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v1.21.2 Released to Testing Build

Hello again everyone! Testing build has been updated to version 1.21.2. If you're interested in trying it out but don't know how to switch versions, you can view our tutorial here: http://www.ventdev.com/forums/showthread.php?tid=2594 So what's new? v1.21.2 features the new Map Loading System. This system allows you to select a map to play on. Each map has different cities or territories, turn events, data, etc. Currently this system only features 3 maps. The first being the "Classic Map" which most of you have played on. The second map is "Test Dot City" which is used to test our dynamically generated map system (more on that in a little bit.) And the final map is a territory based map from v0.1 of GearCity, named "Oldschool Territories". Both "Test Dot City" and "Oldschool Territories" maps are test maps for two new(and better) maps that will be implemented by v1.22. As such "Test Dot City" will eventually be replaced. "Oldschool Territories" will remain in the game, however a better, fancier looking territory map will also be added. Besides all the map loading stuff, we finished a video settings editor with GUI. This editor functions on all three supported OSs. And will be used to select mods in the near future. You can also fix/change video and in game settings with this tool. We also started working on the Mod Tools. Currently four of the 15 or so tools are completed. The City Editor, The Turn Events Editor, the AI editor, and the Map Editor. All four of these work in conjunction to make maps for the game. Including the ability to edit existing maps. For instance. You can load "Test Dot City" map and add a new city. It will automatically appear in the game (when you start a new game) without the need for any 3d modeling software. This is called the "Dynamically Generated" map. :) Currently there is no documentation for use of the mod tools. I will make a thread in the Mod section of the forums with a very quick overview. Detailed documentation will come after I implement the game Wiki sometime in March. v1.21.2 also has a number of bug fixes from v1.21.1 release. There is still more to do in this respect, so the old v1.21.3 has been pushed back to v1.21.4, and now v1.21.3 will be mostly bug fixes, 2 or 3 missing features, and maybe the new dot city map to replace the "Test Dot City." I'm hoping to push this out less than a month, however a few real life issues may keep me out of office more than normal, so I can't guarantee it. Change Log ------------------------------------------------- -Stand Alone Video Settings Editor -First Phase of Mod Tools -City Editor -AI Editor -Turn Events Editor -Fixed bug displaying administrative benefits demand amount in the action memo. -Fixed bug in vehicle manufacturing strike auto wages. -Possible fix to strikers demanding less wages than they make. -Fixed Sound Effects Volume Setting not being loaded. -Limited company's profitability's effect on preventing benefit negation values. -Added Administrative skill effect on benefits negotiation. -Fixed bug which did not reset morale when successfully negotiating benefits with a department. -Adjusted the time when we calculate demanded Benefits Rate. (At the same time fixed a bug in the old calculation that caused too many request every 3 years.) -Slowed the rate of morale decline if your benefits are too low -Fixed District Branch Filtering in Mega Menu -Fixed bug which causes factory lines to be applies to the wrong vehicle in Mega Menu -Fixed bug which gave marque's too much benefits on Image ratings from marketing compared to parent company -Fixed Auto-Marketing crashing when player has no branches -Possible crash fix with aerodynamic drag calculations when clicking the Ratings button on certain video drivers. -Fixed bug which caused HQ selection to break when you return to the main menu from one game to start a new game. -Fixed crash in shader system when going from stand alone car designer to in game car designer then exiting to Office. -Possible fix to Monthly Report and others missing some inventory vehicles in certain conditions. (Not sure if I found all possible conditions.) -Fixed bug with non-ascii characters in save games causing reports not to load. -Disabled key repeat for all characters except backspace, delete, and arrows keys in order to prevent gui character insert issues do to frame timing. IE repeat characters in a text box because you type too fast. -Fixed some bugs with escaping keying windows. -Fixed newspaper hot key crash -Fixed bug which caused the "please wait" popup to come up when starting a new game even if you forget to select a year or difficulty rating, or if your save name already exists. -Fixed bug which caused the contracts to awarded one month too soon. -Fixed bug in which created marques did not have AI Behaviors. (So when they were spun off they acted insane.) -Fixed bug that did not copy shipping distances when cloning a branch. -Adjusted shadow system to get rid of shadow type that causes vehicle paints to be black on some video cards. -Fixed two places that did not copy engine transversed check box when redesigning or copying engine sliders. -Fixed bug which caused reports and factory costs to be miss matched. -Changed "Base Costs" text to "Line Costs" and added a cost per line amount in World Map Factory View Details. -Fixed idle factories not showing up in factory expense report. -Made RnD->Modify->Component automatically open the restore production window if no components are active but discontinued components exist. -Fixed bug that sometimes caused OEM parts revenues to drop to $0 three years into the game. -Fixed missing overview text for two stroke value type. -Fixed crash in Portuguese language file when making a race team. -Fixed crash when deleting old reports in translation files that do not use ascii characters. -Map Loading System -Added "Testing Dot City" map. Uses Classic Map's data, but dynamically loads city based on coordinates. Will be replaced by "Default Map" by v1.22 -Added base map artwork for player created dot city maps. -Added "Oldschool Territories" Map. 23 Territory map designed for v0.1 of GearCity. -Fixed limited/war causing some companies to not function. -Implemented Factory/Branch size/costs/effects modifiers for maps. -Implemented system that allows you to make specific textures for territories/cities. -Map movement now dynamic valued based on size of the map. -Ported Videosettings/Modtools to Linux and OSX. -Removed wiki browser tab, made the wiki open in 2nd reports window. (Freeing up 50mb of ram.) May do the same to chat, not sure. -A couple of minor bug fixes, most of them having to do with the new map system. -Updated translations.


[ 2017-02-10 15:21:17 CET ] [ Original post ]



GearCity
Visual Entertainment And Technologies
  • Developer

  • KISS ltd
  • Publisher

  • 2014-05-30
  • Release

  • Strategy Simulation Singleplayer EA
  • Tags

  • Game News Posts 165  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (1265 reviews)


  • Review Score

  • http://www.gearcity.info/
  • Website

  • https://store.steampowered.com/app/285110 
  • Steam Store

  • The Game includes VR Support



    GearCity Linux [1.25 G]GearCity 64-Bit Linux [3.26 G]

  • Public Linux depots

  • Have you ever dreamed of running your own car company? Do you often find yourself drawing vehicle designs on the margins of your papers? Ever wondered what it would be like to be the next Henry Ford or Enzo Ferrari? Now you can with GearCity.

    GearCity is an Automobile Manufacturing Business Simulator. Design chassis, engines, transmissions, and vehicles. Manage production lines, supplies, prices, and employees. Build factories and distribution branches. Set marketing and racing budgets, and most importantly stay profitable. All while hundreds of AI marques attempt to do the same thing.

    GearCity offers a wide variety of design choices and near endless amounts of freedom when running your company. Do you want to make a pickup truck marque in Africa? A Russian supercar company? A German luxury brand? Maybe you want to be a generic marque in America? Or a budget car company in China? Let your imagination free and choose your own path.

    Armed with a realistic economic simulator with historical purchasing power parity per capita, population, and economic data for over 250 cities, GearCity aims to be a hardcore realistic business simulator. This is not a typical casual tycoon game. Instead GearCity is a modern descendant of the classic 90s management games Detroit and MotorCity. Despite the fidelity of the simulation, once you get the hang of the game it is fairly simple and easy to play. You can choose a more abstract style, or dive deep and micromanage every detail.

    GearCity currently offers:
    120 Years (1440 Months/Turns) of gameplay.
    274 Cities with historical economic and population data.
    300 Marques inspired by real companies.
    29 Vehicle types
    200 Moddable vehicles
    56 Vehicle Accessories
    20 Basic Tutorial Videos
    240 Historical Events
    Dynamic consumer demands based on user input.
    Realistic consumer AI.
    Stock Market system.
    Marque creation, spinoffs, and takeovers.
    Race Funding system.
    Marketing
    Factory management.
    Distribution management.
    Transport management
    Labor and Unions management.
    Lobbying
    Charts
    Data Reports
    And much much more.
    MINIMAL SETUP
    • OS: 32-Bit with glibc 2.17 or higher
    • Processor: 1.2 GHzMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: 128MB with OpenGL 1.2 Support
    • Storage: 6 GB available spaceAdditional Notes: 32-Bit Version
    RECOMMENDED SETUP
    • OS: 64-Bit with glibc 2.19 or higher
    • Processor: 3 GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: 512MB with OpenGL 2.0 Support
    • Storage: 10 GB available spaceAdditional Notes: 64-Bit Version
    GAMEBILLET

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