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الموضوع الرسمي Tempest Rising لعبة استراتيجية مستوحاة من سلسلة Command & Conquer

Kain

Vae Victus
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صدر للعبة ديمو عبر متجر ستيم حجمه 15 غيغا تقريبا . الديمو يوفر مهمة لكل فصيل

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الديمو يوفر فصلين فقط حاليا . اللعبة راح يكون فيها 3 فصائل مختلفة

فصيل او قوات Global Defense Forces هم اشبه بقوات GDI بلعبة Command & Conquer 3: Tiberium Wars . يعني اشبه بقوات حكومية منظمة تشبه ايضا الحلفاء في ريد اليرت 2
الفصيل الاخر لقوات Tempest Dynasty مع تشابه مع قوات Brotherhood of Nod من سلسلة Tiberium Wars

الديمو يبدا بتقديم عرض عن تاريخ العالم و التغيرات الي حدثت فيه الى ان تصل للواقع المستقبلي المتواجد في اللعبة . واضح ان اللعبة تلعب على وتر Command & Conquer 3: Tiberium Wars بتقديم مستقبل افتراضي بأسلحة متقدمة و ايضا صراع القوى حول مورد Tempest و استخدامه كمصدر للطاقة

طبعا في تشابه كبير بينه بين Tiberium في سلسلة Command & Conquer من حيث كونه مصدر الغير معروف و انتشاره في الكوكب و كونه مادة مشعة

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* شاشة البداية

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بداية كل مهمة راح تكون في شخصية تتكلم معك و تشرح لك حيثيات المهمة و ثم تظهر خريطة المهمة مع شرح للاهداف . للاسف ما تم استخدام ممثلين حقيقين مثل في سلسلة Command & Conquer و الشخصيات جميعها من داخل اللعبة لكن اتقهم هالشيء لتوفير التكاليف

رسوميا اللعبة جيده جدا و تعمل بشكل سلسل قدرت اشغلها بأعدادات HIGH مع 60 فريم بكارت GTX 1060 . لكن هناك بعض التفاصيل ليست جيدة كفاية مثل الماء داخل اللعبة و الانميشين المصاحب له

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* تفاصيل المياه و الانميشين

كجيم بلاي هو نظام لعب تقليدي مثل سلسلة Command & Conque . استدعاء الجنود من الثكنة العسكرية يخرج جندي واحد فقط . اي بطريقة RED ALERT 3 تشتري جندي و يظهر جندي واحد فقط ليس بطريقة Command & Conquer 3: Tiberium Wars التي تستخدم وحداث كاملة SQUAD يخرج 5 جنود

ايضا في الديمو لقوات Global Defense Forces هناك تركيز على قوات متخصصه لها وظائف محدده مثل MEDIC الي عنده وظائف شفاء بقية الجنود في المعركة فلازم تحافظ عليه بمكان دفاعي خلف القوات الاخرى حتى لا تخسره

هناك ايضا احد القوات يمتلك Drone و يمكن توجيه عن بعد ضمن مسافة محددة . جدا مقيد في الهجمات بعيدة المدى لتدمير الاليات

تقريبا اللعب 99% من سلسلة Command & Conquer لكن فيها 1% من لعبة Act of War من ناحية موضوع تخصيص القوات و القدرات الخاصة و التموضع الاستراتجي


+ ايضا لاحظت اللعبة فيه limit cap لعدد القوات التي تسدعيها 200
+ امكانية استخدام بعض القدرات كغارة جوية مقابل دفع موارد مالية


مجملا الديمو جيد و محاولة تقديم لعبة Command & Conquer برسوم عصرية . اتمنى نجاح المنتج النهائي عند صدوره ممكن تتحول الى سلسلة مستقبلا في حال نجاحها و امكانية عمل اشياء اكبر

صور:

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مقارنة بين رسوم اعدادات high و epic

high:
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epic:
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معلومة اخيرة Frank Klepacki الاسم المعروف خلف موسيقى و الحان Command & Conquer و العاب اخرى . راح يكون مشارك ايضا في عمل موسيقى اللعبة:



اترككم للاستماع الى احد الاوست اللعبة من تقديم Frank Klepacki

 
صفحة اللعبة في ستيم , حاليا مالها موعد اصدار
 
بعد فيه لعبة RTS ثانية من تطوير مطورين Starcraft 2 السابقين

 
بعد فيه لعبة RTS ثانية من تطوير مطورين Starcraft 2 السابقين


فلتذهب اللعبة للحجيم ما عمري حبيت العاب ستار كرافت

Frank Klepacki فيها كمان . الرجال رزقه على العاب الاستراتجيه ::laugh::
 
اخيرا منافس لثيم Hell March

 
A New Limited Time Demo Arrives July 18 during Tacticon 2024!

actiCon Demo
We'll be featured in the upcoming TactiCon 2024 Steam event! We'll have a
brand new demo
with two new missions to play, one from the GDF Campaign and one from the Dynasty campaign. The demo will only be
available for a limited time from July 18 to July 22
during the TactiCon event. So mark the dates and clear your calendars, there are armies to command!

 
حاليا العب الديمو الجديد . كملت مهمة GDF و ببدا بمهمة Dynasty ان شاء الله . الانطباعات لاحقا
 
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Requesting reinforcements!

We're excited to announce that we'll be running a Closed Multiplayer Beta starting on Thursday,
November 7
to Thursday,
November 21
, 2024!

There are limited slots available for this test, so be sure to sign up early to secure your spot. In the coming weeks, we will email those who have been selected for the test to confirm their entry and provide further instructions ahead of the November 7 start date.

Sign up for the Closed Beta here!

The Closed Multiplayer Beta will include:
  • Online Multiplayer mode
    - This mode will include Ranked matchmaking (public rank shown in the leaderboard) and Unranked matchmaking (casual, does not affect ranking) options for multiplayer.
  • AI Skirmish mode
    - For this test, you'll be able to play on your own against bots in skirmish matches. In the full release, you will be able to create online custom matches with your friends that also include bots. Bot difficulty can be set to Easy, Medium, or Hard.
  • 2 Factions
    - Players will have both the Global Defense Force (GDF) and the Tempest Dynasty (DYN) factions available to play in Multiplayer or Skirmish modes.
  • 3 Maps
    - The included maps are Alps (2v2), Overgrown Oasis (1v1), and Altitude (1v1).
تم التسجيل و نجرب طور Skirmish وقتها
 
محتويات نسخة الديلوكس حلوة

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مهتم بالاوست اهم شيء من Frank Klepacki

اللعبة تفتح بعد 5 ايام لجماعة الطلب المسبق
 
حد يشتريها / يلعبها وقت الأصدار في المنتدى ؟ ممكن نلعب اونلاين معا
 


Establishing video uplink... 🛰️​


Prepare for battle, General! Launch is almost here and you'll be conquering your foes on the battlefield in no time. Tempest Rising Early Unlock starts on Thursday, April 17 for players who pre-ordered the Deluxe Edition of the game.


::mad::::mad::::mad::

الاوست شكله متعوب عليه رائع جدا
 


كلامهم مشوق
 
التعديل الأخير:
جاري التنزيل . 38 غيغا

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انهيت اول مهمتين

مقارنة بين صورة الى اخذتها ايام الديمو بالنسخة الحالية

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صايرة ملونة اكثر الوحدات و تفاصيل اكثر

حتى المياه افضل

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و صلت المهمة السادسة . للاسف طور القصة محبط الى الان . للمهمات رتيبة
 
و صلت المهمة السادسة . للاسف طور القصة محبط الى الان . للمهمات رتيبة
مهمة سبعة في العراق و ثمانية في مصر اللعبة رجعت صحصحت و المهمات صارت افضل حتى البيئات

الى طور اول ست مهمات شكله غير الى طور البقية فرق في المهمات صارت افضل

+ 8 ساعات الى الان اقرب انهي طور القصة الاول
 
انهيت طور القصة الاول حق GDF ب 10 ساعات . نبدأ مع داينستي
 
Hotfix Update #1
Our first hotfix addresses achievement bugs, server crash issues, and some minor UI bugs.

Custom Lobby Issue​

We're still investigating the issues players are experiencing with joining and creating a Custom Lobby. We have added new dev tools to help us track these issues and resolve them sooner. We've listed steps to take to try and resolve this here.

Please submit a ticket to our Support Page if you continue experiencing this issue. Thank you for your patience!

Bug Fixes:​

Gameplay Fixes:​

  • Hijacker units are now prevented from capturing Veti-faction vehicles.

Achievements:​

  • Fixed an issue where the “The Ultimate Silo-Fest” achievement wouldn’t trigger correctly
  • Fixed an issue where the “Base-Builder's Fiesta” achievement wouldn’t trigger correctly
  • Fixed an issue where the “Air Traffic Controller” achievement wouldn’t trigger correctly
  • The “Marking for Life” achievement can no longer be completed by bots on behalf of players
  • The “Squatters Rights” achievement can no longer be completed by bots on behalf of players

Crash Fixes & Stability:​

  • Fixed a variety of server crash issues.
  • Fixed a crash occurring when resizing the game window while in the main menu.

Matchmaking & UI:​

  • Fixed an issue where the UI would not update properly if matchmaking failed early
  • Fixed an issue where player "None" would be displayed in Match History

Dev Tools - Logging & Debugging:​

  • Added enhanced logging internally for tracking Custom Lobby join/create errors; these will help us further investigate this issue and related issues
 
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انهيت طور القصة خلال 22 ساعة
 
تحديث يوم الاطلاق

Patch Notes​


Our first major patch includes a variety of balance changes, AI and general game improvements, and bug fixes. This update also notably resolves the issues players were having with hosting and joining custom lobbies.

Feature Updates​


Ranked Update​

  • Ranked Queue and Leaderboards are now enabled for 1v1 — test your skill and climb the ladder!

Quality of Life Improvements​


UI Improvements​

  • Improved input responsiveness for double-clicking to select units of the same type.
  • Added subtitles to the Game Intro Cinematics.

Skirmish Bot Improvements​

  • Construction Yard placement logic has been improved
  • Unit pathing and movement are more cohesive, with bots now grouping units more tightly during advances.
  • Field Scout's "Throw Marking Mine" ability now functions as intended

Bug Fixes​

Campaign and Gameplay Fixes​

  • Fixed Veti Shield reappearing upon loading a save in the final DYN campaign mission.
  • Fixed mission failure when capturing the Repair Bay with the last Technician in DYN Mission 9.
  • Fixed issue allowing a second Hijacker to be obtained early in GDF mission 7.
  • Fixed objective "Eliminate prison guards to free the Civilians" not completing after save reload in GDF mission 8.
  • Fixed incorrect damage and range values in "Regional Networking Doctrine".

Skirmish​

  • Fixed player losing control of base after loading a Skirmish save.

Achievements​

  • Fixed "Doctor's Visit" and "Drive by Mechanic" achievements being unlocked by bots.
  • Fixed "Tempest Hoarder" achievement not unlocking (now correctly grants after match ends).

Controls & Input​

  • Fixed quick group switching being unresponsive.
  • Fixed "Center on Base" hotkey not working with DYN Construction Yard Bastion upgrade.
  • Fixed WASD camera preset not applying when set from the Main Menu.
  • Fixed double-clicking not selecting all Spy Drones.

UI & Display​

  • Fixed "Restore Page" button not resetting camera preset settings.
  • Fixed Spy Drone aura radius always being displayed when selected.
  • Fixed attack speed values not rounding to two decimal places for units with Veterancy.

Multiplayer & Networking​

  • Resolved issues with creating and joining custom lobbies — players should now be able to host and join custom games without issues.
  • Fixed various server crashes occurring during matchmaking.
  • Fixed an issue where attacking a specific unit or structure under certain conditions could cause the player to be kicked from the match.

Balance Updates​

As we enable ranked mode in Tempest Rising, this first balance patch is aimed at addressing trends and imbalances observed during the first week since release. The Global Defense Force (GDF) has proven a bit too dominant in late-game scenarios due to excessive scaling from Intel generation.

This patch aims to dial that back by requiring more thoughtful Intel allocation and reducing its efficiency when Credit-starved. In addition, several high-performing units are being tuned to reduce their ease of use or over-efficiency, while underperforming tools are getting the adjustments they need to become more viable.

Overall, these changes are focused on tightening the skill curve, promoting unit diversity, and keeping strategic play front and center.

Structures - GDF​

We had some players identify strategies to scale Intel income considerably in the late game, and wanted to make some changes to limit the GDF’s ability to mass produce Intel passively. We have also tweaked some Tier 3 units’ Intel costs to make them less spammable.

Construction Yard
  • Now generates 1 Intel per 10 seconds (from 1 Intel per 7 seconds)

Satellite Uplink
  • Intel cost increased to 20 (was 0)
  • Now generates 1 Intel per 20 seconds (from 1 Intel per 10 seconds)

Data Core
  • Intel cost increased to 40 (was 0)
  • Now generates 1 Intel per 10 seconds (from 1 Intel per 5 seconds)

Haywire Turret
  • Intel cost increased to 40 (was 30)

Structures - DYN​


SAM Site
SAM Sites were underwhelming for their price. This makes them more accessible as a core part of air denial.
  • Cost reduced to 800 (from 1300)
  • Attack now has a 200 AOE effect

Units - GDF​


DCU (Drone Control Unit)
DCUs were too cost-efficient. These nerfs make them easier to snipe and limit how freely they can be fielded, without compromising their core role. Additionally, we are removing its ability to Mark enemy units in an area, which should help with late-game Intel scaling.
  • Range reduced to 2600 (from 3200)
  • Health reduced to 800 (from 1050)
  • Drone respawn time increased to 15s (from 10s)
  • Intel cost increased to 70 (from 50)
  • Population cost increased to 6 (from 5)
  • DCU’s Target Designator no longer Marks enemy units

Condor
Condors were scaling too well relative to their cost. This makes high-Condor plays more of a commitment.
  • Intel cost increased to 50 (from 40)
  • Population cost increased to 4 (from 3)

Comms Officer
This unit had the highest win rate in the game. We’re tuning back its overall efficiency while keeping its role intact.
  • Damage reduced to 30 (from 40)
  • Range reduced to 2600 (from 2800)
  • Health reduced to 300 (from 400)

Queller
Bringing the Queller closer to the frontlines to attack should increase counterplay opportunities, especially from AA options.
  • JUDGE Laser range reduced to 1850 (from 2000)
  • Minigun range reduced to 1750 (from 1800)
  • Health reduced to 850 (from 900)

Shieldmaiden
This improves Shieldmaiden utility in countering ground pushes and helps reduce reliance on air-heavy strategies.
  • Range increased to 3800 (from 3500)
  • Fixed Standoff Orders to correctly target ground units instead of air

Units - DYN​

While our main focus this patch was bringing some of the GDF’s Intel scaling under control, we also wanted to make sure that the Dynasty was getting proper attention.

Many air units on both sides have been overperforming, so the Matchstick and Leveler have been toned down somewhat. Additionally, some cornerstone Dynasty vehicles are getting some minor improvements to hold up more in battle.


Matchstick
These changes make Matchsticks more vulnerable to anti-air and less oppressive in clustered fights by reducing their range and splash damage.
  • Attack range reduced to 1700 (from 1800)
  • Damage reduced to 80 (from 90)
  • Attack AOE reduced to 350 (from 600)
  • Health reduced to 600 (from 650)

Leveler
The Leveler remains deadly, but its reduced attack AOE and range, along with a cost bump, will demand better positioning and timing, curbing how easily it can be massed.
  • Movement speed reduced to 600 (from 700)
  • Attack AOE reduced to 500 (from 600)
  • Cost increased to 3200 (from 2800)

Havoc
A slight buff to help them survive longer and be a more relevant factor in early-game AA defense.
  • HP increased to 290 (from 280)

Operative
With a very high win rate, a slight reduction in DPS helps bring Operatives more in line without gutting their usefulness.
  • Attack interval increased to 2.2s (from 2s)

Boar Tank
A small survivability boost to make Boars a sturdier frontline option.
  • Health increased to 780 (from 750)
 
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