
sábado, 11 de abril de 2020
quarta-feira, 8 de abril de 2020
Hard Reset Free Download
Hard Reset Free Download
Hard Reset Free Download game setup in single direct link. It's an action game. Hard reset is a cyberpunk game means based on High Tech game
Hard Reset Overview
Hard Reset is a First Person Shooter game that has been developed and published under the banner of Flying Wild Hog. This game was released on 13th September 2011. This game is set in the city of Bezoar which is the last remaining human city. Machines have taken the world by storm and have destroyed anything that have come their way. Bezoar is the last hope for mankind. The main character of the game is Major Fletcher who is an Army veteran. In some astonishing turns of event Fletcher has been thrown into a fight between two of the biggest foes of mankind. You can also download Bulletstorm.
This fast paced game has got some majestic graphics and astonishing sounds which will keep the players interested. CLN Modular Assault Rifle and EFF-21 Plasma Rifle are available to the player which can be used to destroy hordes of enemies. Though there are two weapons the player can use but there is an option to carry add ons like rocket launchers and grenades with your CLN Modular Assault Rifle in Hard Reset. Evolve PC Game 2015 is another first Person Shooter game that you can download.
Features of Hard Reset
Following are the main features of Hard Reset that you will be able to experience after the first install on your Operating System
- Impressive First person Shooter game.
- Fast paced action.
- Runs on Single Player mode.
- Variety of Physics dynamics have been used.
- Highly upgrade weaponry system
- Majestic graphics.
- Astonishing sounds.
System Requirements of Hard Reset
Before you start Hard Reset Free Download make sure your PC meets minimum system requirements.
- Operating System: Windows XP/Vista/7/8
- CPU: 2.5GHz Intel Pentium 4 or later.
- RAM: 2 GB
- Hard Disk Space: 4 GB
Hard Reset Free Download
Click below button to start Hard Reset Free Download. Its full and complete game. Just download and start playing it. We have provided single direct link full setup of game.
sábado, 28 de março de 2020
Character Developments
When you say it out loud, a whole board game about creating a D&D style fantasy character sounds silly. But how different is it from games where you're trying to build a western town, an expedition journal, or a space empire? And besides, there are many that would argue that building and developing your character is the most compelling part of playing Dungeons & Dragons, or indeed almost any role playing game.
Roll Player had intrigued me for some time, but it's done by a small publisher who primarily uses Kickstarter so availability has been spotty since it came out in 2016. I finally got a chance to play it at a convention earlier this year, and was instantly hooked, so much so that I bought a copy right then and there.
The game features a game board for each player denoting one of the standard fantasy races such as elf, dwarf, or halfling, plus a few more esoteric choices like minotaur or cat person. From there players are dealt a random set of character class cards from which they choose their profession, a backstory, and an alignment.
Game play revolves around randomly choosing 6-sided dice from a bag, rolling them, and then taking turns choosing which ones to add to the different statistics on your character sheet. The number rolled on the dice is important, but so is the color -- your profession tells you what range of numbers you want, and your back story (as well as other factors) tell you what color and where on the sheet you want to place them.
After dice are chosen, players choose from a row of equipment cards which further enhance their characters, with specific equipment and skills being more or less suited to specific types of characters. Among the choices are skill cards that adjust your character's alignment (their moral compass) when used, as well as trait cards that give a point bonus at the end of the game.
These two phases are repeated 12 times, at which time all the players will have a full player board. Points are awarded based on how well optimized the character is, with bonus points for placing the the right colors of dice in the right places on your sheet, acquiring equipment and traits best suited to your character, and getting your alignment marker placed in a way that suits your alignment card.
It's a well-designed engine-building game, and I find it a bit more compelling than empire-building games like Race for the Galaxy because I'm building and individual character and equipping him (or her) for adventure, rather than a more abstract empire of planets and starships. An expansion adds the ability to fight minor monsters, building up experience in order to face off against a big bad at the end of the game, but honestly I find that addition a little distracting; I would rather just spend time building my character.
Rating: 5 (out of 5) a terrific game that's compelling but reasonably simple to play and not overly competitive, making it a great choice for a casual game night.
Roll Player had intrigued me for some time, but it's done by a small publisher who primarily uses Kickstarter so availability has been spotty since it came out in 2016. I finally got a chance to play it at a convention earlier this year, and was instantly hooked, so much so that I bought a copy right then and there.
The game features a game board for each player denoting one of the standard fantasy races such as elf, dwarf, or halfling, plus a few more esoteric choices like minotaur or cat person. From there players are dealt a random set of character class cards from which they choose their profession, a backstory, and an alignment.
Game play revolves around randomly choosing 6-sided dice from a bag, rolling them, and then taking turns choosing which ones to add to the different statistics on your character sheet. The number rolled on the dice is important, but so is the color -- your profession tells you what range of numbers you want, and your back story (as well as other factors) tell you what color and where on the sheet you want to place them.
After dice are chosen, players choose from a row of equipment cards which further enhance their characters, with specific equipment and skills being more or less suited to specific types of characters. Among the choices are skill cards that adjust your character's alignment (their moral compass) when used, as well as trait cards that give a point bonus at the end of the game.
These two phases are repeated 12 times, at which time all the players will have a full player board. Points are awarded based on how well optimized the character is, with bonus points for placing the the right colors of dice in the right places on your sheet, acquiring equipment and traits best suited to your character, and getting your alignment marker placed in a way that suits your alignment card.
It's a well-designed engine-building game, and I find it a bit more compelling than empire-building games like Race for the Galaxy because I'm building and individual character and equipping him (or her) for adventure, rather than a more abstract empire of planets and starships. An expansion adds the ability to fight minor monsters, building up experience in order to face off against a big bad at the end of the game, but honestly I find that addition a little distracting; I would rather just spend time building my character.
Rating: 5 (out of 5) a terrific game that's compelling but reasonably simple to play and not overly competitive, making it a great choice for a casual game night.
- Roll Player official website
- Roll Player on BoardGameGeek
Sega CD - The Other CD Expansion
The Sega CD is treated like the unwanted step-child of the CD expansions. Early CD systems and expansions before the PlayStation were not the breakthrough product their manufacturers hoped they would be. They did not deliver the substantially superior gaming experiences they promised and were generally considered too expensive for what they did deliver. And what they delivered was often unimpressive, ports of cartridge games with enhanced audio and superfluous cutscenes, FMV games which relied on route memorization, PC game ports that had no business being run on hardware that did not have a hard drive, a keyboard or a desk with which to use a mouse and interactive entertainment software which was barely interactive and not entertaining. Today we are going to take a look at the Sega CD, its hardware, its quirks and ultimately the games that make it worth considering as a device on which to play games rather than to put on a collector's shelf.
Read more »
You say "obsessed" as if it is a bad thing.
DE: A Different Take On Wyches
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I mean sure, why not? Let's give these girls another try. |
Maybe I have been going after this all wrong. I've been thinking to myself for a while now: How do I get Wyches into my army while still being effective. Well, maybe with Succubi down to 54 points with an Agonizer, it's time to start bringing more HQs, in general, to make up for this loss? What about Wyches? Should I go big or go small with them? If I go big with them, they certainly take advantage of their Obsession bonuses and Combat Drugs more, but they lose out on their ability to be easily transported by Raiders. I feel that's a big loss because you need something that can reposition them when they need to around the battlefield without exposing them to enemy fire.
The more I think about it, the more I want to try MSU Wyches instead of running larger units of them. My reasoning is this:
- What do they really gain after they pass their min units really? There's definitely more bodies to soak up during Overwatch, but that's about it. It's only when they get to 10 do they get to take additional Wych weapons. However, if you take 10, you can't really fit more in the Raider now, can you?
- If you keep them in min units, not only do you fill out your Troop choices easier, but you can take more Agonizers and Blast Pistols in a squad. For example, you can run 2x5 and get double the amount of Agonizers and Blast Pistols. The only downside is that your drugs are going to be more dispersed.
- For smaller units, it's really the HQs that do the most heavy lifting. I guess you should start asking yourself what are you really using Wyches for? IMO, the more competitive lists can kill MEQ just fine by shooting them to death, so what are you doing with them? At this stage, I think we're just styling.
I think that kinda settles it: I don't think Wych units are all that competitive, but they're not terrible either. Reavers are some of the best units in the codex I think, but the Wyches themselves are decent at best. Regardless, I think you can take a setup that is cheap enough, especially from an HQ perspective, that you can afford to take a Battalion for them if you're planning to use them in the first place.
Quick note: I think Strife and Red Grief are the best for this. They both have really nice Warlord Traits. Strife gives you Blood Dancer and the 9-attack Succubus build with the Whip, whereas the Blood Glaive is just a fantastic weapon to have. In general, I see +1A is very useful all around, especially with Agonizers because Strength doesn't matter for it and neither do Blast Pistols. As always, I think anything that can Advance and Charge and re-roll the results of both after T2+ is just amazing. I am definitely more inclined to take these two cults over Cursed Blade.
This is what I mean:
1990 // 10 CP
Black Heart Battalion +3 CP
HQ:
Archon, Agonizer, Blaster = 91
Warlord Trait: Cunning
Archon, Agonizer, Blaster = 91
TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199
PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
+++
Black Heart Spearhead +1 CP
HQ:
Archon, Agonizer, Blaster = 91
FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145
HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
+++
Strife Battalion +3 CP
HQ:
Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer
Succubus, Painbringer, Agonizer = 54
TROOP:
5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59
>>>
Firepower:
12 Dark Lances at BS3+
9 Disintegrators at BS3+
6 Blasters at BS3+
3 Blasters at BS2+
3 Blast Pistols at BS3+
2 Razorwing Missiles at BS3+
25 Splinter Rifles at BS3+
Face it: There's nothing that this list can do that the pure Kabal list can't do from a pure damage perspective. Killing things at range is satisfying for sure, but killing them in close combat with some of the most ridiculous melee heroes in the game so far might be very worthwhile as well.
So what does deployment actually look like? Well, the 2x5 unit of Wyches goes into a single Raider while all the Archons and Succubus pile into another Raider with the rest of the Wyches. Yes, 3 Archons and 2 Succubus go into a Raider: The beginning of every dirty film.
From there, you just treat the 2x5 unit as a single Raider unit while remembering that you will probably get murdered if you try assaulting before you Raider gets a chance to get in there first. You charge in with the Raider, tie up whatever was trying to shoot your ass, and then run your naked girls in for some good damage with Agonizers. Don't forget to bring you super killy Succubus along for the ride too. The Archons can come if they want, but most of the time they will be running around the rest of the Kabal spreading good stuff 6" bubbles while totting Blaster fire down on your opponents. However, always remember that they're not shy to getting their feet wet, so if you need them to take on a big unit of MEQ for whatever reason, hook them up with some Huskblades and throw them into the fray.
I'm just going to leave this list right here and let it marinate for a while. This is just a theory list and I think it can do pretty decent. One thing's for damn sure: 10 CP sure makes me happy.
segunda-feira, 23 de março de 2020
Planet's Edge: One Line In Three Dimensions
Planet's Edge is not shaping up to be what I thought it was going to be, which was a New World take on Starflight. I think that the developers perhaps started with an intention to imitate Starflight; certain similarities between the games are too stark to be coincidences. But they removed one of Starflight's most attractive traits--the joy of exploration in an open universe--and replaced it with something that I'm not convinced is better. Specifically, there's a lot more emphasis on axonometric exploration of the planets' surfaces, which could have been done well, but so far is a bit silly and trite.
When we left off, I was headed for Sector Algieba, as I had a couple of hints that it would be the best place to start. The sector consists of seven star systems--Subra, Talitha, Regulus, Algieba, Alphard, Koo-She, and Miaplacidus--any of which would also serve as the next Nissan model. Talitha was the closest to where I was coming in, so I explored it first. The system had six planets. As with all the systems with multiple planets, it's hard to keep track of which ones you've already visited since they don't stop whipping around their suns, fast enough that a year might pass while you take a sip from a soda bottle.
In Starflight and Star Control, there was a certain joy to exploring even random planets because you might find useful and valuable elements. That's sort-of true in Planet's Edge except that it's very rare to find a planet that has them, you can mine them near-instantly when you do, and at the beginning of the game you can only carry 5 units of any cargo at a time. If you get rid of all your weapons, you can carry 8. So clearly element recovery isn't going to be a big thing until I can build a ship with more room. I'm not 100% sure if I could do that now or if I need to find some plans.
Each planet has a nice textual description (when you "scan") regardless of whether it has any utility. I was enjoying these a lot for a while, but then they started repeating. Ultimately, it turns out there are only about 9 common descriptions:
All but one of Talitha's planets were one of these. On Talitha II, however, my scan revealed a castle, "the seat of Avian government." Oddly, the scan screen was titled "If Love Be True," which made no sense at the time but later turned out to be related to the mini-quest that I found on the planet. Thus, it seems that if you scan a planet that has such a quest, you know it immediately because you get a title.
We found ourselves in an Earthlike castle with guards stationed at just about every intersection. The game repeatedly referred to them as "avian," so I guess they were bird-like. We never got a close-up portrait. Most ignored us, but a guard at a section of the castle that was clearly an arena told us that the queen had canceled all spectator sports for a few weeks. We would later meet the queen, and her two princess daughters, but let's pause for a moment to note that these aliens are the first non-human sentient life forms that my characters--perhaps humanity as a whole--have ever encountered in-person. They apparently look like birds and live in castles and have the same type of social structure as a past Earth society. And we're able to speak their language I guess because of information from the crashed Centauri Device? In any event, my characters managed to jump right in to palace intrigue while in real life they probably would have still be staring open-mouthed at the alien guards. For their part, the aliens didn't react to us at all despite presumably never having seen humans before.
From dialogue with NPCs, it transpired that Princes Jhenna was being forced to marry a reptilian alien from another sector. She naturally didn't want to do this and was hoping to escape Talitha II to find her true love, a former palace servant who came from the planet Henresia, also known as Subra II. Meanwhile, some faction was planning a coup and had placed a bomb in a fountain near the wedding site, intending to kill both the queen and the princess.
We agreed to help the princess. I don't think this was a role-playing choice so much as something that you have to do to as part of the main plot. She said that she could escape through a hidden door if we could move a heavy piece of furniture. This required us to find a "levitator," which was on the other side of a navigation puzzle so annoying that whoever designed it should be hunted down 30 years later and forced to make it through a real-life version.
The puzzle required the party to wend our way through a roughly 6 x 10 matrix of bushes, only some of which could be walked upon, and some of them had mines planted within them that would damage the party members for about half their health if they were within the one-square explosion radius. Unless I missed something, there was no way to tell which bushes had bombs without setting them off.
You can S)earch for them, which is the subject of its own annoyance. The reference card that comes with the game doesn't mention "search" as a function when exploring on land; it only mentions "look." (It does mention "search" later in a master list of commands, but not in the list specifically within the ground movement section.) For most of this session, I didn't even realize that "search" existed, which means that I missed a lot of loot in various chests and barrels in the palace and probably on the Centauri outpost, too. But even when I reloaded and checked, "search" just caused the bombs to go off.
Thus, through trial and error, I had to make a map of the safe route through the bushes (this reminded me unfavorably of a level in Wizardry IV), only to discover that it still wasn't safe. You only really control the movement of your lead character. The others do their best to follow, but they often go blundering off in their own directions, get trapped behind closed doors, get lost in mazes, and so forth. Even when I had the right path mapped, I couldn't necessarily stop my trailing characters from wandering off it. I eventually just had to accept the damage and move on.
In due course, we found the levitation device, used it on the bureau, and hustled the princess through the secret door. The passage led to a courtyard where one of her friends waited with a spaceship. As she rushed aboard, she tossed something at us and told us to take it to "He Who Speaks" on Henresia, presumably her lover. The item was a "trinket."
I tried to explore more, but the palace guards all turned hostile at this point, and without any experience gain or any place to sell looted equipment, you're basically fighting for no reason. We ultimately beamed back to the Ulysses and moved on.
The closest next star was Subra, presumably home of the Subra II that we had to visit to find "He Who Speaks." We warped to the system and scouted a few planets before we were contacted by a ship. It had the same thuggish-looking alien who'd defeated us in combat before, demanding 3 "units of cargo." I hadn't saved in a while and wasn't confident in my ability to win in combat anyway, so I offloaded 3 units of heavy metals we'd brought from Earth.
The transfer screen above comes up at the warehouse on Earth, while you're in orbit around planets, and when you're trading with aliens. You hit + or - to add or subtract cargo from your ship. It's not quite as fun as taking a lander down to the surface and looking for signs of ore deposits.
On Subra II, we hit the next quest, titled "Gift of the Magin." The planet was far more imaginative and alien than Tanitha, covered with swamps, ferns, mushrooms, tall trees with sprawling root systems, and biting insects. We were attacked several times by some kind of bear-looking beast which left meat behind when we killed it.
The intelligent species was a fungus-based biped with no eyes or mouth. To communicate with them, we had to first find a writing tool called an "imastyl" which the aliens could use to write messages in the muck. One of them wanted the meat we'd collected from a beast to allow us to cross a bridge.
Living in the hollow of a dead tree, we found a woman named "She Whose Steps Are Wise," otherwise called "The Magin." She asked us to kill a mutant named "He Who Speaks" who lives on the other side of the river and apparently sets traps for his fellow Subraites. We fell victim to more than one of them.
We found "He Who Speaks" in a cave. He was so-named because of a genetic mutation that allows him to talk with a mouth, and he claimed that the deformity left him persecuted by his people. We declined to kill him (again, I don't know if we had any other real option). He thanked us and asked us to go rescue Princess Jhenna. When we gave him the trinket instead, he thanked us and suggested that if we took the Magin the Talking Stick that he previously stole, she'd prize it more than his death. Jhenna hadn't arrived yet, but he seemed confident she'd be along. I'm not sure how an anthropomorphic bird mates with a talking mushroom, but I guess that's for them to figure out.
We found the Talking Stick in a cavern nearby. There was some creature called the Bladderclaw--an underground beast whose bladed tentacles came bursting out of holes and attacked us. We tried to fight it for a while, died, reloaded, then remembered we had no reason to keep fighting once we had the stick. (Perhaps there was a cache of better weapons and armor past him or something.) We left Bladderclaw in the cavern and returned the Talking Stick to the Magin. She said that since she had it back, she would be "too busy to deal with the Algiebian issue" and thus appointed us as her envoys to . . . something.
The next star was Koo-She. It had only one planet, Koo-She Prime, where a scan promised a quest called "Solitaire." We beamed down into some structure beneath the surface of the planet. That's as far as we got. We were blocked at the first door with a message that "only envoys of the President are allowed in the facility." I guess the Magin isn't the president because that didn't do us any good.
The Miaplacidus system also only had one planet, and it was guarded by two ships and an orbital platform. When we communicated with them, they turned out to be staffed by the same species of goon who had previously extorted us for cargo. Here, he just demanded that we leave on pain of death. I decided I was sick of being pushed around and chose to attack.
Space combat in the game is disappointing. Basically, you just maneuver around the enemy, point your nose at him, and shoot. You can even turn on automatic firing if you want the game to shoot for you, which makes it almost just like Starflight. I assume that once I have a ship with cannons and missiles on the wings and such, I'll have more things to shoot, but nothing really will change. Numbers show the status of your shields and your opponents. I honestly found it easiest to stay in one place and just rotate to face the foes. In the first combat, I destroyed both alien ships but then got killed by the orbital platform. I figured that was close enough to try again, and I achieved victory on my second attempt. My ship was repaired automatically afterwards, requiring no inventory of elements to do so.
Miaplacidus Prime turned out to be uninhabited, but the planet had 27 units of "alien metals" to mine. Of course, after jettisoning the heavy metals we'd brought from Earth, we could still only take 5.
The Alphard system had mostly generic planets. One of them, Alphard Six, had 107 units of inert gases available.
That left the Algiebian system. It had several generic planets and something called Ishtro Station. As we approached we were contacted by an alien who said that the world is "under the Great Protection Treaty signed by affiliates of the Galactic Enclave," and that I would have to pay a fee of 6 cargo units before being allowed to contact the world. I tried giving him just 5, but he wouldn't take it.
Random notes:
Since my ship is only capable of carrying 5 units of cargo, I leave you heading back to Earth to either build a new space ship or remove my only weapon from my current one to make more space.
My suspicion is that I'll find some quest that leads me to the first artifact and that the other seven systems will have other batches of extremely linear, named, interrelated quests. But with no open exploration and no good RPG mechanics (there's no character development and combat tactics are minimal), everything is going to hinge on the quality of the stories that make up those quests, and I find their quality mixed so far.
Time so far: 8 hours
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The stars of Sector Algieba. |
In Starflight and Star Control, there was a certain joy to exploring even random planets because you might find useful and valuable elements. That's sort-of true in Planet's Edge except that it's very rare to find a planet that has them, you can mine them near-instantly when you do, and at the beginning of the game you can only carry 5 units of any cargo at a time. If you get rid of all your weapons, you can carry 8. So clearly element recovery isn't going to be a big thing until I can build a ship with more room. I'm not 100% sure if I could do that now or if I need to find some plans.
Each planet has a nice textual description (when you "scan") regardless of whether it has any utility. I was enjoying these a lot for a while, but then they started repeating. Ultimately, it turns out there are only about 9 common descriptions:
- A molten, superheated surface giving off toxic fumes.
- Lots of organic life but no intelligent life, "a nice place to have a picnic."
- A small rock with a thick layer of gases.
- Incredibly hot, unstable, with constant volcanic activity.
- A "jelly world" with large crystal formations.
- A surface only recently cooling down from volcanic activity, no vegetation or atmosphere.
![]() |
One of the "generic" planet descriptions. |
- A desert planet.
- A planet of grasses and plains with no intelligent life.
- A snow and ice planet.
All but one of Talitha's planets were one of these. On Talitha II, however, my scan revealed a castle, "the seat of Avian government." Oddly, the scan screen was titled "If Love Be True," which made no sense at the time but later turned out to be related to the mini-quest that I found on the planet. Thus, it seems that if you scan a planet that has such a quest, you know it immediately because you get a title.
![]() |
I'm not sure that the game needed to be so explicit about each quest. |
We found ourselves in an Earthlike castle with guards stationed at just about every intersection. The game repeatedly referred to them as "avian," so I guess they were bird-like. We never got a close-up portrait. Most ignored us, but a guard at a section of the castle that was clearly an arena told us that the queen had canceled all spectator sports for a few weeks. We would later meet the queen, and her two princess daughters, but let's pause for a moment to note that these aliens are the first non-human sentient life forms that my characters--perhaps humanity as a whole--have ever encountered in-person. They apparently look like birds and live in castles and have the same type of social structure as a past Earth society. And we're able to speak their language I guess because of information from the crashed Centauri Device? In any event, my characters managed to jump right in to palace intrigue while in real life they probably would have still be staring open-mouthed at the alien guards. For their part, the aliens didn't react to us at all despite presumably never having seen humans before.
![]() |
Exploring the castle. |
From dialogue with NPCs, it transpired that Princes Jhenna was being forced to marry a reptilian alien from another sector. She naturally didn't want to do this and was hoping to escape Talitha II to find her true love, a former palace servant who came from the planet Henresia, also known as Subra II. Meanwhile, some faction was planning a coup and had placed a bomb in a fountain near the wedding site, intending to kill both the queen and the princess.
We agreed to help the princess. I don't think this was a role-playing choice so much as something that you have to do to as part of the main plot. She said that she could escape through a hidden door if we could move a heavy piece of furniture. This required us to find a "levitator," which was on the other side of a navigation puzzle so annoying that whoever designed it should be hunted down 30 years later and forced to make it through a real-life version.
![]() |
The princess's sister, who I guess is also a princess, explains the situation. |
The puzzle required the party to wend our way through a roughly 6 x 10 matrix of bushes, only some of which could be walked upon, and some of them had mines planted within them that would damage the party members for about half their health if they were within the one-square explosion radius. Unless I missed something, there was no way to tell which bushes had bombs without setting them off.
You can S)earch for them, which is the subject of its own annoyance. The reference card that comes with the game doesn't mention "search" as a function when exploring on land; it only mentions "look." (It does mention "search" later in a master list of commands, but not in the list specifically within the ground movement section.) For most of this session, I didn't even realize that "search" existed, which means that I missed a lot of loot in various chests and barrels in the palace and probably on the Centauri outpost, too. But even when I reloaded and checked, "search" just caused the bombs to go off.
Thus, through trial and error, I had to make a map of the safe route through the bushes (this reminded me unfavorably of a level in Wizardry IV), only to discover that it still wasn't safe. You only really control the movement of your lead character. The others do their best to follow, but they often go blundering off in their own directions, get trapped behind closed doors, get lost in mazes, and so forth. Even when I had the right path mapped, I couldn't necessarily stop my trailing characters from wandering off it. I eventually just had to accept the damage and move on.
![]() |
My moron party members set off a bomb despite my best efforts. |
In due course, we found the levitation device, used it on the bureau, and hustled the princess through the secret door. The passage led to a courtyard where one of her friends waited with a spaceship. As she rushed aboard, she tossed something at us and told us to take it to "He Who Speaks" on Henresia, presumably her lover. The item was a "trinket."
![]() |
Man, this would have come in handy in the Bolingbroke household over the last month. |
I tried to explore more, but the palace guards all turned hostile at this point, and without any experience gain or any place to sell looted equipment, you're basically fighting for no reason. We ultimately beamed back to the Ulysses and moved on.
![]() |
The crew has a Star Trek-like transporter chamber for beaming up and down. |
The closest next star was Subra, presumably home of the Subra II that we had to visit to find "He Who Speaks." We warped to the system and scouted a few planets before we were contacted by a ship. It had the same thuggish-looking alien who'd defeated us in combat before, demanding 3 "units of cargo." I hadn't saved in a while and wasn't confident in my ability to win in combat anyway, so I offloaded 3 units of heavy metals we'd brought from Earth.
![]() |
Transferring cargo. |
The transfer screen above comes up at the warehouse on Earth, while you're in orbit around planets, and when you're trading with aliens. You hit + or - to add or subtract cargo from your ship. It's not quite as fun as taking a lander down to the surface and looking for signs of ore deposits.
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The next quest begins. |
On Subra II, we hit the next quest, titled "Gift of the Magin." The planet was far more imaginative and alien than Tanitha, covered with swamps, ferns, mushrooms, tall trees with sprawling root systems, and biting insects. We were attacked several times by some kind of bear-looking beast which left meat behind when we killed it.
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Firing at, and killing, a beast. |
The intelligent species was a fungus-based biped with no eyes or mouth. To communicate with them, we had to first find a writing tool called an "imastyl" which the aliens could use to write messages in the muck. One of them wanted the meat we'd collected from a beast to allow us to cross a bridge.
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The party approaches the Magin on the weird planet of Subra II. |
Living in the hollow of a dead tree, we found a woman named "She Whose Steps Are Wise," otherwise called "The Magin." She asked us to kill a mutant named "He Who Speaks" who lives on the other side of the river and apparently sets traps for his fellow Subraites. We fell victim to more than one of them.
We found "He Who Speaks" in a cave. He was so-named because of a genetic mutation that allows him to talk with a mouth, and he claimed that the deformity left him persecuted by his people. We declined to kill him (again, I don't know if we had any other real option). He thanked us and asked us to go rescue Princess Jhenna. When we gave him the trinket instead, he thanked us and suggested that if we took the Magin the Talking Stick that he previously stole, she'd prize it more than his death. Jhenna hadn't arrived yet, but he seemed confident she'd be along. I'm not sure how an anthropomorphic bird mates with a talking mushroom, but I guess that's for them to figure out.
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I guess maybe this is a real choice, and I could have killed him to solve the quest. |
We found the Talking Stick in a cavern nearby. There was some creature called the Bladderclaw--an underground beast whose bladed tentacles came bursting out of holes and attacked us. We tried to fight it for a while, died, reloaded, then remembered we had no reason to keep fighting once we had the stick. (Perhaps there was a cache of better weapons and armor past him or something.) We left Bladderclaw in the cavern and returned the Talking Stick to the Magin. She said that since she had it back, she would be "too busy to deal with the Algiebian issue" and thus appointed us as her envoys to . . . something.
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The crew wastes time trying to fight a monster. |
The next star was Koo-She. It had only one planet, Koo-She Prime, where a scan promised a quest called "Solitaire." We beamed down into some structure beneath the surface of the planet. That's as far as we got. We were blocked at the first door with a message that "only envoys of the President are allowed in the facility." I guess the Magin isn't the president because that didn't do us any good.
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I swear to you, Sy Sterling sent us! |
The Miaplacidus system also only had one planet, and it was guarded by two ships and an orbital platform. When we communicated with them, they turned out to be staffed by the same species of goon who had previously extorted us for cargo. Here, he just demanded that we leave on pain of death. I decided I was sick of being pushed around and chose to attack.
Space combat in the game is disappointing. Basically, you just maneuver around the enemy, point your nose at him, and shoot. You can even turn on automatic firing if you want the game to shoot for you, which makes it almost just like Starflight. I assume that once I have a ship with cannons and missiles on the wings and such, I'll have more things to shoot, but nothing really will change. Numbers show the status of your shields and your opponents. I honestly found it easiest to stay in one place and just rotate to face the foes. In the first combat, I destroyed both alien ships but then got killed by the orbital platform. I figured that was close enough to try again, and I achieved victory on my second attempt. My ship was repaired automatically afterwards, requiring no inventory of elements to do so.
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Destroying the alien ship. I have no idea why the GIF is so slow in the beginning. I have issues with GIFs. |
Miaplacidus Prime turned out to be uninhabited, but the planet had 27 units of "alien metals" to mine. Of course, after jettisoning the heavy metals we'd brought from Earth, we could still only take 5.
The Alphard system had mostly generic planets. One of them, Alphard Six, had 107 units of inert gases available.
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Those gases do not look inert. |
That left the Algiebian system. It had several generic planets and something called Ishtro Station. As we approached we were contacted by an alien who said that the world is "under the Great Protection Treaty signed by affiliates of the Galactic Enclave," and that I would have to pay a fee of 6 cargo units before being allowed to contact the world. I tried giving him just 5, but he wouldn't take it.
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What would you say he look like? A horse? |
Random notes:
- One denizen of Talitha II did recognize us as "humans" and said that he hadn't seen any of us "since the Concierge locked up the Izor system." This suggests that humans live in the Izor system and perhaps that its ruler even is one.
- There is no consideration of fuel in this game, nor does there seem to be any kind of timer.
- The inability to move diagonally is really annoying.
- I didn't talk much about ground combat, but it has so few options that the game might as well have offered autocombat.
- I got stuck in He Who Speaks's cave for a while because although there was an obvious ladder, apparently the command needed to climb it was "search." The game has a lot of weird interface quirks like that.
Since my ship is only capable of carrying 5 units of cargo, I leave you heading back to Earth to either build a new space ship or remove my only weapon from my current one to make more space.
My suspicion is that I'll find some quest that leads me to the first artifact and that the other seven systems will have other batches of extremely linear, named, interrelated quests. But with no open exploration and no good RPG mechanics (there's no character development and combat tactics are minimal), everything is going to hinge on the quality of the stories that make up those quests, and I find their quality mixed so far.
Time so far: 8 hours
sábado, 21 de março de 2020
20Mm Big CoC At The WHC Gavrus: Part 1
I've been badgering Mark Freeth about CoC for about a year now, first of all to do it in 20mm, then of course its turned into 28mm. Meanwhile, The group of lads from Huntingdon who do an annual game to remember their sadly missed old friend Carlo were coming to Basingstoke.
Now I knew they had played CoC, and I also recall Carlo being partial to the game, so I thought it ideal to use them as guinea pigs for trying out Big CoC! They were more than happy to go along with it, so a format was put together. As the 28mm stuff is still being painted (nearly done though!) this weekend would have to be in 20mm
I thought that for 8 players, a Big CoC campaign of 4 games over the weekend from Friday night through to Sunday afternoon would work fine. I allowed for an extra scenario just in case things went a bit quick.
What to do?
An obvious choice was Normandy, I had all the kit required, and of course, Mark has his amazing collection of Mick Sewell buildings which were aching for a run out.
I only needed a reinforced company for both British and Germans, plus various AFV options, all of which we had.
The scenario was to be the action at Gavrus on 29/30th June 1944, when the 2nd battalion Argyll and Sutherland Highlanders came under ferocious attack by the 10th SS 'Frundsberg' division.
The battle is reasonably well documented, particularly in Iain Dalglish's book "Operation Epsom: Over the Battlefield" which includes some fantastic aerial photographs of the area taken just days after the battle, these would substitute perfectly for maps.
I came up with 4/5 scenarios with games running into each other to replicate the fighting:
The first was a bit of a "what if" with infantry companies from each side recce-ing the village of Bougy about a mile South of Gavrus, the Germans supported by an armoured infantry platoon in half-tracks and the jocks by their carrier platoon. Both sides did recce Bougy, but I doubt they did it in such strength or necessarily at the same time, but I thought it would give a good introduction for the players, and set the tone for the weekend.
This was to be a fairly standard Patrol scenario as per the CoC rules, with each side receiving an additional 8 points of support to be drawn from a fairly limited selection
Main road at Gavrus
The British briefing:
Scenario 1: BOUGY- BRITISH
This depicts the action between The 2nd Argylls and the 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy. This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points. Vehicles will enter via the Gavrus road.
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls
Casualties from scenario 1 will carry over to scenario 2.
British Infantry: 3 platoons, C Company 2nd Argylls, Regular, 5 command dice
Each as follows:
HQ:
Lieutenant: Senior Leader armed with a pistol.
Platoon Sargent: Senior Leader armed with SMG
PIAT Team: 2 men
2" Mortar Team: 2 men.
Sections 1 to 3:
Corporal: Junior Leader armed with SMG
Bren Team: Bren LMG 3 crew
Rifle Team: 6 riflemen
SUPPORT OPTIONS:
List 1: Medic, Adjutant(max 1),,
List 2: PIAT Team: 2 men, 2" Mortar Team: 2 men.
List 3: Sniper Team, Universal carrier Bren Team with Junior Leader.
List 4: 6 pdr Anti-tank gun with 5 crew and Junior Leader (max 1)
ELEMENTS, CARRIER PLATOON, 2ND ARGYLLS: , Regular, 5 command dice.
1 x Universal Carrier with driver, 2 man Bren team, and Senior Leader with pistol
Section 1:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman
Section 2:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man PIAT team, and 1 rifleman
Section 3:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman, OR 2 man PIAT team, and 1 rifleman
No Support may be allocated to the Carrier Platoon
Total support points.8
Each asset picked must be allocated to a specific platoon for the duration of scenario 1
Recce half-tracks move up( die-cast vehicles, AB crew)The German briefing:
Scenario 1: BOUGY -GERMAN
This depicts the action between The 2nd Argylls and The 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy. This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points.
Vehicles will enter via the western road
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls.
Senior Leaders must be allocated to a specific platoon
Casualties from scenario 1 will carry over to scenario 2,
German Infantry: 3 platoons of the 1st Company 22nd Pzrgrenadier Regt, Regular, 5 command dice
Each as follows:
HQ:
Obersharfurher: Senior Leader armed with a SMG.
3 Panzerfaust 30.
Sections 1 to 3:
Scarfurher: Junior Leader armed with SMG
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
SUPPORT OPTIONS:
List 1: Medic, Adjutant (max 1), Panzerfaust 30
List 2: Senior Leader armed with a SMG. Panzerschreck team with 2 crew
List 3: Sniper Team, Panzergrenadier team: Junior Leader armed with SMG, 5 riflemen.
List 4: Mg 42 MMG team and 5 crew
List 5: Sdkfz 250/8 with junior leader, 250/9 with junior leader
3rd Kompanie, 10thSS Panzer Aufklarungs-Abteilung: Superior Regular *, 5 command dice
1 x Sdkfz 251/10 + Obersharfurher: Senior Leader armed with a SMG.
Panzerschreck team with 2 crew
3 x Infantry sectionseach:
1 x Sdkfz 251/1 Scarfurher: Junior Leader armed with SMG
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
*Superior regulars treat a single 6 on their command dice as a 5. Other rolls are unchanged.
No Support may be allocated to the Recce platoon
Total support points.8
Each asset picked must be allocated to a specific platoon for the duration of scenario 1
Cautious grenadiers (Elhiem and Adler figures)
quinta-feira, 19 de março de 2020
Grubby Old Grenzers
Grenzer regts 16 and 17
So, June quickly draws to a close, not a bad month in the world of Austrians, despite a crippling work schedule (Sir Elton John and Lady Ga-Ga being demanding souls), nonetheless, I got over 90 figures whacked off. This included finishing the second 48 of Grenzer. This means I now have 96 of these critters, all with green facings. Subsquently I can use them either as 2 x 48 man units or as 3 x 32's which is some nice flexibility. Eventually I will add another 2 x 48, so will be able to field 4 x 48 or 6 x 32!
32 man Grenze units are pretty weak in ITGM, which seems accurate.They fight and morale as militia - i.e only plus 1 for morale but they do fire as if they are veteran. So 48's can be a bit pokey in the right circumstances (sat in a village is always a favourite) They are still a bit hopeless in woods though (move as militia) which doesn't seem quite right. I might need to think about this.
Front Rank officer throwing his weight around with his slimmer Connoissuer squaddies
I'm going back on track with painting line infantry next, this will be the seventh German btn, probably with pale grey facings. The first batch have just been undercoated and are awaiting the old Army Painter treatment.
After six months of not buying (m)any Napoleonic figures my purchasing gland has been getting twitchy. I've been checking out the Sash and Sabre range- I've got some samples on order from Old Glory UK, command for both line and grenadiers. Even if they are not quite what I'm after I'm sure they can be shoe'd into a unit somewhere. I'm over halfway with the line infantry, and will wind up with 16 btns of Germs and Hungarians....but it doesn't seem QUITE enough...so maybe a division of the S&S chaps would round off my army nicely. We'll see.
FR command, Connoiseur and Elite make up the rest
The other Company I've been looking at are Alban. While I like their infantry a lot, I don't think they will fit very well with the massed Elite units, which is a shame. However, the hussars they make look fabulous, and I don't think a cavalry unit will present the same asthetic problems. I don't have any Hussar figures yet at all (that may change very rapidly) but Austrians really should have plenty. I'd like to wind up with 3 units, and I might make them 48 man regts.
3 x 32 or 2 x 48...the choice is mine
Saddened to hear of the death of Paddy Griffith, I re-read his "Forwards into battle" recently. A fairly seminal work IMHO, one of those books that upset a few folk because it challenged the way they LIKED to think warfare was conducted, and arrived at conclusions which weren't cosy with their view. Part of what good historian should do.
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TOP 10 GAMES OF 2019
So, after my massive movie breakdown a few days ago, we finally get to the games. I actually got to sample a larger number of releases this year compared to previous years, though I can't say I've completed a great many of them. Read on to find out my thoughts.
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Suzy Cube Update: May 25, 2018
#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames
My apologies! The day just flew right by and I only realized I forgot to write an update about three hour ago! Another packed week, but mostly bug fixes, so let's dive in!
Read more »Louard's game design sounding board and home of the Pro's and Con's reviews.
terça-feira, 17 de março de 2020
Download Tekken 6 Full Version For Pc
Download Tekken 6 Full Version For pc
Tekken 6 Full Review
Tekken 6 Full Review
Welcome to Tekken 6 is one of the best fighting game especially for fighting lovers that has been developed and published by Bandai Namco Games.This game was released on 26th November 2007.
Screenshot
System Requirements of Tekken 6 For Windows PC
- Operating System: Windows XP/Vista/ Windows 7 ( 64 Bit )
- CPU: Intel Pentium 4 or later.
- Setup Size: 700 MB
- RAM: 1GB
- Hard Disk Space: 1GB
domingo, 15 de março de 2020
quinta-feira, 5 de março de 2020
What Have I Been Up To?
Personally, I have been dealing with treatment for Major Depression Disorder and ADD. After many years of denial. Meds and therapy are helping. A lot. Please don't be dumb like me - go get help if you even think you need it.
Hobby-wise, I have been into Gaslands and KillTeam lately. Lots of terrain painted, and some more cars. Painted up the starter box for KillTeam for my sons, so a few Primaris Reaver Space Marines and some Tau Fire Warriors. Working on my own team of Genestealer Cultists because I have wanted to play them since they first appeared in White Dwarf in 1989 or so. Played some Team Yankee, and some Flames of War v.4. Have almost completed a Starfinder campaign (Against the Aeon Throne AP) that I am GMing. I play in an online Starfinder game, too. Played a big OGRE game in November. Finished up a couple of airships, but need to build stands for them. Though that has been designed.
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