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On The Western Front Free Download [cheat]

On The Western Front Free Download [cheat]


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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 division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.

Are you ready to be a donkey and lead lions to their glorious deaths?

Mud and Blood


  • Command your men down to the platoon level. Build trenches, dig tunnels, set barbed wire, and more in a futile attempt to break through the enemy lines.
  • Make use of different unit types to solve the stalemate, from riflemen and machine gunners to engineers and tunnelling units.
  • Multiple shell types allow astute commanders to remain flexible. From gas shells to shrapnel, different situations call for different shells.
  • Weather and time of day will affect everything, including visibility, morale, and the structural integrity of your fortifications. Make sure to maintain them properly!

Noble Sacrifice


  • Earn Valour from your superior officers by sending your men to their deaths during full-scale offensives. Both inflicted and sustained casualties can be used to unlock upgrades - lessons learned through blood sacrifice.
  • Perform trench raids and capture enemy prisoners in order to capture intelligence.
  • Send pilots on reconnaissance missions in order scout the enemy lines and keep an eye on enemy activities.
  • If you can't break the enemy lines above ground, go underneath them and set mines that can be detonated at will.
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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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I predict this game will eat up hundreds of my free-time hours.. Currently the game crashes fairly reliably after under 5 minutes of "play" ... I wish I could write something positive about it, but it's just not in a state where I can say there is. There doesn't even seem to be a crash dump collector so that the dev can learn about when there are problems; meaning that one can't expect the problems to be fixed in good time.. It's a pretty cool concept.. I cannot recommend this game at the moment simply because it keeps crashing when i try to play until this is fixed i cant recommend this. I bought this game once when it first came out i refunded it shortly after because i the game was in an extreme early phase, Then i re-bought the game in January it was fine i could play it because i play games like this but then they updated it hotfix 8 or 7 when the game kept crashing over and over again the recent update they have done didn't fix this. If you want to buy this game i recommend buying it at a later date.. 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.. HORRID Controls,, no graphical control which results in you being unable to read jack.. Honestly, its a great game with a lot of problems and by that I mean the fact that the game will crash if you try to start 2 new games in one session or that fact that units sometimes just don't do what you ask. The Dev updates and interacts with the community so patches are coming, but the biggest patch that is needed is automation as you have to micro manage literally everything.. HORRID Controls,, no graphical control which results in you being unable to read jack.. Honestly, its a great game with a lot of problems and by that I mean the fact that the game will crash if you try to start 2 new games in one session or that fact that units sometimes just don't do what you ask. The Dev updates and interacts with the community so patches are coming, but the biggest patch that is needed is automation as you have to micro manage literally everything.


Terrain:
Hi all,

Early stages of destructible terrain are in! So far only a few building types have included, and only a few different configurations. I want to know what you all think before I start adding more types of terrain and customizing things a bit more. For now, houses act as shelter. They hide units from view, and essentially function as a combination of dugouts and blockhouses (albeit less effective at protecting units than blockhouses). The tradeoff is that buildings obscure lines of sight, and will be permanently destroyed if they take enough artillery fire.



I've also taken the liberty of implementing a bunch of the suggestions I've seen in the discussion forums.

Bugfixes/Changes:

  • Destructible Terrain
  • Commanders now auto-assigned at start.
  • Aircraft now auto-assigned to pilots at start.
  • Supply units have been tweaked so that they automatically resupply and return to their previous order. This should reduce some of the micromanagement associated with supply lines. This was actually present in the last update, but I forgot to tell anyone.
  • An event log display which can be shown and hidden at will.



  • Coffee and alcohol have been included as new supply types. They aren't limited in number - you can just keep grabbing them from rear lines as you see fit. Coffee provides a temporary bonus to sight range via the new "Alert" status, while alcohol provides a temporary movement boost to help facilitate frontal assaults. Just for fun, each nation has its own version of alcohol.



  • Health bars showing unit numbers, morale, primary supply, and readiness are now included on unit lists. This will hopefully provide more visual feedback with regard to unit status.
  • Fixed the "Loading caches" savefile issue! Best part is, you don't need to restart - you can use the same savefile.

Thanks for playing!. Hotfix 8:
Hi all,

Thanks to some fantastic feedback I've received in the Discussion forums, I've fixed a bunch of weird issues that escaped my attention.

Bugfixes/Changes:
  • Underground pathfinding and actions were broken due to some overzealous optimization on my part. This should now be fixed.
  • Also due to optimizations and tweaking, there was some weird behaviour where units would cross into enemy trenches before starting to perform actions in no-man's land. This is fixed.



  • Fixed issue with tutorial dialog in which the title bar wasn't large enough, resulting in situations where you would end up clicking on something behind the popup when trying to move the dialog around.
  • Support units can now only make use of melee attacks. I know engineer units often carried carbines, but I wanted more distinction between support and combat units. Note that support units can still use melee combat.
  • Bug in which HQ units would attack opposing units in melee without actually moving to the enemy unit's position has been fixed.
  • Corrected start time for tutorials when loading them after having played a different map. Previously, they would carry over the time from the previous map.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!. Quabity Auschwitz:
Hi all,

Some quality of life updates that have been requested by some of you have been included. Destructible terrain not in yet, but I just wanted to release this update in the hopes that it makes the game a bit easier to play. There are some important things addressed here.



Bugfixes/Changes:
  • I've redesigned the unit information window so that units and their superiors/subordinates are easier to see and select. Let me know what you think!
  • Autosave now works. You can save daily, weekly, or monthly.
  • The ability to schedule attack orders using the Scheduled Order screen.
  • A Retreat button once you send units over the top. This also works when you use the "Charge Positions" order.

Thanks for playing!. Fonts!:
Hi all,

The game has been crashing quite a bit, most of the time when starting a new map or returning to the main menu. I've managed to track it down to an issue with the font loading improperly. I've now changed the default font from Century Schoolbook to good old Times New Roman. It's no longer period appropriate, but at least it won't be causing issues any more.

Bugfixes/Changes:
  • Crashes when returning to the main menu or starting a new map have been fixed!
  • Font is now Times New Roman.
  • If fog of war is enabled, enemy-controlled tiles will now be seen as open ground when clicked on until they are revealed.
  • Bug in which showing unit attack ranges would reveal hidden tiles when fog of war was enabled has been addressed.
  • Line of sight has been tweaked so that units can no longer shoot over hills.
  • Some pathfinding optimizations have taken place, which hopefully makes the game run a bit smoother.
  • Elevation Map now appears above other ground tiles, making it easier to see the elevation of trenches, etc.
  • Errors in calculation of total division numbers, morale, supply, and readiness have all been fixed.
  • Bug with names and alternate names of reserve units disappearing have been fixed.
  • Default names of units now have proper notation. For instance, 1st Brigade, 2nd Battalion, C Company, 3rd Platoon is now 1/2/C/ 3rd Platoon.
  • Star shells now decrement properly when used.
  • Units supplying an area no longer distribute supplies to units outside that area.

I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!. Hotfix 6:
Hi all,

Some critical (although minor) changes I felt deserved a new build this weekend.

Bugfixes/Changes:
  • Have changed the default manner in which companies and platoons are named. Now their numbers/names are relative to their commanding unit ie. each company will have its own 1st Platoon, etc.
  • Fixed crash that would occur when scheduling orders if order was issued after its intended start time.
  • Have separated terrain effects into separate effects depending on terrain type. This allows me to customize things, like having forests impede movement, or buildings obscure units based on their condition.
  • Morale and readiness regain is now halted when on watch duty. I'm hoping this gives players more of a reason to rotate units between watch duty and rest.
  • Machine gunners can now explicitly be ordered on watch duty. Previously they could only be ordered to rest, and would switch to guard duty during the day.

I'm also working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.


Thanks for playing!. Tweaks:
Hi all,

It's been a busy week for me personally, so I mostly focused on some more content and tweaking the AI to make things a bit more challenging.

Bugfixes/Changes:
  • More events, which are not tied to a specific staff officer
    • Disease: Increases rate of wastage even during favourable weather.
    • Officer Birthday: Choose between allowing an impromptu birthday celebration in the trenches, which decreases Readiness, or banning the celebrations, which decreases Morale.
    • Shellshocked Officer: Choose to limoger/relieve an officer or monitor him, which may result in a new trait.

  • More names for all factions.
  • Map is now 50% wider and can be scrolled from left to right. The camera can also be zoomed out a bit further to see more of the battlefield.
  • Firepower of rifle and machine gun units has been increased.
  • Enemy AI is more proactive about attacking units in no-man's land. Prior to this, players could build trenches and wires relatively unmolested by enemy fire, which is obviously unrealistic.

Thanks for playing!. New Buttons:
Hi all,

Hope you're all having a good weekend. I've taken into account some of your suggestions and added a few more quality of life improvements:

  • The top right corner of the screen now contains some extra buttons which help highlight things such as which units need supplies or medical attention.



  • Players can now choose to only show units of certain types ie. only Rifle units, or only Machine Gun units, etc.
  • Turning off Fog of War is now an option. This can only be done from the Main Menu when starting a new game, not from the Pause menu.

Hope this extra information is helpful!


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