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A while back I took a stab at getting Aurora4x running on Mac OSX. It failed because I missed something. Because there's a bunch of different instructions out there, and none of them seem to work that well, I spent a boring weekend in a hotel room dicking around with Wine. And I think I cracked it, although I'm still testing it out on a couple of different laptops. install wine and winetricks with your favorite method; I like brew. code:
code:
code:
code:
code:
And that's it. Run the thing with; code:
I've not got the sound working, and the download is the 'all in one' installer that is supposed to be run with 'Aurora_Wrapper.exe', but don't go there for the moment. Hav fucked around with this message at 15:56 on Jun 5, 2019 |
# ? Jun 5, 2019 15:53 |
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# ? May 9, 2024 17:08 |
Hav posted:A while back I took a stab at getting Aurora4x running on Mac OSX. It failed because I missed something. Testing this when I get home. If it works you'll be my hero
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# ? Jun 5, 2019 19:13 |
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https://www.gog.com/games?page=1&sort=popularity&search=combat%20missio&utm_campaign=20190605_combatmission_entw Lol gently caress battlefront. e: or rather good for them, they're credited as the publisher so they might be crumbling a little. Alchenar fucked around with this message at 21:01 on Jun 5, 2019 |
# ? Jun 5, 2019 20:57 |
Wow, Steve even fucks up getting his own game removed from a storefront so badly that they add two more games.
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# ? Jun 5, 2019 20:59 |
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Squiggle posted:Wow, Steve even fucks up getting his own game removed from a storefront so badly that they add two more games. I can't believe the conversation went anything other than: Gog.: We make X selling Combat Mission. Your cut would be Y. How much are you currently making? Battlefront: ...
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# ? Jun 5, 2019 21:03 |
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If these are the versions with the patch for Windows I'm guessing that patch didn't add widescreen resolution support though.
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# ? Jun 5, 2019 21:10 |
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BtB was more fun than any of their games in the new engine. So much content. Playing as the axis minors (or curbstombing them as the Soviets) was so much fun. Now I wonder if people here would put up with the ancient graphics for a retro edition of our combat mission LPs.
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# ? Jun 5, 2019 21:16 |
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Gay Hitler posted:Testing this when I get home. If it works you'll be my hero Watch those stray url tags around the address for the installer. Let me know how it goes.
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# ? Jun 5, 2019 21:41 |
Mr Luxury Yacht posted:If these are the versions with the patch for Windows For what it's worth, they launch great on Windows 10. No widescreen that I see, but I have set the Nvidia Control Panel to keep aspect ratio when it scales, which works... well enough. EDIT: Reading the comments on the announcement, it looks like Beyond Overlord was removed at some point prior - but then all three reappeared today. Squiggle fucked around with this message at 22:25 on Jun 5, 2019 |
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# ? Jun 5, 2019 22:15 |
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Finally finished my first RTW2 game as Japan. Quite a fun ride though the last 20 years got a bit samey. The AI simply doesn't build many nor enough carriers so they stood no chance. I guess the home field advantage is just too great. The first two wars against Russia and German were basically won in the first battle when their whole far eastern fleet were sunk in harbor by surprise attack. I even had a surprise carrier attack at Vladivostok. 3 strikes of around 100 planes each annihilated (for the third time) the entire Russian battlefleet. In one war I destroyed almost the entire French naval force (no ship larger than CL left) and I blockaded France with 3 CL when their leader declared they are going to wage total war against me and they promptly surrendered after 3 months. The second to last war saw my fleet with blind fire capable radar against the combined Italian and French navy that did not have such capability so they were slaughtered even in night battle. Looking forward to missiles and jet revamp to come out to pad out the final years of the game. Late game the AI seems to like to build CA armed to the teeth with 15 6-8in guns but almost no armor. I lost many CL to this type of ship in the final days of the last war. Though it seems even with 50+ AA factor AA is suppression at best against air attack. I've rarely seen more than one or two aircraft shot down even with my ship crammed full of AA guns. pedro0930 fucked around with this message at 00:37 on Jun 6, 2019 |
# ? Jun 6, 2019 00:25 |
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As someone who’s never played the series, how are the newer strategic command titles?
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# ? Jun 6, 2019 13:22 |
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BBJoey posted:As someone who’s never played the series, how are the newer strategic command titles? They're great!
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# ? Jun 6, 2019 13:27 |
Mr Luxury Yacht posted:If these are the versions with the patch for Windows These are good fun, glad you guys mentioned them. I played a few missions in B2B and had a blast. They have a certain quaint charm. I also like the lower unit count.
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# ? Jun 6, 2019 13:48 |
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So I have a RTW2 complaint. What is the use of having the ability to convert ships to CVs and CVLs? The only time you really want to do this is early on in carrier development; however, during this early period the "design committee" usually insists that "you cannot build this ship without at least x number of x types of guns." The problem being you cannot add turrets and are confined to utilizing the turret positions on the original ship, meaning unless the ship you are converting had enough wing turrets in its the original configuration to meet the demands of the design committee, you cannot actually convert said ships to CVs or CVLs.
ZombieLenin fucked around with this message at 14:32 on Jun 6, 2019 |
# ? Jun 6, 2019 14:27 |
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ZombieLenin posted:So I have a RTW2 complaint. What is the use of having the ability to convert ships to CVs and CVLs? The only time you really want to do this is early on in carrier development; however, during this early period the "design committee" usually insists that "you cannot build this ship without at lest x number of x types of guns." The problem being you cannot add turrets and are confined to utilizing the turret positions on the original ship, meaning unless the ship you are converting had enough wing turrets in its the original configuration to meet the demands of the design committee, you cannot actually convert said ships to CVs or CVLs. That’s an issue for CVs but shouldn’t apply to CVLs... I think. I have the same problem.
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# ? Jun 6, 2019 14:31 |
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Pirate Radar posted:That’s an issue for CVs but shouldn’t apply to CVLs... I think. I have the same problem. I think part of the problem with CVLs is the minimum speed requirement, making it impossible to convert some of my old pre-dreadnoughts and protected cruisers into CVLs.
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# ? Jun 6, 2019 14:33 |
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Fray posted:BtB was more fun than any of their games in the new engine. So much content. Playing as the axis minors (or curbstombing them as the Soviets) was so much fun. Now I wonder if people here would put up with the ancient graphics for a retro edition of our combat mission LPs. Hmm, some of the Stalingrad scenarios might even be playable on modern computers. Might.
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# ? Jun 6, 2019 14:38 |
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ZombieLenin posted:So I have a RTW2 complaint. What is the use of having the ability to convert ships to CVs and CVLs? The only time you really want to do this is early on in carrier development; however, during this early period the "design committee" usually insists that "you cannot build this ship without at least x number of x types of guns." The problem being you cannot add turrets and are confined to utilizing the turret positions on the original ship, meaning unless the ship you are converting had enough wing turrets in its the original configuration to meet the demands of the design committee, you cannot actually convert said ships to CVs or CVLs. I've never had that issue. I would just remove all turrets and add a few in the wings with no complaints. The bigger issue with CV/CVL conversions is that you end up dragging a bunch of useless weight around with the 14 inch belt you decided to put on your BB.
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# ? Jun 6, 2019 15:06 |
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CV/CVL conversion doesn't even cover the main source of conversions which was rebuilding capital ships mid construction because of treaty obligations.
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# ? Jun 6, 2019 17:05 |
I started playing Atlantic Fleet again last night and it's a lot of fun. I hope Killerfish has something in the works cause I've dumped a bunch of time into Cold Waters and I'd love another naval game with a bigger dynamic campaign.
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# ? Jun 6, 2019 17:11 |
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ArchangeI posted:I've never had that issue. I would just remove all turrets and add a few in the wings with no complaints. The bigger issue with CV/CVL conversions is that you end up dragging a bunch of useless weight around with the 14 inch belt you decided to put on your BB. When I try to put on new wing turrets I get the "cannot add new turret!" error. Speaking of which, it appears you cannot have center line turrets on a CV. So does that pretty much mean no experimental hybrid carrier battleships? I was looking forward to stupidly building an entire fleet of these.
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# ? Jun 6, 2019 17:24 |
Has anyone had any luck getting RTW 2 working on linux or OSX? My windows machines processor is still melted
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# ? Jun 6, 2019 17:31 |
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ZombieLenin posted:When I try to put on new wing turrets I get the "cannot add new turret!" error. Speaking of which, it appears you cannot have center line turrets on a CV. So does that pretty much mean no experimental hybrid carrier battleships? I was looking forward to stupidly building an entire fleet of these. You were supposed to be able to build hybrids in the beta but they’re not in the main launch for... some reason? And yeah, I haven’t been able to add turrets in conversions at all. If there’s a trick I haven’t found it yet.
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# ? Jun 6, 2019 18:19 |
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Pirate Radar posted:You were supposed to be able to build hybrids in the beta but they’re not in the main launch for... some reason? And yeah, I haven’t been able to add turrets in conversions at all. If there’s a trick I haven’t found it yet. I think something is bugged with CA to CVL conversions. BC to CV conversions with 8 x 8" in twin turrets on wing positions work well and I can convert an 8,000 ton CL to an useless CVL with 6 planes without errors. It's gamey and takes longer but you can also build a large and fast AV with wing turrets from the start and convert it to CVL as soon as it's complete to get an useful CVL in about 32 to 36 months total. Or just wait to have unlocked purpose built CVLs.
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# ? Jun 6, 2019 20:29 |
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Zeond posted:I think something is bugged with CA to CVL conversions. BC to CV conversions with 8 x 8" in twin turrets on wing positions work well and I can convert an 8,000 ton CL to an useless CVL with 6 planes without errors. It's gamey and takes longer but you can also build a large and fast AV with wing turrets from the start and convert it to CVL as soon as it's complete to get an useful CVL in about 32 to 36 months total. Or just wait to have unlocked purpose built CVLs. You can also auto generate a CVL, swap to a AV before building and then convert back in a rebuild so it's not hideous.
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# ? Jun 6, 2019 21:16 |
Hav posted:Watch those stray url tags around the address for the installer. Let me know how it goes. not well code:
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# ? Jun 6, 2019 21:53 |
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Gay Hitler posted:Has anyone had any luck getting RTW 2 working on linux or OSX? My windows machines processor is still melted It's been working great for me under Wine on OSX. Going by the interface, I'd guess everything it does is a standard windows API call.
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# ? Jun 6, 2019 22:23 |
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Pirate Radar posted:You were supposed to be able to build hybrids in the beta but they’re not in the main launch for... some reason? And yeah, I haven’t been able to add turrets in conversions at all. If there’s a trick I haven’t found it yet. Huh. I've never had an issue with it. I clear all turrets (main, secondary, and tertiary), then typically add four twin 8" wing turrets, two on each side of the ship, to meet the requirements.
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# ? Jun 6, 2019 22:27 |
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Stairmaster posted:CV/CVL conversion doesn't even cover the main source of conversions which was rebuilding capital ships mid construction because of treaty obligations. This would make agreeing to an arms treaty more appealing if you had a chance to save that sweet 32,000 ton BC you were 6 months into building.
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# ? Jun 6, 2019 22:27 |
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Popete posted:I started playing Atlantic Fleet again last night and it's a lot of fun. I hope Killerfish has something in the works cause I've dumped a bunch of time into Cold Waters and I'd love another naval game with a bigger dynamic campaign. Have you managed to get into a battle where a carrier was actually worth the investment in Atlantic Fleet? Cause in my two runs (one as allies, one as axis) all they've been good for is taking a bunch of torpedoes in the first 3 rounds of combat and sinking/managing to survive through sheer luck.
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# ? Jun 6, 2019 22:32 |
SerthVarnee posted:Have you managed to get into a battle where a carrier was actually worth the investment in Atlantic Fleet? Haven't got that far yet, but a good heads up. I was planning to invest in some carriers cause they seemed like they'd be useful but maybe not so much. Hunting submarines still annoys me in this game, they seem to easily be able to snap shot you if you get close and you have to be incredibly precise to have hedgehog or depth charges hit.
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# ? Jun 6, 2019 22:42 |
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Popete posted:Haven't got that far yet, but a good heads up. I was planning to invest in some carriers cause they seemed like they'd be useful but maybe not so much. I found that the best anti-sub weapon in Atlantic Fleet is a spread of torpedoes when the sub is at periscope depth. No need to fiddle with the fixed aimpoint of the hedgehog or run over the sub for depth charges. Aiming the the torps in easy as submerged subs are super slow and they rarely take evasive action. Don't force the sub to dive by shooting at its periscope and you can usually get a good firing angle from about 8k yards away. Carriers are close to useless as engagements generally start inside enemy gun range, enemy ships nearly always concentrate fire on carriers and they get two or three turns at shooting to damage air ops or start fires on the carriers before the first planes are airborne. Zeond fucked around with this message at 06:22 on Jun 7, 2019 |
# ? Jun 7, 2019 06:20 |
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Yes, its unbelievably satisfying. Get out of here
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# ? Jun 7, 2019 06:38 |
I had an encounter with a German u-boat and I solved it by having a land based plane drop depth charges on it. That works too! But yeah I'm thinking you're probably right about spamming torpedoes next time, hedgehog and depth charges are so fiddly it's a pain in the butt.
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# ? Jun 7, 2019 07:00 |
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Absolutely torpedoes for subs, they are free to restock at the nearest naval base anyways, so just throw a full spread at each sub and then focus on dodging their torpedo waves. Airplanes are absolutely masters of the field, but they are a bit random and a bit limited in ranges to be entirely relied upon. Also any torpedo you launch will travel just under 2800 (whatever distance unit is used in the game) before the enemy gets to move. minimum distance for the torpedo to arm is 1000, so if you are using subs you just bait the enemy destroyer into closing that range and then introduce him to twin torpedoes for instant seducing action. Speaking of carriers, i had a battle today against a carrier that actually managed to get off a flight of torpedo bombers. it took 4 torpedo runs before they sunk my light cruiser and their 5th run was for some reason used against their own carrier. Incidentally i now know that at least enemy torpedoes will just phase straight through their own ships to continue on after your ships. Also if the enemy sinks your last warship, they will surface their sub and start shelling your freighters. It turns out that a freighter can ram a sub to death in one impact. I really wish there was a way to end the battle with autoresolve once the allies are reduced to defenceless freighters, and thats regardless of whether im playing as the axis or the allies.
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# ? Jun 7, 2019 11:30 |
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SerthVarnee posted:Absolutely torpedoes for subs, they are free to restock at the nearest naval base anyways, so just throw a full spread at each sub and then focus on dodging their torpedo waves. Airplanes are absolutely masters of the field, but they are a bit random and a bit limited in ranges to be entirely relied upon. Also any torpedo you launch will travel just under 2800 (whatever distance unit is used in the game) before the enemy gets to move. minimum distance for the torpedo to arm is 1000, so if you are using subs you just bait the enemy destroyer into closing that range and then introduce him to twin torpedoes for instant seducing action. there is tho
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# ? Jun 7, 2019 17:55 |
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Do tell. Aside from running away from the battle as the axis or scuttling everything as either side, im not seeing it. i will concede that scuttle all works for the allies yes. not so much for the axis
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# ? Jun 7, 2019 18:43 |
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Who wants to do some CMBB/CMAK PBEM with the new GOG releases? I miss those drat games. e: we need a goon tourney for this Alikchi fucked around with this message at 18:50 on Jun 7, 2019 |
# ? Jun 7, 2019 18:48 |
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Gay Hitler posted:Just hangs there. Never get any popups Looks like you're using wine4.0, so you might want to do a brew update/brew upgrade. I'd also blow away that prefix and start again after updating wine. That's the only difference I can see easily, except my run command contains a bunch of the regsvr magic that you're missing. Hav fucked around with this message at 19:55 on Jun 7, 2019 |
# ? Jun 7, 2019 19:22 |
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# ? May 9, 2024 17:08 |
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So, uh, I was poking around the database in Armored Brigade the other day. I'm still convinced it might be possible to construct some sort of tool that takes Steel Panther MBT data files dumped from Mobhack into .CSV and mostly create XML entries for units and formations and whatnot since most of what AB needs seems to be in SPMBT. It'd at the very least massively speed up the process (minus the sprite part). I ain't letting my dream of a real time SPMBT without the ricochet sound die. So I was experimenting with different fields directly in the XML files to see how it all mapped in the editor/in game. Long story short I was playing around with some XML flags and managed to accidentally unlock all the DLC
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# ? Jun 7, 2019 20:17 |