About This Game The year is 1975, the Cold War is omnipresent and beneath the veneer of détente the tension between the two superpowers irreversibly escalate towards the ultimate confrontation.As an at-sea "accident" results in the sinking of a Royal Navy frigate and the Warsaw Pact is mobilizing, events rapidly spiral out of control. The world is plunging towards another global conflict - but this time, there will be no post-war recovery, only nuclear disaster.Do you have what it takes to stand up to Soviet/WP forces and avert Armageddon?Command: Northern Inferno is a stand-alone game that uses the latest version of the Command: Modern Air/Naval Operations (CMANO) engine. It also serves as a DLC for existing CMANO owners.For the first time after the release of the most realistic and accurate modern warfare simulation, the developer, Warfare Sims, has created a fully-fledged campaign expansion that encompasses 15 scenarios across one of the most thrilling and intense moments of recent history.While the campaign is fictitious, every single part of this electrifying set of scenarios has been meticulously researched to deliver an entirely new experience to please both novice players and experts.A full stand alone game, that expands the Command: Modern Air/Naval Operations franchise, 2013's Wargame of the Year, to a new theatre: play as a single, separate game, or add it to your collection of scenarios for CMANO15 nail-biting campaign scenarios written by Paul A. Bridge, active Royal Navy officer and Falklands veteran: scenarios are introduced by historic videos, edited and voiced over to link scenarios and set the scene for the campaign progression6 introductory tutorials: designed and built to teach you how to get into the game in an approachable and accessible wayAir, surface and underwater combat utilizing CMANO's highly-praised simulation engine: in a world on the verge of global conflict, every unit is key to success, but only by mastering joint operations, will contenders be able to achieve victoryConventional and nuclear operations: how far can the world go? Will they use nuclear weapons? 7aa9394dea Title: Command: Northern InfernoGenre: Simulation, StrategyDeveloper:WarfareSimsPublisher:Slitherine Ltd.Release Date: 22 Oct, 2015 Command: Northern Inferno Download Uptodown I got my first triumph after 10 hours.But damn, I dont have a single idea about how did I won.Such simulation, much wow.. A rather short one, but there isn't that much to say really. A great expansion for a really great game. This campaign feels very plausible and was certainly very carefully researched. TV reports make it even more immersive.. This is a challenging campaign and you will learn a lot about military assets in the mid 1970s. In addition my strategic skills were advanced. However, I would not buy this as a stand-alone package, without the full game and community tutorials I would have spent way more time in forums and YouTube than enjoying this. My suggestion is you find the full game on sale, get good at the interface and tutorials, then add this to your library. Oh...this isn’t a dynamic campaign, it’s a set story.. I have previously withheld my recomendation for this game baced on the price and flaws. After playing extensivly I and enjoying it I feel an update is required. The biggest factor for me is the price. The full game at almost £70 is a joke but this is C:NI somewhat cheaper and I got it on sale. The missions for NI are great, they are well scripted and require thought and planning to succeed. For this alone the pice I paid was worth it. Replayability is limited because of the games lack of AI. The missions attempt to funnel you into specific directions where the limited AI be set up. Going around often turns a finley balenced situation into an easy win. The problem is once you have played a mission you know what the designer expects you to do. The fiddlyness of the controls is something you get used to and the poor resolution of the map at close in zooms is ugly but not a deal breaker. The poor AI on both sides is something that is greatly mittigated by manualy controling every asset. This however leads to the absolute worst fault the game has to offer. Manualy controling a large fleet with a huge air wing is a grind but if you dont the following will happen;-Aircraft will decide to return to bace or refule in air when extreamly close to intercepting dangerouse incomming enemy despite the refueling aircraft being extreamly far away.-Aircraft will follow enemy back to thire airfield and promptly get shot down by SAM, if you set them to stick to a patrol area they will ignore enemy that are very close just outside of the patrol area.-Aircraft will run out of fuel as the AI cant always figure out when to return to a home ship that has changed course or speed.-Support aircraft dont attempt to run from incomming enemy.Despite this and many more issues I do like this game and want to love it. I can recomend NI especial on sale but the devs have got alot to do before I or anyone elce should think about the full game. It is essential that certain design decisions be reverced to make this more moddable. Cos if the devs can't/won't fix a thing the community might.. If you clock this game Israel will try to sink the USS Liberty.. The v1.09 release has incorporated no significant changes or improvements since the v1.05 Steam release, Sept 26, 2014, http://steamcommunity.com/sharedfiles/filedetails/?id=323634285which, in turn, had only superficial changes from the original release Sept 24, 2013.http://steamcommunity.com/sharedfiles/filedetails/?id=3180137783.0 / 10.0 ratingThe Good1. Many game functions and commands are compatible with Harpoon3. H3 veterans will easily grasp the basic game concepts and controls and be playing within an hour.2. A physics package will ensure that most units will observe the Laws of Physics. This means no more instantaneous acceleration, turns, dives, or missiles fired 'over-the-shoulder' at a pursuer. Unfortunately, the game engine only applies the universal Laws of Physics in specific situations.3. Sensors and weapons report very detailed resolution through comprehensive messages that show the various modifiers and variables. These messages can be disabled if they turn out to be too much information.4. Third-party modifications to images, sounds, and icons are easy to add. Many images for the aircraft, ships, and submarines have already been added by the user community as well as a speech and ambient sound module.5. Color-coded messages make for ease of reference by the player. Hostile action reports appear in Red, while other administrative reports appear in white, green, or yellow. The colours quickly catch the player's eye and help him categorize those reports that require immediate attention.The Bad6. No multiple player capability exists. The only opponent is the AI, which can be easily tricked once it is understood. This is easily seen from the video AAR for a scenario classified by the developers as Maximum Difficulty and Complexity:http://steamcommunity.com/sharedfiles/filedetails/?id=5451022927. The Event Engine produces strange results from teleportation of units instead of the more recognized deployment from aircraft or ships.8. A crude Formation Editor capability means that the solitary map is cluttered with unnecessary icons and symbols. Confusion quickly ensues when aircraft assigned to protect the carrier group cannot easily be distinguished from those assigned to expeditionary missions. Most other games have independent window displays to control formations so that units can function as organized groups.The downright Ugly09. No database editing capability exists. The database is frozen. The current items, equipment, and systems can be shuffled, re-arranged, or re-combined, but nothing new can be added nor can the performance of any current system be modified. Players are forced to accept false perceptions of reality.10. The false database information cripples virtually all modern combat aircraft with the same 925 knot maximum speed on afterburner, regardless of their true performance parameters in Real Life.11. The UI is severely overloaded, cluttered, and user-unfriendly. The dependence upon a single map to display all the units and functions means that the number of icons and other data displayed is extreme. Coupled with the inability to turn off some information, this means that the player is easily overwhelmed by the data, much of which he probably did not want to see in the first place.12. Direct player control is difficult to exercise due primarily to the single map display. The inability to differentiate between units at a distance or high altitude means that the user must constantly zoom in and out to locate units for his orders and targets. This awkwardness triples the time and effort necessary for the most simple and basic orders and truly makes the game a chore to play instead of a pleasure.In ConclusionThis game remains absolutely painful to play and is tedious to the extreme. The player finds himself fighting through the interface more than the AI opponent. This is exemplified by the recent video AAR:http://steamcommunity.com/sharedfiles/filedetails/?id=545102292A scenario that would normally take no more than an hour to play in other games like Harpoon, Fleet Command, or Naval War Arctic Circle, drags out to nearly 5 hours in MNO due to the awkward and cumbersome user interface and inability of the game engine to process time compression. This scenario was nearly run in 1:1 real time because the game could go no faster, regardless of the time compression setting. This scenario was run on an quad-core Intell7 processor 4gB RAM.The scenarios included with Northern Inferno are of poor quality, as many bugs have immediately been reported upon its release. The 15 scenarios of NI are of the same mediocre quality as the official scenarios from the basic MNO game.. A worthy successor to the Harpoon series. Hours of fun for all potential PWOs!
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