Atlanta's Elite Fashion and Entertainment Consultants
Title: Wars Across The World
Genre: Indie, Strategy
Developer:
Strategiae
Publisher:
Plug In Digital
Franchise:
Plug In Digital
Release Date: 4 May, 2017
Minimum:
English,French,German,Russian
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4/10
A shallow boardgame with a crazy DLC approach. In the base game there are something like 10 scenarios which do not necessarily have much appeal. Game dynamics are flexible but pretty basic. The game would be worth something like 5 Euros only if all the DLC were included for free.
Now it is a cash grabber. Don't make a error like I did, skip this game, there are better cheap options around.
As a reply to the developer:
First: I bought the game for 7.5 Euros, so your statement is a lie.
Second: ETS2 is a 2012 game whose paid DLCs, which came several years after the initial release, keep the team developing the game after 6 years, keeping improving it like the ongoing revamp of the original content with new graphics and locations. Not talking about the many mods adding free maps. Not talking that ETS2 has much more content than your game even without DLCs and free maps. Not talking that you want to compare two completely different games.
Your reply lacks not only of on-topic analysis, but also of class. And class is why I didn't disclosed in my review at least 3 products which have the same price or even free which are, to me, way better than your game.. War Across the World is an amazing game that depicts the essence of many historical battles quite well. It is a serious board game engine that allows players to simulate practically any battle or skirmish in the world history. Actually it can do much more. With the use of editor you can recreate any type of struggle that involves map zones, card play, dice and player sides. For example, with the use of editor you can actually create a scenario that has nothing to do with the war in itself - you can simulate struggle for New York among 5 mafia families during Prohibition era, and it will be definitely fun game. Just an example. But you can for sure create any battle be it a small like city battle, or huge like a nation-level war.
As for graphics and feel the game delivers as well. It is a definite buy for those who want to have an abstract, but yet very repayable game sessions related to world history. If you are fan of world military and political history, if you like board gaming and if you like Osprey-type history books about World's most famous battles this game is for you. The engine is robust enough, but yet clear to understand, the replayability is immense, the battles are countless, the card-system gives that RPG feel to the strategy board game...
I usually play the game with 2 displays - 1 is for the game itself, and 1 is for the book or wiki-article about the battle I am playing, and with right music on the background it just gives an unparalleled historical experience for the late night. Play it slowly, to feel the flow of the events and indulge yourself into the atmosphere of the history of that battle that you play - and you would understand what I am talking about.
Developers are responsive and listening, and with time the engine will become even better - yet alone the world editor is a game in itself where you can create your own scenario with no programming skills. It is very powerful.
Definitely recommend for any board game fan and military history geek.
. I will try to be nice but I think this game has not been playtested at all...
I started with Hastings and then i got stuck in the siege bug (reload then siege will work)
Then I played normandy and the game started getting very laggy mouse gets slow so I restart then its Ok again.
Then I get to some reinforcement that i need to allocate on a particular area I do it and then I get stuck just like the siege thing-- I only tried to play 2 scenarios and then I gave up. No one has tested this for sure these are obvious bugs. Furthermore the UI seems to have performance issues planning an air strike is just hard work you have to really stop in each area you fly through if you go directly there it wont work.
On the up side I think this game has potential if it gets fixed.
-The card based wargamme is actually a good idea
- the AI is not too stupid but can be easily dealt with or in some cases does nothing (Battle of Hastings never happened for example).
- The event cards are immersive even thought its only +1 to attack it allways tells a story
I hop they can improve this game soon. A medium complexity stratgey game with DLC covering some properly obscure theaters? Sign me up!
Unfortunately, the fundamental promise of this game is ruined by some glaring ommissions that should have been cleaned up before the DLC onslaught.
For starters, the tutorial seems bugged. Even if you're able to complete it (I wasn't), it doesn't seem to teach you everything you need to know. The in-game manual is a basic, out of date PDF without hyperlinks that doesn't seem to be updated anymore. Want to view it online, out of the game? Well, it's not on the developers website anymore but if you're lucky you can find a Google drive link the developer shared on the forums.
The game isn't absurdly complicated and tool tips could help greatly. Except, there aren't any tool tips, the UI is uintuitive, and the game will randomly throw up warning/error messages about actions you're trying to make and then ignore them if you try the action again. Huh.
Truth be told, I can withstand a serious amount of clunkyness in a game but it almost doesn't seem worth it here. I had to find a developer comment on the forums just to discern how to buy units, but even then, the resupply and purchase system seems obtuse at best. Normally I'd just hop on YouTube for a guide, but the game's obscurity seems is damning in that regard.
The card system is novel, feels a bit like Twilght Struggle, but in my playthrough I was stuck with cards that couldn't be played yet had no restrictions in their description. Certain cards can only be played in certain phases, but the icons on the cards aren't intuitive. Again, tool tips would be a life saver here.
Ultimately, the game's breadth and obscure focus seems to be its strongest asset. For some players that might be worth the challenge of figuring the game on your own. For most people they'll just get frustrated and give up, and frankly, it's hard to blame them. There seems to be an interesting game here -- the developers just haven't bothered to show people how to get to it.. Email game if any one wants to play cloudhand46341@gmail.com Very Cool Game.
May 10th 2017 - Today's Fix:
VERSION: WAW 1.170510a
DATE: 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
. Content Update:
Today we updated some content on a few scenarios, mostly languages additions or fixes, or game balance in some scenarios. Most important are:
* German language added in Estonia 1918 scenario
* Expanded scenarios: most game balance aspects reworked. In the expanded scenarios from now, the VP trigger deadline will be 30 or 40 VP, not 20
* Some cards effects fixed.
* Air AI fix for some scenarios
* Overall improvement of AI "plans" in expanded scenarios.
A more detailed announcement will be made on Wednesday, including the next game released this month.. Website Updated:
Hi All,
Along with the recent code update that you probably noticed yesterday, we have also changed and redesigned the WAW website completely.
Feel free to visit it and comment at https://waw-games.com
Thanks for your support . Engine and Content Update - March 2018:
With this month's release (Malaya 1941) we also added a few engine improvements, as follows:
*** IMPROVEMENTS ***
- (Battle) At the end of a Land or Sea Battle, the defender always loses if its only non-panicked units remaining on board are Air units while the attacker still has Land or Sea units.
- (Board) Added visual effect for situations where a unit stack is destroyed by a card.
- (Board) Unit stack now always have the color of the unit that it is displayed on top of it
- (Dogfight) FIxed message displayed at the end of a dogfight when no unit was hit, the previous one was confusing
- (Entrenchment) The entrenchment level of a stack is now indicated on the stack by repeating the entrechment icon (3 icons for High level, 2 for Medium and 1 for Low)
- (Helicopters) Helicopter units now stay in their current region, unless they are ordered to go back to their base or previous region after their current mission. This order is done using a new button that appears in the Stack Viewer when helicopters are selected. However, helicopters cannot stay in ennemy or sea regions.
- (Leaders) A leader that replaces another one killed in battle now arrives in the structure contained in the capital region, if it exists. Otherwise, it arrives in the region itself.
- (Reinforcements) Reinforcements triggered by cards can no longer be delayed by another card.
*** FIXES ***
- (Aerial back movement) Fixed bug where the game would be stuck in this phase due to helicopters not being able to get back to their base.
- (Aerial Defense Movement) Fixed bug that allowed to drop units in regions were they were not allowed to go during this phase.
- (Battle) Fixed bug where the game was stuck in the battle in some cases where panics had to be inflicted but no opponent could panic.
- (Cards) Fixed bug where a unit destroyed by a card effect would not actually be killed and stay on board (e.g. "Surface to Air Defense" in Mali 2012)
- (Cards) Fixed bug where cards designed to teleport units could not teleport units belonging to opponents of the card's owner
- (Cards) Fixed bug where cards designed to ignore the effect of the terrain on battle's stats had no effect
- (Entrenchment) Fixed bug where entrenchment level was not correctly read from scenario data
- (Movement) Moving into a region that contains enemy units located into a not-fortified structure no longer destroys these units. Instead, they automatically move out of the structure to fight if they can.
- (Movement) Fixed bug where units located in a structure and unable to move could be automatically added to battles.
- (Movement - Battle) Fixed bug where hidden units stayed hidden during battle while they don't have this capacity
- (Options) Fixed AI level option in main Menu and in-game menu : pressing the « Cancel » button would not cancel a modification of this level
- (Siege) Fixed bug where hidden units could besiege a structure (this is not allowed by the game rules)
- (Siege) Fixed terrain effect on sieges surrender value, defender's morale in battle and combat factor during pursuits
- (Six Days) Fixed bug where Arab planes destroyed by « Focus Operation » card would still be considered destroyed in subsequent Purchase phases.
- (Stack Viewer) Fixed some tooltips for action buttons.
*** SCENARIOS ***
- (Changes) Changed some entrenchment levels to work with new Entrenchment code in Berlin1945, Bulge1944, Normandy1944, Estonia1918, Finland1918, Tannenberg1914, Saratoga1777
- (AI): Allied/UN AI improved in Normandy1944, Korea1950
- (Game Balance): changed VP threshold for score victory in Expanded Scenarios.
Thanks for your continued support, and enjoy
. Some News:
Hi All
We have been a bit silent lately but not inactive. The team was focused on the upcoming release of the mobile (iOS) version of the game, which should intervene by the end of the year, depending on when Apple gives us the greenlight.
As we have added quite a few features and worked out improvements for this version, as well as reviewing all our past and future scenarios, our faifthful Steam users will benefit from them soon.
We shall also renew from November onwards the monthy release schedule of new scenarios (Rhodesia 1972 should be next).
So you should be able to get soon an improved game with an effective Fog of War system, an improved Play By Email system, more information buttons and tools on units (like differentiated combat values by domain or attack/defense), improved AI features, more cards effects (and retro-implementation in past releases) etc...
Don't hesitate to go on our forums for more exchanges with the team and modders of our community (some brand new scenarios are there in preparation).
Thanks . 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 Update - Start Testing PBEM in Beta:
This month, while moving forward on the mobile version, we also brought a few fixes, in particular to the Beta version of the PBEM system.
It is operational, but the 'Summary' phase is still in the works, so you won't have report of your opponent's previous turn for now. Feel free to contact us by mail for more information or the PBEM short instruction's guideline.
** FIXES **
- (Movement) Fixed bug that allowed to send units to regions they are not allowed to enter using drag and drop from the Stack Viewer
- (Breakthrough) Fixed bug that allowed to send units to regions they are not allowed to enter
- (Battle) Fixed bug where double click on a unit to assign hits would cause the battle to be stuck in death phase. It is now impossible to assign a hit while the unit in performing its « wounded » animation.
- (PBEM) Fixed a bug that made it impossible to open a match save sent by the opponent
- (PBEM) Fixed a bug that allowed to play in the opponent's place during battles
- (PBEM) Fixed a bug at the "End Turn" phase, that allowed to play the opponent's turn instead of sending the current state of the match to him/her.. 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.... June DLC and Progress:
We have released on June 1st the Koenigsberg 1945 DLC, an expanded scenario covering the Soviet offensive in early 1945 against East Prussia. It's an unusual scenario where the goal of the German defender is to evacuate as many refugees as possible and his Soviet opponent wins by preventing this...amidst the usual chaos of military operations.
In the meanwhile we keep on progressing on improving the game engine and its past and present content. Within 10 days a few updates will take place on existing scenarios and some minor bugs will also be fixed.
Stay tune
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