports should no longer result in an automatic unannounced war declaration. * Selling units now grants you the intended 25% of their value instead of 12.5%. * Fixed a comparison error that resulted in the AI not properly ensuring whether or not to build a colonizer early on. * Fixed an error in the evaluation algorithm of buildings that caused the AI to build way too few units early on and making them very susceptible for rushes. * Fixed French translation error. * Fixed an issue where the pact leech of the ambassadors was only 1/25th as strong as it is supposed to be. * Moving units and refreshing your unit positions during turn change no longer triggers a recalculation of your resource yields to be shown in the top bar. This drastically increases performance! * There is now a preselection of unit designs to choose from for the AI. This reduces turn-time by quite a bit! * Fixed an issue where the one tile per cycle movement would cause aliens, who have only one cycle, to not attack after moving. * Fixed an issue where the calculation of what research to pick would be extremely slow due to inefficiently recalculating a value over and over. This drastically reduces turn-times! * Fixed an issue where the AI did not properly consider technologies two technologies down the line by how important they are. * Fixed an issue where the AI believed they could build an improvement on top of fungus. * Fixed an issue where floating units would not move out of fungus when they should. * Fixed a rare crash that could happen when loading a save game. * Fixed an issue where the AI would never cancel an attack on a unit with the Pre-emptive Strike Initiator device even if it wasn't in range. * Fixed updater crash when removing redundant files on Linux.


[ 2016-02-12 13:47:48 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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