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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 23:43:10 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 23:43:10 CET ] [ Original post ]



Making History II: The War of the World
Muzzy Lane Software
  • Developer

  • Factus Games
  • Publisher

  • 2010-08-27
  • Release

  • Strategy Simulation Singleplayer Multiplayer
  • Tags

  • Game News Posts 50  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (316 reviews)


  • Review Score

  • http://factusgames.com
  • Website

  • https://store.steampowered.com/app/46770 
  • Steam Store

  • The Game includes VR Support



    making history 2 linux content [1011.11 M]

  • Public Linux depots

  • MAKING HISTORY II: The War of the World gives players the power to take full control of your nation, their colonies, regions, cities, and military units during the time leading up to and during the Second World War. Transform your cities into centers of industry and technology by developing production and research facilities. At the region level, build large-scale defensive structures such as radar facilities and fortifications, develop transportation networks, and expand the resource production needed to fuel your economy. Supplying your industries with these vital resources is necessary to run the economy and maintain domestic stability. No two games of MHII will be the same. There are an unlimited number of ways to achieve your goals and alter the course of history.

    Features:


    • Play any nation in the era of World War II on a map with over 1000 land & sea regions.
    • Hundreds of unique land, sea, & air units representing both major & minor powers of the era .
    • Intelligent AI instigates, reacts and adapts to the changing game dynamics generating action on the homefront and abroad.
    • Research an array of weapon systems & tactical improvements; repair, reinforce and upgrade your military forces.
    • Fly air missions against industrial & military targets.
    • Extensive economic system covering production, resources, consumption, trade & wealth
    • Construct weapons factories, shipyards, research labs & a variety of other buildings that add specific abilities to your cities & regions.
    • Initiate infrastructure projects that modernize your nation & expand your economic potential.
    • Manage your colonies, liberate new nations, establish puppet states or annex their territory.
    • Region populations are represented by culture, ethnicity, religion & ideology; divisions that destabilize nations, provoke revolts, encourage reactionary coups and civil war.
    • Engage in espionage, fund counter government groups and interfere in the internal affairs of your neighbors.
    • Realistic economic system covering production, resources, consumption, trade, debt & inflation.
    • A blend of strategic & tactical military game play that includes logistics, reinforcements, supply and unit specific properties.
    • Streamlined UI interface to simplify the details of a deep game.
    • Continuously improved and refined since its initial release.
    MINIMAL SETUP
    • OS: Ubuntu 12.04 or later
    • Processor: Intel Core 2 Duo 2.4Ghz or Higher / AMD 3Ghz or HigherMemory: 1 GB RAM / 2GB recommendedHard Drive: 2 GB
    • Memory: 1 GB RAM / 2GB recommendedHard Drive: 2 GB
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