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Wars Across The World Torrent Download [Patch]

Updated: Nov 29, 2020





















































About This Game The WAW base pack, contains the game engine, the tutorial and 10 different scenarios (and can make use of all future DLCs and packs): HAMILKAR 264, the long First Punic War, the first Rome vs. Carthage war. HASTINGS 1066, opposing Normans, Vikings ands Saxons to claim the crown of England. SARATOGA 1777, the battle that changed the course of the War of Independence. WATERLOO 1815, the last epic campaign of Napoleon. BULL RUN 1861, the first grand battle of the American Civil War. MISSOURI 1861, depicting the fight to get control of this decisive western state. NORMANDIE 1944, the most famous landing operation on the beaches of France. BULGE 1944, the last German WW2 offensive in the west. SIX DAYS 1967, the six days war between Israel and its Arab neighbours. and BERLIN 1945, the fall of the Nazis against the Soviets. Note that if you already own on Steam some of the scenarios in the base pack, they will not be charged again.WAW is a unique strategy turn-based game concept, on a boardgame spirit, which aims at simulating in one single system ALL conflicts throughout the world (and beyond) from Prehistoric times to nowadays, from grand massive wars to asymmetrical conflicts. And it will work also on non-historical, alternate history, fantastic or SF titles. The key is the use of a single system of rules and situations which works in all cases. Why? Because we want players to learn rules only once, get confident and at ease with them, and then spend all their time with the titles in the collection in a speedy and effortless manner ... for example, the battle screen will be similar throughout the games, and thus will require almost no adaptation for enjoying it in a new game! Practically, a few minutes are required to read about the specific properties and content of a new scenario and you can jump right in!The Main Game Features includes:Game is turn-based, using the I GO U GO system, each player taking one side (sides involve sometimes more than one nation).The map is divided into numerous regions, with various terrains and sometimes structures (ports, fortresses, airports ...), and potentially sources of income when necessary.When maintenance and purchase of forces is needed, or to acquire new event cards, a simple income system is activated.Combat units may be from the land, naval or air domains. You will find different types, such as infantry, cavalry, artillery, guerrillas, submarines, flat tops, fighters, elephants, anti-aircraft batteries, etc ... All of which can be combined into different stacks for easy handling.Leaders are crucial in the game, as they have three main usages: first they give bonus to the base combat values of their stacks, second their morale values are use to check victory or defeat levels, and lastly they are necessary to launch attacks on the enemy.Two opposing stacks in the same region generate a battle, which is resolved in a semi-tactical way in two successive rounds. The game automatically calculates the various bonus and penalties of sides, their respective morale levels, allows for event cards play, and they each combat unit of each side shoots simultaneously (in most cases) at the enemy. Losses are taken in terms of hits and panics. The moral level of the initial army affected by the losses and panics suffered, which in turn may lead to rout, pursuit and breakthroughs.Multiple Events Cards packs are granted to each side, that they will use to influence all aspects of the game, such as alliances, income, movement, weather, leadership, number and quality of troops and finally many tactical aspects for the battles. This ensures both a real uncertainty in the game and a great replayability potential.  The scale changes according to scenarios. A ground combat unit could be only a simple battalion or a whole army. A region may represent a few square miles or a whole country. And similarly, a game turn could be just a few hours or up to many years! Game allows for coverage of different ‘spaces’ of play, such as land, sea, air or outer space…!  PLANNINGEach month, a new scenario will be released!   The WAW base pack, contains the game engine, the tutorial and 10 different scenarios (and can make use of all future DLCs and packs): HAMILKAR 264, the long First Punic War, the first Rome vs. Carthage war. HASTINGS 1066, opposing Normans, Vikings ands Saxons to claim the crown of England. SARATOGA 1777, the battle that changed the course of the War of Independence. WATERLOO 1815, the last epic campaign of Napoleon. BULL RUN 1861, the first grand battle of the American Civil War. MISSOURI 1861, depicting the fight to get control of this decisive western state. NORMANDIE 1944, the most famous landing operation on the beaches of France. BULGE 1944, the last German WW2 offensive in the west. SIX DAYS 1967, the six days war between Israel and its Arab neighbours. and BERLIN 1945, the fall of the Nazis against the Soviets. The Season 1 pack, is a DLC-only bundle with 10 of the first year (2017) releases of the WAW collections (extra to those of the base pack). A new Season pack will be created at the end of each year with that year's releases. Note that if you already own on Steam some of the scenarios in the Season 1 bundle pack, they will not be charged when you purchase the season pack.See more here : https://store.steampowered.com/bundle/7843/Wars_Across_The_World_Season_1_Scenario_Pack/Players are given free access to the Game Editor. Just download it from here: https://waw-games.com/en/team-communityThe Game Editor will allow you to customize your scenarios, as well as design new onesThis version is in solo mode and hot seat as well as in PBEM (Play-by-Email). a09c17d780 Title: Wars Across The WorldGenre: Indie, StrategyDeveloper:StrategiaePublisher:Plug In DigitalFranchise:Plug In DigitalRelease Date: 4 May, 2017 Wars Across The World Torrent Download [Patch] wars across the world review. wars across the world editor. wars across the world strategies. war of the world torrent magnet. wars across the world russian battles. wars across the world. wars across the world forum. civil wars across the world. wars across the world skidrow. wars across the world igg. wars across the world dlc. wars across the world scenarios. wars across the world russian battles-plaza. wars across the world test. wars across the world ipad. wars across the world ios. wars across the world pc game. wars across the world video game. wars across the world finland 1918. wars across the world steam. wars across the world manual. wars across the world facebook. war of the world torrent download. wars across the world free download. wars across the world finland. wars across the world youtube. let's play wars across the world. current wars across the world. wars across the world congo 1964. wars across the world mods. wars across the world android. wars across the world russian battles review. wars across the world expanded edition. wars across the world pc. wars across the world rules. wars across the world scenarios missing. wars across the world russian battles *2018*. wars across the world ios review. wars across the world download. wars across the world russian battles gameplay. wars across the world itune I enjoy this game so far, but its way too expensive in my opinion.. I bought this game when it was published, and have most of the DLCs (Mac and windows version). It is a fascinating new concept - making an engine adaptable to conflicts in all mankind ages. It works. The engine rules adapt to almost any kind of conflict, from roman ages to modern times, it can handle air and naval warfare satisfactorily, with event and decision cards that provide key ingredients to simulate each specific context. Unfortunately the AI was sorely lacking in capabilities. But with the newest update, now finally the AI gives a good challenge. I am enjoying it, and can recommend this game to all strategy gamers. For sure, it can be classified as a beer-and-pretzels kind of game, but you can play any of a number of very fun and well designed scenarios in a few hours.The only criticism I have is the relatively high price of each DLC.... I like this game very much. Fast, simple buy not dumb. You constantly have to make importante decisions on the campaign.Cards are strongly flavoured and give you the sense of the struggle.. Very happy now. The game was slightly expensive to start with so I bought the Expanded pack after the price was reduced. I found the tutorial pretty simple so I managed to play very quickly. I like the fact that as soon as you understand how to play with the tutorial or a first game, you can then play with any other scenario/conflict. I will ask them to create the battle of Agincourt ;-). After reading some old comentaries, i was afraid that the game would have some major issues with bug in the various scenarios.I however decided to try it as the price went down and the base pack offer now more content than before. I haven't seen any bug so far. as i understand, the dev team is working to offer continuous improvement on the game.I really had a fun time playing the various scenarios, as the game rules are simple to handle (even if the interface is not very user friendly sometime). Once you know how to play, you can increase the AI level to give you a bigger challenge. Some free scenarios are also available online. I still have to try the multiplayer option but i do recommend the game which brought mefun games. Changes, Fixes and Improvements list: *** IMPROVEMENTS *** - (Return to Base Air Movement) Summary window is no longer displayed when computer is playing. - (Air Defense movement) Air units can only defend on Regions that contain allied units or an allied structure. This prevents potential exploit strategies where planes are used just to prevent the opponent from moving forward. - (Air defense movement) It is no longer possible to place air units in defense in regions that do not contain allied land or naval units. - (Air movement) Aerial units located into aircraft carriers can now automatically get out of the ships to intercept enemy air units (CAP). - (Air movement) Anti-aircraft units now only inflict panics to moving units (except in land or naval battles where they act normally). - (Air movement) If an air stack enters a region containing enemy air interceptors and enemy AA units, both quick battles take place, starting with AA units shooting at the incoming stack. - (Air movement) When an air stack enters a region that contains land anti-air units + air interceptors, now two battles actually happen : first the AA units shoot at the moving stack (and can only inflict panics). Then, a quick dogfight opposes moving units and the enemy air interceptors. - (Battle) During a Land or Naval battle, aerial units that have potential targets but are inside a structure/aircraft carrier now automatically participate in the battle. - (Battle) In Land and Sea Battles, Air Units are now only affected by combat factor modifiers that make sense for them (terrain and entrenchment of the enemy, cards, but not leaders). - (Battle) Removed confusing battle messages about Leader Loss. - (Battle) Units retreating in battle will now choose to retreat in an adjacent region prior to retreating in a fortress (unless scenario states otherwise). - (Breakthrough) Air units can now be allowed to accompany breakthrough. - (Cards) Accelerated dice rolls triggered by some cards (e.g. « Focus operation » in the Six Days scenario). - (Cards) AI now plays its cards in a smarter and less predictable way, especially during pursuits. - (Cards) Improved cards behaviour when they are played by the AI. - (Cards) Increased snap distance between the card moved by the user and the card play zone. - (Cards) Some scenarios now allow to keep all cards puchased in hand, even if there are more cards than the limit set in the scenario (usually 5). In this case, discard is only done at the end of the Draw Cards game phase. - (Gameplay) Added support for submarine and hidden units in Sea domain. - (Gameplay) Units with the corresponding property can now attack while keeping their camouflage. - (Hidden units) Hidden units are no more anonymous when they enter a region with no enemy units but with an enemy structure. - (Hidden units) Hidden units are now using a half-transparent counter and image. - (Hidden units) Modified unit discovery rules : now each land stack and each air/sea unit can only perform a single discovery test for each region during a movement phase. - (Hidden units)It is now possible to perform a discovery test just by moving a stack inside its region. Previously, getting out of the region then coming back was required to do the test. - (Movement) For units that are not allowed to move because of a card effect, movement points are displayed as a red ‘’-‘’ character instead of a red ‘’0’’, to avoid confusion with units that are allowed to move but have no move points left.  - (Movements) Dropping a parachute unit on a region will cost it all its movement points allocation. - (Movements) Parachute units can join an allied unit in battle (even without leader), reciprocally an allied unit/stack can join a parachute unit in battle. - (Movements) Parachute units can now embark air transport units and be dropped on a land region (enemy or friendly). - (Naval battle) Air units and submarines can now pursue routed units. - (Naval battle) Anti-aircraft values of naval units do not benefit from battle modifiers when targeting air units. - (Naval battle) If one of the opponents only have air units, the short range battle is automatically chosen. - (Naval battle) Maneuver test dices are now hidden to accelerate the pace of naval battles. - (Naval battle) Planes loaded in attacked aircraft carriers now automatically participate to the battle. - (Performances) Improved memory management when user goes back to main menu. - (Purchase) The game now prevents the player from buying more cards or replacements than available. - (Purchase) The purchase toolbar now displays the number of cards and replacements that can be bought. - (Saves) The state of the game is now auto-saved when the user returns to the main menu or quits the app. - (UI) Added a small explosion when an air stack is destroyed during an aerial battle. - (UI) Aerial battle details are now more understandable, with an indication of the type of battle (dogfight or agains anti-air units). Battles with no hits or panics are not displayed as a victory for the defender anymore, since the attacker is able to continue its mission in this situation. - (UI) The Information Window now indicates that a unit is able to follow a breakthrough. [/b] *** FIXES ***[/b] - (Return to Base Air Movement) Fixed bug where all units of an air stack would return to the same base, even if they came from different locations. - (Return to Base Air Movement) Fixed movement of air units returning to an aircraft carrier in the case the carrier is not in its origin region. - (Return to Base Air Movement) Game was sometimes stucked when air units had nowhere to come back (attached structure conquered by enemy for example). They will now try to find another airport within move range or die if no suitable airport has been found. - (Air movement) Ensured that air units that have panicked cannot move again during the same move phase. - (Air movement) Fixed multiple cases where the game could hand during air movements. - (Air Movement) Fixed air units in panic not returning to their base after an interception. - (Air movement) Fixed air AI not able to fly from moving aircraft carrier. - (Air movement) Fixed bug where moving air units would always be intercepted by opposing air units : the interception dice test was not called properly. - (Air movement) Fixed movement of stacks returning to their base after a panic or loss during a battle. - (Air movement) Fixed rules that determine if a Land/Sea battle should be started after an air stack reaches its final destination. - (Defensive air movement) Fixed a bug that allowed to send an air stack to a region containing enemy AA units. - (Air battle) Fixed bug where an air stack with all combat units in panic was not automatically routed. - (Audio) Fixed missing sound for units doing railroad movements. - (Battle) Fixed bug where the losing stack could not retreat because the retreat region was difficult and the stack had too much units. Now, extra units are eliminated, starting with units with lowest morale. - (Cards) Current nations that belong to each player are now saved and correctly initialized when loading a save. - (Cards) Fixed a bug that cause cause the freeze after playing a card with the effect to reveal hidden enemy units. - (Cards) Fixed bug caused by cards trying to teleport bunker units (such as "Rokossovski Advance" in Berlin 1945). Now those bunkers are destroyed instead. - (Cards) Fixed bug that deactivated the zoom on active cards just after loading a saved game. - (Cards) Fixed bug were a card could heal a wounded leader, although this is not allowed by the game rules. - (Cards) Fixed crash caused by some cards that have an effect on sieges (such as "Hannibal Rhodos" in Hamilkar 264). The effect of those cards on a structure is now canceled if the side of the structure changes. - (Cards/Saves) Fixed issue that allowed to play cards after loading a saved game, although the save had been made after playing cards. E.g. this bug allowed to play cards anytime during a movement phase, which is somewhat cheating. - (Conquest) Fixed crash that could occur when a structure containing units was conquered by an enemy. - (Disband) Fixed bug where disbanding units located in a structure or a transporter would create "zombie" units. - (Disband) Fixed bug where re-opening the stack viewer just after disbanding would still show the units that had been disbanded. Now the stack viewer is not closed by disbanding, and the disbanded units are correctly removed from it. - (Hidden units) : Fixed a recon test error where revealing a unit automatically created a battle, even if units engaged in battle were unable to hit themselves - (Hidden units) Fixed bug where a hidden stack could automatically take a region after loading a save. - (Hidden units) Fixed bug where hidden units discovered by an enemy stack were still hidden after reloading the game from a save. - (Hidden units) Fixed bug where un-hiding a stack in an empty region would not capture it. Now It is not possible to hide the stack again just after capturing it. - (Localization) Added missing translation for movements that start a blockade. - (Localization) Added some missing translation for some Unit Action buttons (Camouflage, Entrenchement). - (Maintenance) Fixed a bug. May 10th 2017 - Today's Fix: VERSION: WAW 1.170510aDATE: 10/05/2017*** IMPROVEMENTS ***- (Cards) When the AI has to select opponent cards to discard, the button to validate its choice is now auto-activated if "Auto AI Actions" is checked in the game options- (General) The Game now does an auto-save at the start of each turn played by the AI. Previously, there was no auto-save at all during AI turns.- (UI) PhaseScreenTitle has a new public parameter to set the delay before the title begins to fade out, delayBeforeEndAnim- (UI) The version of the game is now displayed in the Credits window.- (Game Phases) The Aerial Return Phase does not display a summary window anymore- (Battle) Removed some battle phase titles et decreased the display time of others to accelerate the pace of Battles- (Battle) Slightly decreased chances that a leader is killed in batlle*** FIXES ***- (Cards) Fixed an issue where badly initialized cards could be displayed when a card with effect to discard opponents cards was played- (Achievement) Fixed achievement Rommel not being unlocked- (Achievement) Fixed achievement Sniper not being unlocked- (Achievement) Fixed achievement Serial Killer not being unlocked- (Achievement) Fixed achievement Executioner not being unlocked- (Achievement) Fixed achievement Assassin not being unlocked- (Achievement) Fixed achievement Headsman not being unlocked- (Achievement) Fixed achievement Nemesisnot being unlocked- (General) Fixed bug in detection of victory conditions- (General) Fixed issue where the looser side was not displayed in the End Game window- (Save/Load) Fixed bug where units previously unloaded from another unit would still be loaded in it after loading a saved game- (Texts): typos fixed in most English versions, thanls to customers' reports. Switzerland 1937: Alternate History!: Our first inroad into alternate history is now live.Switzerland 1937 is the simulation of a fictive civil war in Switzerland, based on the unfinished and unpublished novel 'Eternal War'.It's the history of a Europe that never could recover from World War One and the Great Depression. In most European countries, conditions prevailing are tantamount to civil war. Radicalism, decline of democratic values and violent riots are ordinary in many countries. Encouraged by Franco's rebellion in Spain, the anti-democratic, conservative-catholic 'Eidgenössischer Bund' starts an uprising to transform Switzerland into a corporative-autocratic state.Supported by various right-wing conservative factions, the Rebels have to seize power in Switzerland.The Government must maintain control over the important cities and economical centers, in order to defeat the insurgents.Have fun and re-write history.... Release of Kavkaz 1804: This month's scenario release takes you to the Caucasus (Kavkaz in Russian), at the start of the Napoleonic Wars (1804).You will the troops sent by the Czar of Russia to occupy the various principalities (Khanates) in this mountaineous region and fight the regular and irregular forces of Persia under Shah Mirza (and his Ottoman allies), the overlord of the local tribes.Cards will show the influence of diplomacy (and the ongoing Franco-Russian war elsewhere) and also the frequently shifting alliances and loyalties in the region.Available tonight. Enjoy. Release of Byzantium 1116: Byzantium 1116, our new release for July depicts the reconquest of Anatolia by Byzantine Emperor Alexius Comene, against the Seljuk Turks. The Turks, recently weakened by the passage of the First Crusade, are attempting to capture the last Byzantine strongholds (and loot them) before the latter can return in force and counter attack.This original medieval thematic will be available today 9:00 PST. Version Update - June 2017: VERSION: WAW 1.170601aDATE: 01/06/2017 *** IMPROVEMENTS ***- (Localization) Improved German and Russian localization of the game- (General) Updated game credits- (AI) AI will no longer play retreat cards when it is attacking- (AI) AI will no longer player retreat cards when defending if it does not have a possible retreat destination- (AI) AI activates regularly strategic bombing and air support mode*** FIXES ***- (Cards) Fixed issue with application of cards that change victory conditions (such as "Government Evacuation" in scenario Bull Run 1861)- (Cards) Fixed issue where reinforcements sheduled for upcoming turns by a card would not actually arrive (e.g. "Illinois Reinforcements" in senario Missouri 1861)- (Reinforcements) Fixed issue where game could be stuck in Reinforcement phase while selecting reinforcements destination- (General) Fixed game crash in Maintenance phase when user has to disband units because of lack of treasury- (AI) Units like obstacles or bunkers now remain still during land move- (AI) Aerial Units AI is now more reactive in offensive phase- (AI) Fixed creation of empty leaders during aerial battle- (AI) Improvements of AI in Aerial Defense Movement Phase, air support bombers are now used by the AI- (AI) Guerrilla AI makes better use of hiding and un-hiding on attacks - (Movement) Units like bunker or obstacle can no longer be moved by the player, even inside it's region- (Battle) Fixes game sometime stucked after the current human player lost a battle

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