Sunday, 10 January 2016

Fallout 4 Skylanes Flight 1981





Fallout 4 Skylanes Flight 1981



Skylanes Flight 1981 is the remains of a wrecked plane that crashed into a small ditch, spilling its content in several places. The wreck is spread into parts, including the main cabin, forward cabin, two wings, and tail end of the plane. Each section is littered with debris, and often patrolled by robots or scavengers.



There is likely to be a fight between scavengers and robots when you first encounter the place.

Despite most of the airplanes contents being unopenable metal boxes, there are plenty of suitcases, ammo boxes, and the like to find amid the wreckage.

The tail end of the plane cargo has an Expert Locked safe.

The upper level of the forward end of the plane, where a Protectron is guarding, contains a bathroom with a book of Astoundingly Awesome Tales.

The cargo area under the forward end of the plane contains a large metal hidden container that is Master Locked, and contains plenty of items including a Smuggling Manifest.

The cockpit of the plane contains the final recording of Flight 1981



Even dormant, a high amount of radiation is still leaking from each of the jet engines, and are best avoided.



https://youtu.be/UQ2WxGd1D5A

Fallout 4 Thicket Excavations Pull The Plug





Fallout 4 Thicket Excavations Pull The Plug
Thicket Excavations is a quarry Location in Northwestern area of The Commonwealth. It is located to the East of Concord and the Museum of Freedom, just down the road.
There is 1 Book in this area.
Thicket Excavations is a large stone quarry that has been backfilled with water over the centuries and is now stagnant and highly radioactive. The quarry extends pretty deep into the earth, with walkways and cut stone stairs running the length of the now submerged place. A lone man, Sully Mathis, intends to drain it for reasons he’d rather not share.
A Cooking Station is located near the main pump.
A Taboo Tattoos magazine with anchor tattoo is found in one of the trailers outside the quarry.
Another trailer holds a Chem Box, Toolcase, and terminal detailing Sully’s less-than-honest plans.
If you return to the area a while after completing Sully’s quest, he will have fully drained the quarry, and brought in a large Raider army to set up shop. The raiders will set up a few defensive structures and turrets, and take up positions all along the interior of the quarry, with Sully becoming a level 30 boss at the bottom of the Quarry.
The raiders will also pen in several groups of Mirelurks, who will be docile until their cages are opened.
Once drained, you will be able to use several work stations in the quarry, including a Chemistry Station, and Weapon Workshop.
Sully’s new house at the bottom of the quarry contains a Steamer Trunk.
RELATED QUESTS
Pull the Plug
When you first arrive, the quarry will be filled with water. It is not until you complete the quest for Sully Mathis and leave for some time that the quarry will empty and new enemies will move in.

Fallout 4 Outpost Zimonja





Fallout 4 Outpost Zimonja



Outpost Zimonja



Outpost Zimonja is a relay tower Location in the Southern northern central area of The Commonwealth. It is located East of Tenpines Bluff, on the other side of the expressway.



The small outpost is lightly defended by a small group of raiders - but they still pack a punch. Once defeated, the settlement station can be used here, and a few amenities such as a generator and water pump can be taken advantage of.



As a settlement, the outpost is already equipped with 2 beds, some Tato plants, and a generator that produces 3 electricity.

An abandoned shack lies nearby just under the expressway, and a guarded outpost lies just South down the road, manned by a Raider and his dogs, and two turrets.



Inlcudes Workshop and Cooking Station



Boomer is a level 21 Raider with a Fatman, and very dangerous. Consider attacking from above so his mini-nukes overarc, or snipe him before he can ready his weapon.



https://youtu.be/YKTmbWGT5D0

Fallout 4 Wildwood Cemetery





Fallout 4 Wildwood Cemetery
Wildwood Cemetery is a point of interest Location in the Northern central area of The Commonwealth. It is located North of Covenant, and South of Skylanes Flight 1981.
The area of Wildwood Cemetery is a large circle littered with graves, with a large tree in the middle and small mausoleums on all sides.
There is a Total Hack book lying at the foot of the central tree.
A small building at the cemetery's entrance includes a bed and an explosives box.
The southernmost mausoleum holds a bizarre and creepy sculpture. Upon looking at it, a Raider will try to ambush you from behind.

Tuesday, 5 January 2016

Hack n Slash Gameplay





Hack 'n' Slash Gameplay



Hack ‘n’ Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code. The only way to win is not to play...by the rules!



Hack ‘n’ Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code. The only way to win is not to play...by the rules!



The wizard has mandated that everyone confine themselves to the village, the castle armory has started to forge weapons so powerful that no one but guards are allowed to carry them, and anyone who attempts to find a sprite and demonstrate their bravery would face certain death. The new laws are for your own protection, but you don’t buy it. You’ll show everyone what “brave” means and, if you’re clever, maybe uncover the secret reasons why everything’s gone sideways.

Key Features:

Use in-game tools to hack the game while you’re playing it

Your sword can hack the variables of objects. You find magic artifacts that allow you to tune global variables to your liking. Discover equipment that lets you see the game’s internal debug visualization to uncover things that weren’t meant to be seen.

Hack the code

As you achieve advanced hacking mastery, you’ll be able to dive directly into the game’s assembly in the form of procedurally generated dungeons and modify the live-running code.

Make the game yours

Puzzles have myriad solutions, many of which we haven’t anticipated. As you master the game’s hacking mechanics, you can mold and shape the game in whatever way you desire.

Crash it!

You’re hacking the game for real! You can totally break it. Roll back in time to change the rules so the bugs don’t cause the world to fall apart, whether they’re yours or ours!



https://youtu.be/UnXTudZmAPw

Tuesday, 1 December 2015

Panzer Corps Tutorial 1





Panzer Corps Tutorial 1 - Proving Grounds - YouTube



So I elected to play as the Axis force, and the first screen I’m presented with is this. It tells me how many turns the game has left, the weather (which can have an effect on the combat), and the date.



From there I’m presented with a view of my army. In the screenshot below I’ve circled them in red. I have three battalions of infantry, and one tank. A fourth infantry stands ready just north of the screenshot.

The bunker (circled in yellow) is more for aesthetic effect in this tutorial, but in other missions, they can play a crucial role.



On the other side of the map (scrolling right) is the allied enemy. Two infantry battalions and an artillery. The artillery can be a pain, but this is a training mission, so unsurprisingly, the degree of difficulty is way down the bottom.



So on selecting my first infantry battalion, the movement grid pops up. Notice the different symbols in the hexes I can travel? This is because this infantry comes with transportation – if I pack the soldiers in the truck they can move further. They’ll automatically revert to being ‘at ready’ at the start of the next turn, but if they to move that extra distance, they won’t be able to fire on the enemy.



By pulling up the unit’s stat card, I can figure out roughly how powerful the unit will be in battle – useful for comparing units before sending them into the fray. Here we have the Tank. It has fuel and ammo to be aware of, and a block of combat stats in the bottom. For the stat fanatics each unit tracks success in battle, kills and the like separately.



I advance all of my units their maximum allowance and hit ‘end turn.’ For this tutorial the enemy is prepared to sit still and do nothing. This will change in the main game scenarios.



So now it’s time for a battle. By using my two units to the far north and south of the main force I am able to eliminate the infantry in the city. In the process once of my units takes a significant amount of damage. Now, for a price that can be healed, or I can even upgrade my unit’s effectiveness in future battles. But I still have a bunch of untouched units, and the enemy is down to two, so I’m confident in my numbers. I move the rest forward.



So this is where things get a little bit more tricky. A head-on assault on the city would be risky here. Artillery have the ability to offer assisting fire to friendly units they’re adjacent to, and that can hurt a great deal so I really do need to deal with that artillery first

I work my units around the flanks, and the infantry hits the artillery first. It’s a comprehensive win, and the artillery is forced to withdraw….



Straight into the clutches of another infantry unit. The artillery is eliminated. The three remaining units are able to sweep in (led by the tank for extra initial impact) and destroy the enemy unit. With no more enemies left on the map, it’s game over, right? Oops, no! I forgot to capture the two allied cities, which still bear the allied flag.



Capturing a city simply involves sitting a unit on the city. At the start of the next turn, the city converts to your faction.



And that’s it! I’ve won the first battle.



Get the Demo Here: http://www.slitherine.com/downloads/item84



Buy The Game Here: http://store.steampowered.com/app/268400/