For those of you who enjoy the Total War series, you really must check out Empire: Total War ASAP! The game finally brings realistic naval battles to the RTS genre, and of course the land battles are still in the game along with the ... Continue Reading
Navigate the maze of phase lanes carefully, because enemies await at every turn. Only the most cunning will survive this treacherous system.
***Works only with version 1.12 or above***
Place file in this directory: Vista: C:\\Users\\User\\AppData\\Local\\Ironclad Games\\Sins of a Solar Empire XP: C:\\Documents and Settings\\All Users\\Ap...
Eight small colonies exist within this fringe sector. No one system has sufficient resources to fund a significant war effort, so you will need to stake a claim across multiple star systems before your rivals do.
Rivalry between these two entwined star systems cannot be delayed much longer. Soon enough, war will break out.
***Works only with version 1.12 or above***
Place file in this directory: Vista: C:\\Users\\User\\AppData\\Local\\Ironclad Games\\Sins of a Solar Empire XP: C:\\Documents and Settings\\All Users\\Application Data\\Ironclad Game...
A hundred years ago, Admiral Lumaran employed cataclysmic class warheads to annihilate all life throughout this system and purge the pirates who controlled it. He later learned his family was held hostage in the system.
***Works only with version 1.12 or above***
Place file in this directory: Vista: C:\Users\User\AppData\Local\Ironclad Game...
And should you have any SSE maps, feel free to send them in for all to enjoy!
StarCraft II Q&A - Batch 52: Map Maker Series June 21, 2009, 03:44:35 PM by Clord
1. Does it still use the JASS language, or perhaps an upgraded version of JASS? StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.
2. Is the language event-driven or object-oriented? The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.
3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)? The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.
4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements? I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.
5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language? One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.
6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical? We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.
7. Will there be a public API for the programming language? As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.
8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks. Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.
Author: Versions: 7.81, 7.8, 7.7, 7.6, 7.5, 7.42, 7.41, 7.4, 7.32, 7.31, 7.3 by Kamulec Here is lots of authors of older versions. Author of the first based it on Europe Risk. My version 7.3 is based on version 7.2 by Spontanus & Risk_FTW.
Middle Earth Risk 7.81 is the newest official version. - server split does not happen any more (Maszru...
And should you have any WC3 maps, feel free to send them in for all to enjoy!
Map Lost Island 9, size 10x10 km (512x512) for 4 players. In distant galaxy, on the lost ocean planet, a ninth crystal isle was undecovered, prepare to fight in Earth, Sea and Air. Made by Darkhan. 02-06-2009.
Map Lost Island 8, size 10x10 km (512x512) for 4 players. In distant galaxy, on the lost ocean planet, a eighth isle was undecovered, prepare to fight in Earth, Sea and Air, you start in little isle, conquer the map. Made by Darkhan. 01-06-2009.
And should you have any ForAll maps, feel free to send them in for all to enjoy!
Hi. Here is a 3 vs 3 map. Snow map. Fight in the Bois Jacques forest. The battle near Foy and Bizory. Battle of the Bulge. A normale version and a Fixed positions map. in the zip-file. Big Thx to ¨$ TEXAS $¨ For the HURTGEN + SNOW.APS File. Only in SGA-version. Regards devil566
And should you have any OppFro maps, feel free to send them in for all to enjoy!
Map Lost Island 7, size 10x10 km (512x512) for 4 players. In distant galaxy, on the lost ocean planet, a new isle was undecovered, prepare to fight in Earth, Sea and Air. Made by Darkhan. 28-05-2009.
Map Lost Island 6, size 10x10 km (512x512) for 4 players. In distant galaxy, on the lost ocean planet, a new isle was undecovered, prepare to fight in Earth, Sea and Air. Made by Darkhan. 27-05-2009.
Map Lost Island 5, size 10x10 km (512x512), for 4 players. In cosmos, on the lost planet, the fifth isle was uncovered, prepare to fight in Earth, Sea and Air. Made by Darkhan 26-05-2009.
Chat with Devs: Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates. http://www.starcraft2.com/features/misc/deathanimations.xml
As always, feel free to give the Devs and I a w00t if you're enjoying these Q&As!
---StarCraft II Q&A Batch 51 ---
1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB? And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it's a little difficult.
While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.
2. StarCraft 2's terrain properties such as Xel'Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?
The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.
3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?
Replay files do not include audio. However you will be able to see all text chats while you are watching replay.
4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?
Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.
5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?
The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.
6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?
You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.
Hi. 2 Maps in one file. One of the maps are for Fixed Positions. And the other you can Picking Random Sides. Is 4x4 player map. Only in SGA-Version. Is for (Coh OF) Have fun Regards devil566
Map also works for:
And should you have any OppFro maps, feel free to send them in for all to enjoy!
New StarCraft II Battle Report Available Now April 24, 2009, 11:20:19 AM by Clord
We have just released the second installment of our StarCraft II Battle Reports, a series of videos created for the official website in order to give you a closer look at the fast-paced, intense, and exciting-to-watch multiplayer matches of StarCraft II. In this latest battle report, you'll see two of Blizzard Entertainment's best players go head-to-head as the zerg and terrans while our commentators, StarCraft II lead designer Dustin Browder and eSports team member Robert Simpson, dissect and analyze the on-screen action for you.
CoH patch 2.500 and 2.501 April 08, 2009, 09:37:25 PM by Nick-SoD
Relic has released the patch notes and updated the community on when the patches should be going live. Look for the servers to update today (April 8th) at 16:00 GMT. The first patch unlocks all the new content, so original CoH and OF players can play people that purchase the new expansion, CoH: Tales of Valor; of course, you'll have to actually buy ToF to play with the new units and features. The second patch, then, is to balance in all the new stuff.
The next expansion to the successful Company of Heroes series has just recently entered the "gold" stage of development and should be hitting stores sometime early April (April 9 in the US). Here's the official news release, as well as a short snippet of information on the expansion:
THQ/Relic
"Building upon the recent critical and commercial success of Dawn of War II, Relic Entertainment is set to deliver the next great chapter in the award-winning Company of Heroes franchise,” said Kevin Kraff, vice president of global brand management, THQ. “Company of Heroes: Tales of Valor strengthens Relic Entertainment’s reputation as a leading RTS developer, with an unwavering dedication to innovative, ground-breaking gameplay experiences.”
“Company of Heroes: Tales of Valor brings an exceptional amount of tactical control and intimate combat to the franchise,” said Tarrnie Williams, general manager, Relic Entertainment. “The three new single-player campaigns, new multiplayer modes and advanced gameplay mechanics emphasize precision and require players to use a new level of strategy and skill to achieve victory during the historic battles of World War II."
StarCraft II Q&A Batch 50 March 25, 2009, 09:42:48 PM by Clord
Chat with Devs: StarCraft II from its conception has been designed to be an eSport and one of the backbone features to helping players learn more about their own gameplay as well as their opponents is through replays. In our chat with Dustin this week, he highlighted various features that will be available to players while viewing replays. These features are designed both to help players improve in StarCraft II as well as serve as a platform of statistics for eSports commentary.
• How much damage did that Reaper raid do on the enemy economy? • Does it look like the enemy is going to be able to make a comeback? • Is that player walking into a losing battle?
These are all questions that are raised in exciting competitive games and replays. With the new replay system, players and eSports casters will be able to follow these games in much more depth, as well as understand the repercussions of players’ major decisions on the battlefield. Players will be able to easily compare statistics of opposing players in real time as well as make their own predictions based on stats comparing army size, resource collection rate, resource allocations, and tech research in progress.
As always, feel free to give the Devs and I a w00t if you're enjoying these Q&As!
---StarCraft II Q&A Batch 50---
1. Overlord can be upgraded to carry units, and spawn creep, and Overseer can detect, spawn changeling, and has a longer line of sight. Why not just have the Overlord upgraded with these abilities, rather than have him transform? – Mooiki (Lordaeron)
We want each race’s detection ability to be well balanced. We don’t want to see every Overlord with detection after upgrading the ability once at Lair. Separating detection capability into two units creates important choices for Zerg players, to ensure their army has enough support of each type available.
2. Any support for stereoscopic play? - Ylleks (Azeroth)
Stereoscopic vision can be an interesting feature, as we’ve seen with the recently added support in World of Warcraft and other games. For now however, the team is concentrating on the core aspects of StarCraft II and making sure the core features of the game that will be used by everyone are as good as can be. Later on down the road we can evaluate more features like this and see if they make sense to support in StarCraft II.
3. At previous events with playable StarCraft II stations we often saw players doing classic Brood War build orders and tactics. Taking all the new things into account, how far do you get with playing just like in Brood War? Is it a clear disadvantage or a good way to start? - instarcraft.de
It will depend on the player’s play type and creativity. The experience and skills from the original StarCraft will definitely help players get familiar with StarCraft II. However, there are a lot more units, abilities, and buildings in StarCraft II than the original StarCraft. Players can always start out playing in the way that they used to play in the original StarCraft. As they grow more comfortable with the game they can begin exploring the new units and abilities and discover lots of new strategies. It’s not a matter of advantage or disadvantage, it depends more on the players’ play styles and preferences.
4. Will it be possible to use characters to colour ingame text like in SC1? – StarCraftWire.net
No, currently there is no in-game colored text support. Colored text was a neat trick in the original game, but we wanted to ensure that all in-game communication is clear and easily-readable, so we’re only supporting default text style.
5. In the single player, you said we can choose from the missions and the way we want to go forward. Will it be like we definitely will play all the missions and we can choose the order, or does it mean that probably we will miss some missions? – StarCraft II Hungary
In most cases, you’ll be able to go back and explore a mission branch that you skipped earlier in the campaign, so you can experience almost all of the missions in a single play-through of the campaign. There may be a couple of rare cases where a choice you make closes off a mission, however.
6. Will campaign decisions in the Terran portion affect campaign outcomes/branches in the Zerg and Protoss portions? - TheWarCenter
We looked into this possibility, but after some debate, we decided it was most important that each campaign delivers a self-contained, yet epic storyline. Giving each campaign a single start and ending was the best way to ensure a coherent plot.
7. In the original StarCraft, you could make the Lurker (through bug use), while burrowed, hold fire until told to attack, something which led to many exciting situations. Are there any plans to include a “hold fire” command for the Lurker in SC2? In addition, worker units lacked Hold and Patrol commands in SC, will this be the case in SC2 as well? – Team Liquid (Zanric)
There is no hold fire command for Lurker in the current build. However we will look into every possibility that encourages more tactical, exciting gameplay and keeps the game balanced.
Firstly we have a new preview from Gametrailers, available here. It focuses on siege battles and naval warfare, with some new video footage interspersed with the recut trailer.
Now, on to five new reviews, a number which can only increase further as release of the full game is imminent.
IGN UK, 9.5/10.
Despite a few minor chinks in its armour, Empire: Total War is an improvement over Medieval II in every conceivable way. Its campaign is larger, more tactical and engaging, while the improved AI ensures that real-time battles and siege warfare are more challenging and thrilling than in any previous Total War installment. Add the excellent 3D real-time naval warfare into the equation and you’re left with a game so accomplished and magnificent in scope that it deserves to be mentioned in the same breath as the greatest names in gaming history.
This is the grandest, most spectacular work of strategy gaming on the PC. If you've not tackled a Total War game before, or assume that they're not for you, I challenge you to play Empire and not be impressed, or even fundamentally changed by the experience. This is one of the most playable, and therefore important and accomplished, games ever created.
I have been waiting on Empire Total War for a long time and Creative Assembly have delivered a fantastic strategic experience with the newest title in their successful franchise. Empire: Total War is one of the finest war games I have played because it not only refines several aspects of the Total War formula but it also throws a few curveballs into the mix.
The challenges presented by the Grand Campaign firmly establish Empire as the stuff of legend: it’s far-reaching, truly massive and utterly engrossing. Once more, CA has refused to rest upon its laurels, creating one hell of a time-filching game; expect some late nights and cancelled social engagements once Empire hits your hard drive.
Empire: Total War is a huge game, both in terms of the number of hours you can expect to spend in it and in terms of the sheer scope that it covers. It stands to reason then that there’s a huge amount of stuff that we’ve only skimmed over; a whole host of changes that help make the game different from anything else on the market.
The latest E:TW review comes from NowGamer, with a verdict of 10/10, "The greatest strategy game of all time."
Ultimately, all you really need to know is that Empire: Total War is a masterpiece, the greatest, most accomplished and ambitious strategy epic in the history of gaming and one of the most exceptional games of all time. It may not be utterly perfect, with a smattering of glitches and shortfalls spattered throughout, but these minor irritants are like mere mosquitoes on a majestic bull elephant’s back, a beast of exquisite beauty and power that crushes its opponents underfoot with effortless ease.
What are you waiting for? Click here for the full thing.
Also, E:TW has already been shipped to some lucky pre-order customers, and is available for sale at some stores that jumped the gun. Although the game cannot be activated until release day, if you check around you could be one of the first to own the game, and have the manual memorized come release!
The first Sins of a Solar Empire expansion pack has been released. It adds starbases, minefields, and many new units and technologies. Best of all, it costs only $10. You can get more details here. It's only available via online download, but at that price who can complain?
Reviews and Video Review February 28, 2009, 03:06:33 AM by HordeOfDoom
With the full release mere days away, reviews will soon be pouring in. IGN are one of the first, giving E:TW a 9.5/10 'Incredible' rating.
We've been playing the final version for over a week now and can say that, with the exception of a few rough spots, this game has succeeded in creating an immensely engaging experience that captures the grand national strategies and battlefield tactics of the 18th century. And though it refines several elements of the Total War formula, it also offers up several new surprises.
Read the full thing here, and check out the video review as well.
Eurogamer are early reviewers as well, giving E:TW a 9/10.
Empire is a massive game with massive edges. They remain scrappy. It's these sort of things which keep it from a 10; that limit it to being merely one of the games of the year, one which I'm going to play another round of immediately.