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On The Western Front Crack


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About This Game

Grand Strategy on a Small Scale


January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single divis 5d3b920ae0



Title: On The Western Front
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Aggroblakh
Publisher:
Aggroblakh
Release Date: 5 Oct, 2018



English



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This is a gem of a game - I have waited years for a game along these lines and, this early access game for the most part scratches that itch. While at times "On the Western Front" can be management hell, the UI is being constantly improved and it receives frequent updates from a developer who is very active on the forums. From here the game can only get better, It must be said that as is, the game will mostly appeal to people who are into micro-management and some of the concepts may be difficult to grasp at first, but if you too like me are intrigued by the concept-again,the game is frequently updated and is getting better and better-then I recommend supporting this Early Access game. *Original review* If you want to support a great idea and a developer who delivers frequent updates then by all means buy this game. However do be aware that the game will likely crash before you can do anything interesting, the tutorials are broken - I presume in part because of quality of life updates that have removed and replaced buttons you need to push to advance the tutorial? and the game can be awkward. Rough edges are to be expected in early access, and this certainly could be a diamond in the rough. However it's hard to recommend a game that requires such a time investment to micromanage that's so prone to crashing. Will be sure to update this review as the game progresses.. First I'm not a guy who recommends a game just because it is EA, or throws money at a dev just because they have a good idea which might be an OK game in a year if they work hard at it. If an EA game is crap and not currently worth buying, I'll say so. But I recommend this. There are two major reasons why. 1. The Dev has proven in the past that he will stick with a game for a long time and come up with a good product (his other game is World Boxing Manager and it has a very similar style to this). He'll update a game even when you think the updates are long since done. His last game, like this one, doesn't look like much at first glance but is incredibly deep and well-balanced. 2. There's obviously so much here, even now in EA. It is an enormous amount of stuff for one person to have done. OTWF has RPG elements in officers and experience. It's got all of the various aspects of trench warfare - air recon and dogfights, barbed wire, raids, tunnelling, supply, weather effects (heavy rain will damage your trenchworks for example). Lots of upgrades like flamethrowers. And it's all well-balanced and thought out. You can just sense it. I've never seen a game quite like this. But man, this is a rough product right now. The tutorial is bad - perhaps it contains all the information you need, but that information is largely inaccessible. You can't look up a specific topic. You have to kick off one of the main tutorials, and if you can't perform one of the tutorial tasks within correctly, the tutorial won't advance. So not only do you not learn the concept you were working on, but you learn zero about all of the features that the tutorial was going to cover later. I've got about 15 hours in this game and there are so many things that I still don't know how to do. You'll do something which seems right based on your limited info, but it doesn't have the intended effect. Drilling troops is an important thing, but I've still not figured out why my troops won't do it. I'm still not sure I'm supplying my men properly. I don't know how dead troops get replaced. I'm not 100% sure how hospitals and injured troops work. I can't put my men on watch duty, which means they won't fire at attacking enemy troops. This is pretty important - there is nothing stopping the Germans from walking right across no-mans land and jumping into my trench ATM. Also the game itself seems to make things harder for you than they really are. For example, you're supposed to keep companies and batallions together on the line, since this gives the units command bonuses and causes your orders to be interpreted faster. But presently you fire up a new game and your platoons are scattered to the four winds. So you're going to spend nearly an hour at first just trying to organize your troops in a logical way. If you're an old style gamer, this feels like when I had my C64 or my 486. And I'd get hold of a good looking, detailed game that didn't come with instructions. And I'd be sit there for hours, putting the pieces together and at the end I'd generally know how to play except there would be one or two key concepts that I'd be completely unaware of. The whole experience currently looks and feels exactly like that. If you're an older lad who is OK with playing a game that has a DOS-era feel, or you're willing to suffer with a bad interface to get good detail and depth, then On the Western Front is worth it right now. I don't regret buying it. If you're not that kind of player but looking for a good, detailed wargame with some interesting RPG elements then wait 3-6 months. I'm familiar enough with the devs work to know that he will resolve all of my listed problems in time.. First I'm not a guy who recommends a game just because it is EA, or throws money at a dev just because they have a good idea which might be an OK game in a year if they work hard at it. If an EA game is crap and not currently worth buying, I'll say so. But I recommend this. There are two major reasons why. 1. The Dev has proven in the past that he will stick with a game for a long time and come up with a good product (his other game is World Boxing Manager and it has a very similar style to this). He'll update a game even when you think the updates are long since done. His last game, like this one, doesn't look like much at first glance but is incredibly deep and well-balanced. 2. There's obviously so much here, even now in EA. It is an enormous amount of stuff for one person to have done. OTWF has RPG elements in officers and experience. It's got all of the various aspects of trench warfare - air recon and dogfights, barbed wire, raids, tunnelling, supply, weather effects (heavy rain will damage your trenchworks for example). Lots of upgrades like flamethrowers. And it's all well-balanced and thought out. You can just sense it. I've never seen a game quite like this. But man, this is a rough product right now. The tutorial is bad - perhaps it contains all the information you need, but that information is largely inaccessible. You can't look up a specific topic. You have to kick off one of the main tutorials, and if you can't perform one of the tutorial tasks within correctly, the tutorial won't advance. So not only do you not learn the concept you were working on, but you learn zero about all of the features that the tutorial was going to cover later. I've got about 15 hours in this game and there are so many things that I still don't know how to do. You'll do something which seems right based on your limited info, but it doesn't have the intended effect. Drilling troops is an important thing, but I've still not figured out why my troops won't do it. I'm still not sure I'm supplying my men properly. I don't know how dead troops get replaced. I'm not 100% sure how hospitals and injured troops work. I can't put my men on watch duty, which means they won't fire at attacking enemy troops. This is pretty important - there is nothing stopping the Germans from walking right across no-mans land and jumping into my trench ATM. Also the game itself seems to make things harder for you than they really are. For example, you're supposed to keep companies and batallions together on the line, since this gives the units command bonuses and causes your orders to be interpreted faster. But presently you fire up a new game and your platoons are scattered to the four winds. So you're going to spend nearly an hour at first just trying to organize your troops in a logical way. If you're an old style gamer, this feels like when I had my C64 or my 486. And I'd get hold of a good looking, detailed game that didn't come with instructions. And I'd be sit there for hours, putting the pieces together and at the end I'd generally know how to play except there would be one or two key concepts that I'd be completely unaware of. The whole experience currently looks and feels exactly like that. If you're an older lad who is OK with playing a game that has a DOS-era feel, or you're willing to suffer with a bad interface to get good detail and depth, then On the Western Front is worth it right now. I don't regret buying it. If you're not that kind of player but looking for a good, detailed wargame with some interesting RPG elements then wait 3-6 months. I'm familiar enough with the devs work to know that he will resolve all of my listed problems in time.. Very tricky but really fun, cant wait for more updates i just hope there is a way to make it easier as i seam to hjave to micromanage every unit to put it them in place really good though. Original game, very promising but better to wait for after EA.. I've never experianced a developer more interested in making a quality player freindly game. game itself is a work in progress but improvements come weekly. It is already playable and for the prices of this developer you are gettimg a real bargin.. Im giving money to a concept I totally love for its development in this game. I hope it becomes as deep and as wide as it could be.. I'll keep it in the library with the hope it will improve. Game needs alot of work to be even remotely playable. No options to change graphic settings - text is hard to read - when you zoom in?????? the units stay the same size???? just the view area gets smaller???? This is not zoom as i see it. Buttons and controls feel unresponsive. I just could not play it or even try to play it for too long at this stage. Needs Work on the basics. Recommend not to buy unless you want to support development. Great idea, but a long long way to go yet. Sorry have to give a thumbs down and hit the refund button.. It's a pretty cool concept.. so far the game seems to be a slog with ongoing confusion. I reckon that the developers are trying hard to simulate the actual environment of 1915 trench warfare. graphics serviceable but text is near impossible to read. trying working through the tutorial but sluggish response or no response at all. excited to try this game, it certainly has some potential but it is really rough in its present stage. it is in early access so I will leave it on my machine and hope for the best with timely updates.


Staff Officers : Hi all, Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events. The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain. For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game. Bugfixes/Changes: Staff officers now appear in the HQ screen. Chief of Staff: Affects order delay for all units. Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks. Administration: Affects passive morale loss and replenishment rate of units in reserve. Logistics: Affects food/water regain when in range of kitchens. Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise. The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir." Random events and decisions now appear every now and then. These can sometimes cause temporary effects that affect the whole division. Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced. Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation. Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions. Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance. Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer. Added a few more variations to the officer portraits. Important notes: You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future. You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.. Stacked : Hi all, Another week, another update. Mostly just tightening up the game again. Bugfixes/Changes: Increased the multiplier for monthly divisional supply allocation. With an increased emphasis on field supply dumps and supply lines, I figured I would make it less of a headache to deal with supplies in general. Let me know if this is a good change - shell shortage was a real thing, after all, and trying to balance realism and gameplay is a constant concern. Tooltips now show up properly for all unit effects and commander traits. Tooltips weren't showing up properly because each refresh was erasing the entire list and re-creating it with each game tick. Hopefully this makes things a but more clear. Added tooltips all over the place, notably for unit effects and commander traits. Many of you have requested a way to tell at a glance how many units are on a tile. I previously said this was tough because, unlike HOI, units would bleed over into neighbouring tiles if they were stacked. I gave it a try and came up with a compromise - the stack caps at three. This way I can simply shrink the units without having them overlap into adjacent tiles, and there's still a rough overview of how many units are on a tile. I hope this helps! Being under attack is (and always has been) rated by severity ie. being under light machine gun fire is less debilitating than heavy machine gun fire. This was, however, impossible for you guys to know because there was no visual indication of this effect. I've now added it in. Non-supply units can now carry food. I figured carrying food didn't need specialist supply units, and it helps alleviate the burden placed on supply units in this game. This also means that the Carry Supplies and Supply Area orders are unlocked for all unit types, and they will automatically head to the rear to resupply if they run out. Rate of wire building has been sped up, to encourage more of it.. Remembrance/Armistice Day Weekend Update : Hi all, I've added a couple of new features this week! Alternate Font The Settings screen in the main menu now has the option of switching to an alternate font which I believe shows up better at lower resolutions. This can only be done on the main menu, because allowing it from the pause menu would be MUCH harder to implement. Let me know if the new font helps - I can always change it to something else if necessary. Aircraft I've now made it necessary to assign aircraft to individual pilots before sending them out on sorties. It's pretty basic at the moment. Once you get 1,000 Valour points, you can upgrade any of the aircraft to better models, which provide bonuses in combat against inferior enemy aircraft. You can also have pilots change planes if one becomes too damaged. Let me know what you think of this feature. I'm not 100% sure how much detail should go into it, so I'd love the feedback. Bugfixes: In the process of tweaking the aerodrome, I noticed that new pilots weren't being generated. Now, at the beginning of each month, if the number of pilots and/or planes is too low, new ones are generated. Pilot info now contains an icon to indicate whether they are Recon or Escort pilots. Fixed bug in which scheduled orders for dugouts and blockhouses wasn't working. Fixed bug in which Dry Weather Only scheduled orders wouldn't work a lot of the time. Optimized pathfinding a bit, which should reduce some lag whne pathfinding over long distances.. Scheduling : Hi all, I've added a new sub-screen at the top of the screen alongside the Aerodrome button. This screen lets you schedule construction orders and artillery bombardments in advance, with the option of limiting them to a certain time. So, for instance, you can make units set wire only at night, and have them repeat it every night. The screen gets populated with the units you currently have selected. In addition, I've also added another button at the top-right of the screen, which allows you to quickly manage and view existing orders. Hope this helps make the game a little easier to manage. Changelist: New Schedule screen which allows you to manage scheduled orders. Added orders pop-up button at the top right of the screen. Bugfixes: Fixed Pilot experience bug, where it would remain as Inexperienced despite hitting 100%. Pilots now withdraw properly and re-appear on the pilot list. Previously, they would mysteriously disappear. Fixed a bug in which drag-selecting units would only select one unit from each tile.. Some Info in the Discussion forums! : Hi all, I've noticed that there have been more than a few wishlists in the short time this game's Coming Soon page has been available on Steam. For more information about the game, feel free to check out the Discussion forums. There are a few threads that shed light on some of the mechanics of the game.. Little Things : Hi all, Mostly minor gameplay tweaks this update to improve the game rather than adding new features. Bugfixes/Changes: Units now spread out when building a line of trenches, communication trenches, or barbed wire. This is done to prevent crowding and reduce micromanagement. However, it should be noted that this doesn't apply for single-tile structures like dugouts or field hospitals, nor does it apply for underground structures. Added a new forest variation. Bug in which sight was not extending for units in blockhouses has been fixed. Enemy now starts with some wire pre-built. Following on, wire effects have been tweaked so that units will be stunned as they cross wire, rather than simply stopping in their tracks. The duration of the stun is longer depending on how heavy the wire is.. Happy New Year! : Hi all, Hope you all had a good holiday. I did, but I still managed to set aside some time to update the game a bit more! Bugfixes/Changes: Commander Traits Commanders now possess traits that they pass down to their subordinates. The effect is inversely magnified depending on the commander's rank. That is, the bonuses (and penalties) given by company commander traits is greater than those given by battalion or brigade commanders, with the obvious tradeoff of affecting fewer units. NCOs earned by veteran-level platoons offer the greatest effects from traits. Enemy Strongpoints This one's not quite perfect yet, but you might notice that the AI now tries to build trenches around buildings. I'm hoping to eventually get to the point where the AI is turning these into strongpoints, just like in real life. By turning "idle" actions such as resting, guard duty, and drilling into AOE orders, I accidentally broke the ability to order a unit to move elsewhere if it was already moving. This bug is now fixed. Fixed a bug in which field kitchens could be restocked endlessly until they held enormous amounts of food/water. Enlarged the range of both field hospitals and field kitchens, as well as increasing the carrying capacity of field kitchens. I found it got kind of annoying having to build one of these every few tiles. Fixed German HQ unit counters. Previously were all set to company commanders.. Help Text : Hi all, I've added Help Text into the game now. It's by no means complete but forms a basis to build upon. Please let me know if there's anything that needs to be explained better and I'll add it in. Some critical blocking issues with the tutorials have been fixed, but they'll be overhauled soon anyways. Other than that, this update is a relatively short list due to the time it takes to simply write all the text. Bugfixes/Changes: Help button is now clickable in the pause menu and allows you to view information about certain aspects of the game. Blocking issue involving subordinate/superior units in Basic Training tutorial has been fixed and takes into account the newer unit information popup. Tweaked the enemy AI to be a bit more aggressive in building structures. Fixed bug in which the enemy AI was not properly rotating its troops to the rear.


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