![]() Yet another hex-and-counter wargame, Gary Grigsby’s War in the East 2 focuses the action on the Eastern Front. Gary Grigsby’s War in the East 2 Gary Grigsby’s War in the East 2 Strategic Command stands out as a grand strategy game as it simplifies and streamlines some of the genre’s more intimidating elements, making it a good starting point to dip your toe into the world of monster simulation wargames.ġ5. Players will have to take command of either the Allies or Axis and defeat their opponents utilizing their countries’ economies, resources, and available armed forces. This game can definitely be considered as the turn-based hex-and-counter counterpart to Hearts of Iron 4 as both games tackle the grand strategic scale of WWII operations. ![]() Strategic Command WWII: World at War is one such title. However, once understood and mastered, these “monster wargames” are some of the most engrossing games out there. ![]() The next several games can also be grouped into the simulation category along with Atlantic Fleet, accurately representing history but suffering from player accessibility issues, hence why they are lower on the list. Strategic Command WWII: World at War Strategic Command WWII World at War Since this game’s success we’re yet to see a naval warfare game repeat such success.ġ6. ![]() Despite this, the gameplay systems are quite complex and faithful to history. #WW2 ONLINE GAME MAP SIMULATOR#The game also includes effective line of sight, spotting, and gunnery systems to reflect the realistic ranges at which ships fought.Ītlantic Fleet certainly falls more into the category of a simulator than an action-packed romp and as such has a high learning curve and clunky UI. Ships are beautifully modeled and suffer realistic damage to subsystems, giving players accurate at-a-glance feedback as to the state of their forces. Atlantic Fleet is a highly accurate representation of strategic and naval combat in the Atlantic as Germany’s Kriegsmarine attempted to cut off the British Isles from supply. Starting off the list is the only naval warfare-focused game from Killerfish Games. ![]()
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Download Folx Pro 5 macOS Free download manager for Mac – FolxĪs a free Mac downloader software, Folx provides convenient download management, flexible settings, and is also fully compatible with the latest macOS. ![]() ![]() ![]() REQUIRE_STARMADE_AUTHENTICATION = false //require authentication (USE_STARMADE_AUTHENTICATION must be true) USE_STARMADE_AUTHENTICATION = false //allow authentication ![]() ![]() SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off) SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off) SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks SECTOR_SIZE = 2000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issuesīLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)įLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive PROTECT_STARTING_SECTOR = false //Protects the starting sectorĮNABLE_SIMULATION = true //Universe AI simulationĬONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)ĮNEMY_SPAWNING = true //Enables enemy spawing if no world exists a new one will be set automatically WORLD = world0 //set world to use (set 'old' for using the old world). It can be edited to change settings for the server, including but not limited to: speed limit and the amount of blocks that can be placed removed or modified using the advanced build option.ĭefault Config Settings (As of Alpha 0.199.433) The server.cfg is a file containing the server settings. Build defensive platforms if you want to do that.Edits are welcome, however please keep in mind that they may be overwritten or removed if they are not in line with the intention of the article. This means keeping small defensive forces to support your starbase isn't overly useful. I'd also point out that power isn't additive having 1100 power starbase and a 300 power fleet is way weaker than a single 1400 power entity. On the lower difficulties (or with scaling difficulty enabled) your economy will be strong enough to match or exceed the AI in the open field, and starbases are mostly useful as hyperspace control. On the higher difficulties where it's just straight up impossible to match the size of the AI's fleet for the first 200 years or so, starbases are basically necessary for survival. The advantage of starbases is that they don't take up fleet capacity, cost significantly less upkeep, and provide you with hyperspace control so the enemy can't run amok in your rear worlds. They're mobile and you can put admirals in charge for a power boost. If you've got the credits and fleet capacity for it, ships are straight up superior to starbases. You should always try to go overkill with starbases weapons upgrades and platforms in particular are critical to keeping them formidable enough to ward off enemies. Because of the effect of admirals, I find that starbases will straight up lose to fleets at equal power. #Starmade fleet fullAdmirals level up faster than any other leader type, so they're frequently maximum level and giving full benefits to their ships. I this a bug or are starbases now supposed to suck? Starbases can't have admiral leadership bonus, which is absolutely huge. I noticed that the starbase doesnt seem to do any dmg to the enemy ships. This happened about three times in a row because they kept retreating back (maybe for repairs?) and I got the base back and reinforced my fleets a bit. Enemy fleet anhilates me and survives with about 600MP. I send my 300 MP fleet for backup just in case. Cubetheguy: So my starbase gets attacked by enemy I declared war on and it has 1.1k Militarypower and enemy ships about 800. ![]() ![]() ![]()
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![]() Additionally, itĬomprises OM derived from chemoautotrophyĪl., 2019 Vasquez-Cardenas et al., 2020) and ancient PP, the latterĭelivered through rock weathering, soil erosion, and thawing permafrostġ997 Kusch et al., 2021 Grotheer et al., 2020). Or marine environments (global NPP = ∼ 49 Pg C yr −1)ġ997 Hedges and Oades, 1997 Kharbush et al., 2020). (global net primary productivity, NPP = ∼ 59 Pg C yr −1) Originates from contemporary primary productivity (PP) in terrestrial The majority of OM that reaches modern global ocean seafloors Reactive reservoir of reduced carbon on Earth (e.g. Organic matter (OM) buried in marine sediments represents the largest It thus represents an important advance for model Range of RCM parameters a and v and largely alleviates the difficulty ofĭetermining OM reactivity in RCM by constraining it to only one variable, Therefore, it provides important global constraints on the most plausible On how OM reactivity governs benthic biogeochemical cycling and exchange. Reactivity as a dynamic ecosystem property, (ii) consolidates theĭistributions of RCM parameters, and (iii) provides quantitative constraints Large-scale assessment (i) further supports the notion of apparent OM Sediment, and rates of anaerobic oxidation of methane. Relative significance of OM degradation pathways, the redox zonation of the Results show that apparent OM reactivity exerts a key control on the Model results indicate that, while OM fluxes exert a dominant control onĭepth-integrated OM degradation rates across most depositional environments,Īpparent OM reactivity becomes a dominant control in depositionalĮnvironments that receive exceptionally reactive OM. Thus, we caution against the simplifying use of a single environmentalĬontrol for predicting apparent OM reactivity beyond a specific localĮnvironmental context (i.e. water depth, sedimentation rate, OM fluxes). Whole depositional environment, rather than traditionally proposed, singleĮnvironmental controls (e.g. ![]() Parameter a and, thus, in apparent OM reactivity is a function of the Results also show that the variability in In contrast, and in broadĪgreement with previous findings, inversely determined v values fall That the large-scale variability in apparent OM reactivity is largely drivenīy differences in parameter a (10 −3–10 7) with a high frequency Parameter set with a compilation of 37 previously published RCM a and vĮstimates to explore large-scale trends in OM reactivity. Profiles, respectively) from observed benthic organic carbon and sulfateĭynamics across 14 contrasting depositional settings distributed over fiveĭistinct benthic provinces. Parameters ( a and v, which define the shape and scale of OM reactivity OM degradation rate constants) by extracting reactive continuum model (RCM) To fill this gap, we quantify apparent OM reactivity (i.e. Understanding of what controls OM reactivity in marine sediments and,Ĭonsequently, a general framework that would allow model parametrization inĭata-poor areas. However, we still lack a detailed quantitative Spatial and temporal scales is key to understanding carbon cycling in the Thus, degradation, preservation, and burial in marine sediments across Freitas Received: – Discussion started: – Revised: – Accepted: – Published: Ĭonstraining the mechanisms controlling organic matter (OM) reactivity and, ![]() Freitas Hide author detailsĬorrespondence: Felipe S. c current address: RSR Ltd, Parc Ty Glas, Llanishen, Cardiff, CF14 5DU,Ĭorrespondence: Felipe S.b current address: Department of Earth Sciences, VU University ofĪmsterdam, 1081 HV Amsterdam, the Netherlands.a current address: School of Earth Sciences, University of Bristol,.10 School of Earth and Ocean Sciences, Cardiff University, Cardiff, CF10.9 Laboratoire des Sciences du Climat et de l'Environnement, LSCE/IPSL,ĬEA-CNRS-UVSQ-Université Paris Saclay, 91198 Gif-sur-Yvette, France.8 Section for Microbiology, Department of Biology, Aarhus University,.7 MARUM – Center for Marine Environmental Sciences, University of.6 Faculty of Geosciences, University of Bremen, 28359 Bremen, Germany.5 Alfred Wegener Institute Helmholtz Centre for Polar and Marine.4 Biogeochemistry and Earth System Modeling, Geosciences, EnvironmentĪnd Society Department, Université Libre de Bruxelles, Brussels,. ![]() 3 Cabot Institute for the Environment, University of Bristol, Bristol,.2 BRIDGE, School of Geographical Sciences, University of Bristol,.1 Organic Geochemistry Unit, School of Earth Sciences & School ofĬhemistry, University of Bristol, Bristol, BS8 1TS, United Kingdom. ![]() ![]() You pick a card, drop it in a valid spot (on the path, next to the path, or out in the void), and then wait for your hero to happen by. Experiment with card placement for weird combinations Spread them out, save the ones you know will be hard to deal with (like swamps, for some reason), and take some time to think about their placement. Instead, hold onto the enemy-generating cards. Very early in the game, this is mostly manageable. It’s tempting to drop every card along the path the moment they come into your hand. Image: Four Quarters/Devolver Digital via Polygon Your job as world-builder (and equipment manager) is to balance your hero’s survival against the value of those rewards. Placing cards means putting challenges in your hero’s way, and those challenges come with better rewards. If you don’t place a single card during a loop, the hero will happily continue fighting slimes in wastelands forever, collecting getting mediocre weapons and unexciting resources as rewards. Don’t place every card or you’ll overwhelm your hero Your job is to balance those three tasks, and that starts with making sure your hero doesn’t get overwhelmed. Graphic: Jeffrey Parkin | Sources: Four Quarters/Devolver Digital via Polygon And that stuff turns into new camp buildings which unlock new cards and classes. Placing cards lets the hero collect better, rarer, and more valuable resources. More killing means more cards and better equipment. Balancing the threeĪnd that’s how all three roles are interrelated: In the hands-off part, the hero fights and collects things, and you’re in charge of making said hero more kill-y. ![]() In between trips along the titular loop, you’ll be planning and building out your hero’s camp with structures like a farm, smithy, and herbalist’s hut. Others change the loop itself (the path the hero walks), creating cemeteries and vampire mansions that spawn extra enemies - and more enemies means more drops. Some cards change the terrain (the black void around the loop), adding things like meadows and rocks for health boosts. ![]() You place these cards around the map, complicating the loop. World-builderĪs the hero fights, you build the world - think of it like playing as the board on which a board game takes place (or being a dungeon master in Dungeons & Dragons).ĭead enemies drop equipment like swords and shields, as well as cards. ![]() As outfitter, you manage the equipment they find by comparing equipment’s stats and equipping the one with the bigger number. Outfitterĭuring a loop, the hero is autonomously walking around and slaying enemies that drop equipment, cards, and resources. Instead, you’ve got three distinct (but related) jobs: outfitter, world-builder, and city planner. ![]() The odd thing about Loop Hero is that you don’t control any walking or fighting - the titular hero handles that on their own. Loop hero mountain peak how to#We’ll teach you how to think about your role (what you do in Loop Hero), choosing and placing cards, gathering resources, what to build first at your camp, and how to unlock new classes. In this Loop Hero guide, we’ll give our tips for your several hours with the game. The individual parts are easy enough to understand, but it gets overwhelming fast. Loop Hero takes bits and pieces from lots of other games and shuffles them into something new. ![]() ![]() ![]() PROLEVEL RECORDS HOW TO
![]() ![]() The only thing that concerns me is whether the game becomes too complicated to play by adding these features. I don't know details of features such as the hangar and the editor but they sound very interesting. RROOTAGE BULLET HELL FULLSince the original TUMIKI Fighters is very simple shmup, additional new features are essential for making it up into a full game. I'm really interested in the additions to the Wii version. What do you think of the additions to TUMIKI Fighters like the Wii remote airport hangar and the ship editor. I hope it would be released also in Japan. KC: I'm glad that I was able to see my game working on the Wii. I wonder if he knew Budcat Creations was working on including many of them in Blast Works.Ĭongrats on working out a deal with Majesco! How do you feel about one of your games going mainstream? After discussing the Wii port I asked which of his other creations would he be proud to see on a console. Combined with the four distinct play styles the game has a lot of content that will last any shmup fan for a long time.Pre-E3 TUMKIKI Fighters creator, Kenta Cho, and I had a chat via e-mail shortly after Majesco officially announced Blast Works: Build, Fuse & Destroy. There are 40 levels in Rrootage, and each one is broken into five sub-levels. This is the players only hope during some of the more manic bullet waves and the usage of the shield is most important. The shield will absorb all enemy fire in it's radius and after usage it needs to recharge.
![]() ![]() “Nobody can turn down a request from YOSHIKI,” HYDE commented, laughing, “but seriously I was truly delighted to join this collaboration.” He also mentioned that he’s been listening to the final version of “Red Swan” quite often. I never thought I’d actually accept it though!” That was my mission, in a manner of speaking. Speaking about the collaboration, YOSHIKI said “Creating a song that will break down walls, in more ways than one. He also divulged the secret that Red Swan was created partially based on a section from X JAPAN’s hit song Rusty Nail. Speaking on YOSHIKI CHANNEL after the TV performance, YOSHIKI said, “During our rehearsals, the rain just kept falling throughout, but for it to stop so suddenly, the gods must have been listening.”ĭuring the September 15 “YOSHIKI x HYDE” YOSHIKI CHANNEL broadcast two days earlier, YOSHIKI revealed that Red Swan had just been completed a few days earlier in Los Angeles. YOSHIKI and HYDE premiered the completed recording of Red Swan-composed by YOSHIKI for the third season of the hit anime series-on YOSHIKI CHANNEL two days earlier on September 15. ![]() YOSHIKI played his crystal piano as HYDE delivered the mixed English-Japanese lyrics with the brightly-lit Tokyo Tower in the background. On the roof of the TV Asahi building at night, where it had been raining up until just moments before, Yoshiki and HYDE performed their first-ever TV collaboration. ![]() Red Swan is due for October 3 worldwide release, so before that happens, let’s see what unfolded on the night. #Red swan lyrics full versionThe long full version of the new Attack on Titan theme song, Red Swan by Yoshiki and HYDE was premiered on TV Asahi’s Music Station Ultra Fes 2018 program on September 17. ![]() |
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