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Early Access Game Update #7


A newly updated version of The Second World War is now available. The team lost a week or so to the holidays and there were a few sick days to overcome. Even with those obstacles, we executed a long list of improvements to the game. Again, most of our efforts have been AI related but we are continuing to add new content, events, feature improvements and of course bug fixes. In this release we are introducing a new scenario called Last Days of Peace. It begins a few weeks before the Invasion of Poland. This allows players to skip the buildup years and get right into the war. Neither scenario is 100% complete so expect to see further balancing and content as we work towards release. A new big addition to the AI has been to give it motivation to create and maintain contiguous fronts against enemies and potential threats. The implementation for this system took us through several variations. Initially the AI tended to become too narrowly focused on specific regions due to strength evaluations. Rather than spreading the units out along a front, we ended up with big stacks that led to gaps in front. Eventually the big stacks became pockets, often surrounded by Heavy Artillery that pounded them to extinction. It was kind of fun to see but not the gameplay we were looking for. There were many factors to consider beside just having an enemy on the border. There is the opposing nation’s strength to consider but also the relationship status. We do not want Canada to think they need troops on the US border and vice versa. Some nations like the Soviet Union are so large that their defensive needs are always greater than what they have available. So the defense priority evaluations are especially challenging for the Soviet AI. They became our ultimate test case while we worked out the rough edges. The AI is also considering potential invasion threats by sea or through bordering buffer states. Support Allies improvements allows the AI to better defend on Allied fronts and fill the fronts throughout their empire. Additionally, we’ve introduced the concept of Secondary Fronts so the AI will now try to create lines of reserves. All the Major nations now have unique Unit Icon images. So you no longer will see a British soldier or Tank in a Japanese unit panel. We’ll soon have all the images in to match the unit you see on the map. Thanks again to all the current users out there that take the time to post messages about issues and ideas. This process would be taking us even longer to get through without your support.

Notes for Early Access Update #7


Content Changes: - Added new pre-Poland invasion scenario “The Last Days of Peace” - Fixed icons for mapview tooltip for food production - Lowered Militia Hitpoint & Defensive Strength - Added Italian, Soviet, French & Japanese Unit Icon Images - Updated Cossack, Huisu & Kyrgyz Communist Flags - Added missing Soviet claim on Tajikistan - Updated Initial Diplomatic Influence for Soviet vs. neighbors - New Soviet-German Axis Trigger - Added events that can damage German-Soviet Relations pre-Poland Invasion - Added Spanish Gibraltar claims - New Argentina Coup and Axis Decision events - Added Soviet Armistice event - New Brazil Joins Allies, Nationalists Coup Attempt and Communist Revolt events - Added German Claims in Africa event AI Changes: - Implemented AI to maintain Front against enemies and threats - Front AI will avoid creating gaps when evaluating regions to invade - Revised defensive AI to spread along contiguous fronts - AI accounts loss of defense in a region for moving troops in the support allies plan - No longer uses attack power from equipment units for offense planning - Better accounting for support allies in the return home plan - Support Allies AI has more defensive awareness - Added group splitting logic to Support Allies AI - Implemented AI to create secondary (reserve) fronts - Increased AI defense for coastal regions in other nation's sphere - Added Amphibious Assault penalty & Terrain modifiers for offense AI evaluations - End attack plans when desired power can not be deployed - Add pre-war land Regions to Sphere of Interest target checks - Great Powers and Superpowers can invade outside their sphere - Increased desired strength for overseas invasions - Fixed AI bug sending wrong group when splitting units for defensive - Modified desired strength estimate and definition of Obvious Targets - Regions that don't border the enemy but do border an Ally use less defense - Ignore equipment units when evaluating target planning - Expand definition of bordering an enemy to include unfriendly regions with troops - Include Buffer States when evaluating border defense - AI won't abandon coastal regions when reorganizing defenses Game System Changes: - Neutrality Pacts no longer prevent defensive evaluations - Revised supply access rules to be based on region control - Troop Transports no longer contribute to Military Totals - Troop Transports no longer contribute to World Power Points UI Changes: - Fixed fuel penalty displays on non-Naval Group panels Editor Changes: - Can now edit sea regions for existing cities - Fixed adding city buildings when no city building of that type existed


[ 2018-01-12 23:42:42 CET ] [ Original post ]

Early Access Game Update #7


A newly updated version of The Second World War is now available. The team lost a week or so to the holidays and there were a few sick days to overcome. Even with those obstacles, we executed a long list of improvements to the game. Again, most of our efforts have been AI related but we are continuing to add new content, events, feature improvements and of course bug fixes. In this release we are introducing a new scenario called Last Days of Peace. It begins a few weeks before the Invasion of Poland. This allows players to skip the buildup years and get right into the war. Neither scenario is 100% complete so expect to see further balancing and content as we work towards release. A new big addition to the AI has been to give it motivation to create and maintain contiguous fronts against enemies and potential threats. The implementation for this system took us through several variations. Initially the AI tended to become too narrowly focused on specific regions due to strength evaluations. Rather than spreading the units out along a front, we ended up with big stacks that led to gaps in front. Eventually the big stacks became pockets, often surrounded by Heavy Artillery that pounded them to extinction. It was kind of fun to see but not the gameplay we were looking for. There were many factors to consider beside just having an enemy on the border. There is the opposing nations strength to consider but also the relationship status. We do not want Canada to think they need troops on the US border and vice versa. Some nations like the Soviet Union are so large that their defensive needs are always greater than what they have available. So the defense priority evaluations are especially challenging for the Soviet AI. They became our ultimate test case while we worked out the rough edges. The AI is also considering potential invasion threats by sea or through bordering buffer states. Support Allies improvements allows the AI to better defend on Allied fronts and fill the fronts throughout their empire. Additionally, weve introduced the concept of Secondary Fronts so the AI will now try to create lines of reserves. All the Major nations now have unique Unit Icon images. So you no longer will see a British soldier or Tank in a Japanese unit panel. Well soon have all the images in to match the unit you see on the map. Thanks again to all the current users out there that take the time to post messages about issues and ideas. This process would be taking us even longer to get through without your support.

Notes for Early Access Update #7


Content Changes: - Added new pre-Poland invasion scenario The Last Days of Peace - Fixed icons for mapview tooltip for food production - Lowered Militia Hitpoint & Defensive Strength - Added Italian, Soviet, French & Japanese Unit Icon Images - Updated Cossack, Huisu & Kyrgyz Communist Flags - Added missing Soviet claim on Tajikistan - Updated Initial Diplomatic Influence for Soviet vs. neighbors - New Soviet-German Axis Trigger - Added events that can damage German-Soviet Relations pre-Poland Invasion - Added Spanish Gibraltar claims - New Argentina Coup and Axis Decision events - Added Soviet Armistice event - New Brazil Joins Allies, Nationalists Coup Attempt and Communist Revolt events - Added German Claims in Africa event AI Changes: - Implemented AI to maintain Front against enemies and threats - Front AI will avoid creating gaps when evaluating regions to invade - Revised defensive AI to spread along contiguous fronts - AI accounts loss of defense in a region for moving troops in the support allies plan - No longer uses attack power from equipment units for offense planning - Better accounting for support allies in the return home plan - Support Allies AI has more defensive awareness - Added group splitting logic to Support Allies AI - Implemented AI to create secondary (reserve) fronts - Increased AI defense for coastal regions in other nation's sphere - Added Amphibious Assault penalty & Terrain modifiers for offense AI evaluations - End attack plans when desired power can not be deployed - Add pre-war land Regions to Sphere of Interest target checks - Great Powers and Superpowers can invade outside their sphere - Increased desired strength for overseas invasions - Fixed AI bug sending wrong group when splitting units for defensive - Modified desired strength estimate and definition of Obvious Targets - Regions that don't border the enemy but do border an Ally use less defense - Ignore equipment units when evaluating target planning - Expand definition of bordering an enemy to include unfriendly regions with troops - Include Buffer States when evaluating border defense - AI won't abandon coastal regions when reorganizing defenses Game System Changes: - Neutrality Pacts no longer prevent defensive evaluations - Revised supply access rules to be based on region control - Troop Transports no longer contribute to Military Totals - Troop Transports no longer contribute to World Power Points UI Changes: - Fixed fuel penalty displays on non-Naval Group panels Editor Changes: - Can now edit sea regions for existing cities - Fixed adding city buildings when no city building of that type existed


[ 2018-01-12 23:42:42 CET ] [ Original post ]

Making History: The Great War
Muzzy Lane Software Developer
Factus Games Publisher
2015-01-29 Release
Game News Posts: 58
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive (391 reviews)
The Game includes VR Support
Public Linux Depots:
  • TGW content linux [1.55 G]
Available DLCs:
  • Making History: The Great War - The Red Army
The First World War ushered in the beginning of a new age. On battlefields across the globe, the remaining vestiges of the 19th Century were gruesomely attritted away as the introduction of new weapons favored defensive strategies that lead to massive casualties in futile attacks on fortified lines. Whole Nations mobilized as the citizenry became integral to the war effort, churning out the supplies necessary to keep their soldiers fighting and dying. This was total war and the national suffering seeded movements bent on rebellion and revolution.

Making History: The Great War offers a game filled with historical events and challenges of the WW1 era. Playing as the Head of State, you are responsible for managing all facets of your nation's economy, diplomacy and military. Your actions will influence world events as you lead your armies in the most in-depth WWI grand strategy game ever made.



  • Play as any independent nation during the World War 1 era.

  • Choose how best to control your conquests: colonies, protectorates or puppet states.

  • Build trenches to grind down attacking forces.

  • Soften up your enemies defenses with adjacent region Artillery bombardments.

  • Bomb with Airships and BiPlanes, counter with Fighters and Anti-Air units.

  • Control the seas and the lines of supply by waging Unrestricted Submarine Warfare, sinking both naval and trade vessels.

  • Buy and sell in a global economy, trade for vital resources or manufactured goods.

  • Expand your sphere of influence using foreign aid to increase ties with other nations.

  • A sophisticated economic system designed to simulate the inter-dependency of technology, industry and war. You must produce the munitions to fire your big guns and food to feed your people.

  • Employ government spending to keep the populations from radicalizing towards rebellion and ultimately, national collapse.

  • Over 275 different nationalities represented, many with unique model sets.

  • Hundreds of unit models representing the historic weapons of the period.

  • Create customized scenarios with our detailed editor. Share your mods on Steam Workshop.

MINIMAL SETUP
  • OS: Ubuntu 12.04 or later
  • Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or HigherMemory: 2 GB RAMStorage: 1 GB available space
  • Memory: 2 GB RAMStorage: 1 GB available space
  • Storage: 1 GB available space
GAMEBILLET

[ 6045 ]

33.96$ (15%)
14.44$ (15%)
16.99$ (15%)
10.31$ (14%)
11.39$ (67%)
15.11$ (16%)
12.67$ (15%)
26.34$ (12%)
26.69$ (11%)
26.39$ (12%)
8.89$ (11%)
12.71$ (15%)
13.04$ (13%)
17.79$ (11%)
25.46$ (15%)
8.89$ (11%)
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41.31$ (17%)
33.97$ (15%)
49.95$ (17%)
26.09$ (13%)
15.29$ (15%)
42.49$ (15%)
12.29$ (18%)
7.11$ (11%)
8.47$ (15%)
24.87$ (17%)
8.48$ (15%)
26.34$ (12%)
8.39$ (16%)
GAMERSGATE

[ 687 ]

2.25$ (89%)
3.75$ (85%)
1.8$ (90%)
0.8$ (90%)
2.99$ (25%)
1.5$ (81%)
0.68$ (89%)
5.0$ (50%)
1.31$ (91%)
20.0$ (50%)
3.3$ (78%)
0.56$ (81%)
0.94$ (81%)
3.0$ (85%)
0.9$ (92%)
2.03$ (86%)
2.94$ (58%)
7.55$ (37%)
1.5$ (90%)
5.0$ (50%)
6.29$ (30%)
4.8$ (60%)
6.25$ (75%)
11.69$ (10%)
0.75$ (92%)
3.48$ (83%)
0.75$ (85%)
3.75$ (62%)
9.99$ (50%)
1.17$ (90%)

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