sábado, 28 de marzo de 2020

Convergence Hobby Update - Speed Painting CoC


One of the theories I had about owning a Convergence of Cyriss army is that it would be very easy to paint quickly.

I am not a particularly skilled painter, though I truly enjoy it when I have a fully painted list on the table. I paint to a standard that I can look at the model from 3 feet away and be happy with it. Not what the crazy painter friends I have are happy with, but what I'm happy with being on the table. This is important as a standard because painting is about time and I don't particularly have a lot of it.

A large part of my enjoyment comes from the idea that once I have a faction fully painted, I can just put it on the table and play and not have to think "damn I need to get to painting this."

So the theory about painting CoC is that you can prime the models with a metallic spray paint, add in a few colors, apply a wash, and then be done.  Turns out this is actually true!






Since my last post about CoC spoke about how the bulk of the models I received were in really bad shape and I highlighted obnoxious the paint jobs were in addition to the fact that most everything was in pieces when it arrived, compare this to what the Monitor looked like before it was primed and painted:




That's quite a transformation! So how much effort was put into this from a painting perspective?


  • I based the model with sand/aquarium gravel.
  • I spray painted the model with some metallic spray paint, though I did test on the extra armless Axis model that was sent with my lot to make sure the primer wasn't going to be too thick. 
  • I spent roughly 2 hours or so applying the colors and washes to the primed model.
  • I also had to repaint the base and basing material black instead of silver, which was odd but worth it for how much time the whole process saved me.
I didn't get any fancy primer either, just some Rust-olium at Home Depot:


I should put a few notes, since it was slightly jarring with this as a primer.

The model will look almost comically silver when primed. In fact it was left slightly sticky, despite drying for nearly 24 hours after being primed. In fact before I started I was afraid the entire project was going to be a failure and I'd have to just prime everything black like I always do.

Luckily the washes came through for me in the end.  It's amazing what that did when combined with some gold and bronze paint on the model.  Everything turned out about as I'd have expected it in the end, and I'm at a point where I think I can really hammer out my CoC army probably well ahead of my Trolls.

As a point of painting comparison, I spent about two hours painting that Monitor. I spent about an hour and a half just touching up the base painting on my first Longrider unit, and I still have to finish painting the metals on it before I can apply my wash and then go back and hit a highlight to get the skin on the trolls the way I want it.

Perhaps it's because I'm pushing the Trolls to be painted to a much higher standard than what I think the CoC should be, but man does it just feel nice to be able to knock out a model and have it come out looking good enough for me to be happy with. For my Trolls I feel like I need to put in all this extra work to get it to a point where I'm happy. I suppose that's the difference between having models of something organic like a beast or a infantry with lots of exposed flesh vs. robots. Here's an example of what I paint my Trolls to:



Right now I have to admit it's almost tempting to just try and get the CoC going. I did get lucky and have my wife agree to let me play in our local Scrum League (think a Steamroller with 1 game a week), and lists are due Friday. I was very likely playing Trolls in it, though after last night I admit that I've had some thoughts about playing CoC instead. I have two days to decide!

IBM PCjr. Upgrades Part 2

When I first received my IBM PCjr. back in 2013, I was able to discuss most of the readily-available upgrades for the system that existed at that time.  https://nerdlypleasures.blogspot.com/2014/03/ibm-pcjr-upgrades.html  Now, almost six years later, we have some new upgrades available.  Let's see what modern conveniences can do for a 35-year old computer system


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Darksiders 3 - Review



Darksiders 3 - Review

Darksiders has always felt like it belonged on the fringe. As we haven't seen many games like Darksiders III in the past decade or so. The Darksiders series has always been focus and has steady design omnipresent in all of its moving parts. It's a third-person action game that isn't afraid to stunt your progress to an end for an hour or more until the point that you figure out how to beat a seemingly-impossible boss. And of course, every game need not to be a giant open world where you have tons of never-ending supply of side quests. And that's exactly the kinda game where Darksiders 3 fits in. It isn't a giant open world game, it's all about the combat which is freaking satisfying. 

But sure, this game isn't flawless, there are padding issues and other nitpicks, however the strong locales and the more than serviceable action help concrete this series as an actual action contender.

The biggest flaw, I think is the sporadic nature in Darksiders 3. Rather than having dungeons themed around these overwhelming enemies, they're simply stuffed inside destroyed skyscrapers and abandoned museums like any other enemy.



Quick Facts:

  • Release Date: 27 November 2018
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows
  • Genres: Hack and slash, Action-adventure game
  • Developer: Gunfire Games

After both War and Death had a fabulous time in Darksiders 3's predecessors, it's now the turn of the perpetually angry Fury, she is incredible, offering a powerful performance that takes each scene she possesses, lending your control of her an extra dose of power. She's sent out to hunt down the Seven Deadly Sins, and every one of them serves as one of Darksiders III's collection of varied major boss fights thus to re-establish the balance between Heaven and Hell torn apart in previous games.




Fury uses a bladed whip known as the 'Barbs of Scorn', which offers a satisfying combat feedback of meaty hits in some demonic entity's face, but you need to be close to the enemy.

Talking about the graphics, while there have been games this year that have really stunned me with their magnificent open world graphics, Darksiders 3 isn't one of them. The stylized, cartoonish characters are plopped into a quite generic-looking world that lacks detail. So, you can say that this game isn't for graphics lovers, but is for the combat lovers.


The act of combat is very easy, achieved with a single button to swing Fury's whip in all direction, striking down all enemies in her vicinity. Your heavy assault, so to speak, is given to a variety of secondary weapons you'll unlock as things progress. Fire, Thunder, and Gravity are only a couple of the things you'll come to adopt. 

Despite being the combat pretty easy, this is no mindless beat them up where you just run into a group of monsters mashing your attack buttons. All way of demons, skeletons, angels, giant creepy insects, and trolls should be chopped down, and you won't get much far without being observant of their behaviors. You need to be patient, wait for their attack, time your dodge at the right time, and boom! Dodging perfectly will slow down time for a spell, opening up enemies for a vicious counter-attack which feels really satisfying.



And as Darksiders 3 has taken some inspiration from Dark Souls, Fury's low survivability forces you to approach combat in a way that gives an exuberant combos. Enemies are quick and hit hard, and are mostly found in groups. With no stamina meter to talk about, there's an emphasis on dodging and keeping out of danger that deviates from Dark Souls' stringent use of energy management.

Fury's ever-expanding arsenal incorporates lots of fun toys, and it's up to you to choose which ones to power up and depend mostly on. Alongside her weapons, she gains new movement powers that give her access to new areas, and once you've unlocked them all it's amusing to switch between all her various forms to find the correct tools for the different combat and obstacle jobs.




Our ferocious fury is surprisingly vulnerable, as no matter how powerful she becomes, she still gets killed in a matter of seconds if you aren't careful. This is a bit of nuisance when Serpent Holes, what could be compared to Dark Souls' Bonfires, are spread so far apart. Trawling through bland corridors filled with boss's bitches glad to throw themselves at you is frustrating when you have someplace to be.

The bosses in Darksiders III are not messing around. While the first couple probably won't pose much of a threat, eventually you'll face one that doesn't appear to react to any trap or assault you've learned up to that point. Not to ruin any surprise, but don't be stunned if a boss doesn't go down as easily as it appears they will. It tends to disappoint abruptly having the tables turned on you, no doubt, however with persistence success eventually comes. In this way, Darksiders III feels like it's of some other time. So be ready to achieve something, not the easy way.


The Verdict

Gunfire Games has put forth a valiant effort, and at times, succeeds in making Darksiders 3 a worthwhile successor to the past two entries. Combat is fun and accessible while exploration is nuanced enough to stay engaging. Its throwback philosophy is comfort food for action gamers of a particular age. But because of so many technical issues with it, It feels like a package that is enjoyable yet ultimately underwhelming.








lunes, 23 de marzo de 2020

Ultimate Epic Battle Simulator Free Download

Ultimate Epic Battle Simulator - is a battlefield simulation game from the year 2017. Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?


Featuring: There are simply no limits to the carnage you can achieve in Epic Battle Simulator. Mess around with a massive variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, Orcs, Trolls, and yes, chickens! The main focus in this game is giving the player no restrictions to what he can do and that is why we decided not to limit the amount of units in battle. Want to see what a battle of 100,000 units looks like? Plus we don't recommend going past 10,000 for most machines but its your CPU, do what you want.
1. FEATURES OF THE GAME

• Play as any one of the units in the Game and getting up close plus, Personal to help change the tides of a battle.
Unfortunately, there aren't many engines that you can chuck 10,000 characters in and Expect good performance.
Each individual in this video game decides his own path plus, navigates or react in Massively open environments.
Plus some multiple troops are available to choose from and more to come it is totally up to you to build your army.
• Mess around with variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, orcs and trolls.

Game is updated to latest version

Important Notes

▪ Proper crack by Codex or Reloaded + game fix by viciomnia.

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

ULTIMATE EPIC BATTLE SIMULATOR DOWNLOAD LINKS
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PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.










5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 10 | requires 64-bit
Processor: Intel Core i5 4590 or AMD FX 8320 or any kind of higher processor
Memory: at least 8GB System RAM
Hard Disk Space: 5GB free HDD Space
Video Card: AMD Radeon HD 5770 1024MB, NVIDIA GTS 450 1024MB or higher graphics
Supported Language: English and Simplified Chinese language are available and supported for this game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

viernes, 20 de marzo de 2020

Cha'alt Play Report On Roll20


Earlier today, I ran yet another one-hour session of Cha'alt using my own O5R hack / houserules Crimson Dragon Slayer.

More and more I enjoy the quick start, fast paced action and reliance on old school techniques like actually describing what you're character is doing, rather than rolling a die to determine ordinary things, such as exploring a room or talking your way past a guard.

Let me introduce the PCs...


  • Ta Daar; half-orc fighter, chaos, goofball.
  • Axel; half-orc fighter, chaos, tall and intimidating.
  • Flint Deadlock; human, thief, neutral, he didn't really have a backstory or noteworthy detail, but this was a one-shot, so no big deal.
  • Nanof Stylen; elf, sorcerer, chaos, obsessed with the dead.
  • Q'ira; sky-elf, sorceress, chaos, sold into slavery but then killed her evil master.

Incidentally, Q'ira was the only returning character.  She started the session at level 2 (the rest at 1st level) because of her previous exploits - hey, she survived The Black Pyramid once... that's a feat few can call their own.

Due to her past, I had Q'ira working under the warlord Ka'an Dar.  The rest of the PCs were slaves.  Q'ira was to lead the other adventurers into The Black Pyramid in order to find valuables and split them with Ka'an Dar.

As the party approached the nigrescent shard rising from the sand like a beacon of dread, they realized another party was already waiting.  The Very Powerful Wizard, a rival of Ka'an Dar, had 4 mercenaries with him.  The VPW had a similar plan - send in the mercs to retrieve artifacts and relics.

There was some inter-party talk of attacking the warlord and VPW, but they soon thought better of it.  I squashed their metagaming out-of-character chatter by saying that they can do anything that's physically possible - no railroad!

I've been noticing that new players are hesitant to act or make the first move.  This is understandable for a variety of reasons.  No one knows each other (for the most part), and also noobs don't want to do something stupid.  Similarly, veterans don't want to die right away.

Since this was a one-hour game, I let the mercs make the first move in order to speed things along.  

After entering and exploring the first room of The Black Pyramid, the PCs followed one of the mercs into an adjacent room.  

Having run this introduction to the pyramid countless times, I decided ahead of time to assign rooms randomly.  That way I can actually see what deeper rooms are like when explored by those outside my home group.

The PCs entered a large facility full of technicians working on computers, 3 gigantic vats full of bright-green stuff, and a yellow robed priest looking on, watchfully.  

The mercs pulled out automatic weapons, but the PCs wanted to get in a surprise attack, which I allowed.  After all, they are the protagonists.

They killed one outright.  Q'ira wanted to cast a fireball spell.  Which allowed for another opportunity to use this handy little table.  Perfect for theater of the mind scenarios such as this.

She rolled a 5 and the sky-elf's opponents burned to a crisp... moments before the yellow robed priest called a tentacled abomination from the depths of Hell!

The players kept asking what the mercs were doing, aside from ignoring the PCs... so, I eventually slipped in something juicy.  One of them muttered "B-team rejects" under his breath.  Well, that was enough to get the PCs into a murderhobo kind of mood.  They immediately turned on the mercs, using clever tactics to get the upper hand.

But then one merc ran up ahead and surprised Axel.  Luckily, he took minor damage before rolling a critical hit - skewering the mercenary.  

One of the mercs had stayed behind in the first room, so Flint Deadlock went back to sneak attack the poor bastard.  After a poor roll (even with advantage), the merc fired and wounded the thief.  A second attack by Flint landed and he rolled max damage, killing his heavily armed foe.

So, a 100% survival rate has maybe happened once in all the times I've run Cha'alt.  Kudos to this group for their skill and luck!

Here are some comments discovered after I exited the chat (but still recorded by Roll20).  I fought hard against my natural inclination to edit punctuation and the like...

"I want to play more of this"

"That was amazing"

"I have never felt that epic playing D&D"

"Thanks Venger Satanis"

"I might buy Cha'alt and run it / very simple system to DM"

It was gratifying to read such praise.  If you're available, join me sometime!

If you're interested in grabbing the PDF of Cha'alt for yourself, it's currently on sale due to DriveThru's Thanksgiving sale.  But if you really want to Cha'alt like a fucking boss, you'll pick up the fancy hardcover and get the PDF for free!

Enjoy,

VS


jueves, 19 de marzo de 2020

Keeping Up With KeeperRL: Alpha 28 Released, Improves Mod Support


It has been a while since we last spoke of KeeperRL. The hybrid blend of dungeon building sim with roguelike features seems to be doing rather well, with a growing community and regular progress updates. The latest alpha has just been released, and this time it has a flavor for modding.

Aside from the regular bugfixing and gameplay improvements, this build adds upgraded mod support and an in-game downloader for community content. As with most roguelikes, the developers seem to have realized customization is key to maintain community engagement, a very positive assessment in our regard. You can read the full changelog here.

For those who are not reminded, KeeperRL comes in two versions: a gratis package with plain ASCII graphics and no sound, and a commercial package including pixel art graphics and soundtrack, available for 12.99 EUR on a variety of digital stores. The program code is entirely Free Software, licensed under the GPLv3.

Code license: GPLv3
Assets license: Proprietary (commercial version), CC-BY-NC-SA 4.0 (gratis version)

The Inspirations Of Oceanhorn 2: Knights Of The Lost Realm - Part 3

For this last installment of our Inspirations series, we had the chance to sit down with Heikki Repo, Creative Director of Cornfox & Brothers. Heikki, one of the founders of the company, is responsible for the overall vision and story of the Oceanhorn saga.




"When talking about influences, we need to differentiate between the inspiration for the whole series, and those specific to Oceanhorn 2: Knights of the Lost Realm," he says.


Upon the release of the first iPhone, the whole studio was excited to know everyone will have a powerful gaming machine in their pockets. At the time, the only RPGs on the device where some fairly obscure Korean-style action games – no RPGs in the vein of Zelda or Secret of Mana were available.


"Some of the games I hold most dear from my childhood were portable," says Heikki, "two of my favorites are Link's Awakening and Mystic Quest – Final Fantasy Adventure (Seiken Densetsu). I love them because they could combine the portable experience with extremely high-quality content. Mystic Quest, for example, uses a real myth (think Excalibur) and builds its story upon it. It also has a lot more drama than Zelda – a quite peculiar trait for those years."





Oceanhorn, since the beginning, was planned as Cornfox's own RPG franchise: an homage to the classics with its own personality. Versatility and gameplay experimentation were the keywords the company used as a guiding principle during the development of the first chapter.


"The first Oceanhorn is undeniably a Zelda-like, but we have XPs, and the story becomes increasingly dramatic towards the end – that's not something you'd expect, for instance, from a Zelda game. These ambitions carry on to the second game as well. When it comes to the actual plot, I think I've been deeply influenced by Final Fantasy VI, VII, and IX: they never take shortcuts, and everything that happens there is the outcome of very thoughtfully laid out worlds and events. What actually goes down in the games is the natural consequence of what already had happened before."






The story told in Oceanhorn 2: Knights of the Lost Realm is the background story of the first Oceanhorn: an opportunity to lay strong foundations for the saga, add more details, and create a universe that will keep making sense for potential new projects as well. "The production phase of Oceanhorn 2 brought everything into focus. Certain story elements were a bit vague, and I think we managed to handle them quite well in Oceanhorn 2."


Visually, Oceanhorn 2 will be an inviting, colorful game. Here the references are, again, Zelda and the Mana series: while its approach is console-style, the game will feature some dark undertones.
"Oceanhorn was developed by three people", says Heikki, "me, Antti, and Jukka. It was a 15-20 hours game, so it was a huge undertaking for so few people, but we managed to squeeze in cinematics and most of what you'd expect from an RPG. At the time I was playing The Last Story, Hironobu Sakaguchi's game for Wii." Sakaguchi had previously delivered Lost Odyssey, Xbox 360's own 'Final Fantasy'. The Last Story, developed in collaboration with Nintendo, wasn't destined, for obvious reasons, to set a new graphical standard, but the gameplay was something truly inspiring. "I saw that game as Sakaguchi's idea of where to take the genre's next: he focused on the feeling of presence, with party members talking to each other during gameplay, and an unprecedented possibility to use the environment to your advantage. The story wasn't limited to cinematics, but brought directly to the levels."


Energized by The Last Story, Heikki decided Oceanhorn 2: Knights of the Lost Realm would be a third person experience, with multiple party members.  




"I don't mind when people make comparisons with Skyward's Sword or Breath of the Wild, it means we're giving out the right vibes. If you compare screenshots from Call of Duty and Battlefield it might not always be obvious which one is which, but when you get to play, these games feel quite different. The same is true if you compare Oceanhorn to Zelda or Xenoblade Chronicles – they provide similar experiences but each in its own unique way."


One more saga that had an impact on Oceanhorn 2: Mass Effect. "After I played the Mass Effect Trilogy, I realized how the characters companionship and the way they explore the planets made those games great. I think that that, combined with the Zelda-like heritage of the first Oceanhorn, is what makes Knights of the Lost Realm special", Heikki concludes.

---

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