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Spectator_Errans
Blorg to be alive
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#31
24-11-2016, 16h43
Notes de patch de la mise à jour n°1
Plein d'ajouts : the United Empire (faction majeure), trois factions mineures, le marché, une ère technologique en plus, etc.
Spoiler:
[MAJOR CHANGES]
A new faction has been added to the game: the
United Empire
[wiki.endless-space.com]
The Marketplace is now available
Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag
You can now raze your systems
Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population
Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war.
Added the Eusocial minor culture
Added 3 news minor faction (Z'vali / Pilgrim / Amoeba)
Changed Deuyivan minor faction from Scavenger to Eusocial culture
Added Manpower panel
Added Era 4 of the Technology Tree
System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system
Increased turn limit to 200 turns: the score victory will now trigger at turn 200!
Technology cost increases more slowly within an era but the steps from an era to another is bigger
New technologies have been added to the three first eras, related to different features
Marketplace
Privateers
Manpower management
Manpower quantity on systems, ships, and empire has been increased
Ground Battle plan has been updated
Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence
Minor faction can be assimilated through the resolution of specific quests
Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation)
The global enrolment has been replaced by a local enrolment converting 1 population into Manpower
[UI]
Added the star system list population management
Added the star system planetary management
Victory screen has been retaken
[IMPROVEMENTS]
Added health regeneration on ships
Heroes can now be hidden (received only via quests)
Heroes recruited by empires when the game starts will not be available in the first pool of heroes
AI can now attack when another player declares war
Improved the way hero unlock points are displayed in the Academy screen
Added several shortcuts:
Page Up and Down to zoom in and out in the galaxy view
Enter and Escape to close a notification
It is no longer possible to have the same hero twice in a hero recruitment notification
Several missing texts have been added in game
Improved performance especially with fastest settings
A system can't be besieged if it has personal or allied fleets in orbit.
A system can't be invaded if it is under siege.
Systems become under siege when enemy fleet leave the attacked system.
When a system is under your influence you’ll be able to buyout it with influence
Minor factions now all spawn fleet which belong to the same rebel empire
Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles
Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP)
Tweaked some values and costs of the weapon and defence modules
Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip)
Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different):
Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus
Support: Attracts fire from enemy to protect the other ships + defence module bonus
Added different target orders for attacker, support and carrier ships (hover the role to see them)
Fixed strategic resource costs for all the enhanced module slots
The defensive military power now takes into account the initial hull health
Added health bonus on ships when they level up
[GROUND BATTLE]
The manpower of both all attacker and defender fleets are used in the ground BattleReport
The fleet manpower is given back at the end of the ground battle
Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears
Improved a bit the feedback on the notification (more improvements coming soon)
[AI]
AI refreshes and creates new ship designs for specialized roles
AI takes more meaningful military decisions
AI uses advanced manpower system
AI protects its outposts, harasses the player's outposts, and handles outpost equality
Fixed several issues leading to infinite end of turn
Fixed Fleets in order to go to the right goal with minimum moves
Limited the number of concurrent exploration
Raised the number of concurrent colonization
Players can now attack in different fronts in same time when a war is launch
The AI should be more reactive when attacked
Fixed the drop of some missions
AI can now block other outposts
AI can now use all possible actions to accelerate the capture of an outpost
Guard system has been added
Added cancellable missions
AI can now repair and retrofit fleets
The AI will retreat its fleet in a suicidal encounter
AI can now buy manpower upgrade
The AI can now cancel infinite building when something better is available
[FIXES]
Fixed inconsistency in several tooltips
Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating
Fixed an issue where there are no tooltips in the Post Game Screen
Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets
Fixed an issue where minor factions create fleets which exceed their command point limit
Fixed expedition buttons not refreshing properly in orbital view
Pressing escape when launching a probe will now quit probe launching mode
Fixed attack button saying "cannot attack allies" when there is nobody around the node
Improved the objective for the "Those Darn Kids" quest which was misleading
Fixed an issue where several technologies overlapped the category symbols from the technology screen
Reorganised the technologies category symbols
Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave"
A system can no longer be invaded while it has personal or allied fleets in orbit.
The "Ship design" screen now inform the user about the retrofit cost
Added "Show location" on mothership notifications
Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time.
Fixed many errors occurring when exiting a game, due to windows trying to access released data.
Fixed motherships being detachable when under siege/invaded
Retreat button is no longer visible when the ground battle has ended
Fixed laws received as quest rewards not being received
Fixed non-major empires being able to discover the Academy
The user can now interact with elements that are situated on the far right of the Technology Screen
Empire Dust is now displayed in the Ship Design screen
Fixed an issue where the icon of the faction was visible even though that faction was unknown
Fixed hulls & modules not having the right price in tooltips
Fixed Vodyani happiness not refreshing properly
Added in the control banner the political party unlocked and their trend
User are now informed that ships costs are increased when a new era is reached
The scan view button is now clickable
The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system
Added a "remaining turns" section to the constructible tooltip
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#32
25-11-2016, 15h55
J'ai joué un peu avec la mise à jour n°1 avec la nouvelle faction :
Les combats sont toujours plutôt nazes, mais au moins les vaisseaux abîmés ne sont plus à jeter (grâce à la régénération passive et au coût moindre pour les remettre à flot).
L'expansion reste peu amusante, on marche très vite sur les pieds des autres empires à moins de paramétrer la partie pour qu'il en soit autrement. De manière générale, on va toujours paramétrer la partie en fonction de la faction qu'on veut jouer (plutôt rapide et petit pour les Cravers, plutôt vaste et lent pour les United Empire...), sauf les Sophons, qui continuent d'être complètement surpuissants à tous les niveaux. Ils ne sont pas imbattables, mais ils sont toujours bons, alors que les autres factions ont besoin de conditions particulières pour se développeur.
Le gameplay reste très linéaire, on finit par savoir assez rapidement si la partie vaut le coup d'être poursuivie (20-25 tours suffisent en général). Après ça, soit on se fait démonter, soit on roule sur ses ennemis, soit on se retient de faire la guerre parce que l'on veut voir le contenu du jeu.
Et sinon, c'est toujours magnifique, avec beaucoup de diversité de techs, de quêtes et d'événements. La galaxie commence à être peuplée par de nombreuses civilisations. Il y a plein d'éléments de gameplay très intéressants (que ce soit la politique, les forces au sol ou le commerce...). Dommage que les parties se résument souvent à des rushs sans intérêt. Une solution assez simple serait de retirer purement et simplement le statut par défaut de "guerre froide" entre les empires, afin que la diplomatie puisse se mettre en place. Il serait également sympathique de réduire la vitesse de colonisation (pour le moment, on spamme les colonies aussi rapidement que possible et ça peut aller très vite) pour les factions qui peuvent le faire librement.
De manière générale, ça va trop vite, il faut jouer à des vitesses lentes pour apprécier le jeu, ce qui le rend en même temps moins dynamique. Le bon équilibre reste à trouver, et le manque d'un véritable système de combat se fait sentir (cela devrait arriver dans une prochaine mise à jour).
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thexmassteam
Saint Thomas
Militaire intermittent
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#33
25-11-2016, 20h18
Merci pour tes Retex
Amplitude a prouvé avec Endless legend qu'ils pouvaient tenir compte du retour utilisateur et se remettre en question. Donc ça laisse présager du bon tout ça.
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#34
13-12-2016, 18h31
Explications sur les difficultés techniques rencontrées lors du développement du "hotfix" à la mise à jour 1 (téléchargeable dès à présent), et brève présentation de la mise à jour 2 (qui arrive demain).
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#35
13-12-2016, 18h33
Si jamais ils arrivaient à mettre en place un mode multijoueur, je suis dispo jusqu'à vendredi. (bon par contre, j'ai que 10 heures sur le jeu)
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#36
19-01-2017, 16h41
Vidéo de présentation de la 6ème faction majeure : les Horatio !
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#37
24-01-2017, 20h40
Petite mise au point sur l'arbre technologique dans Endless Space 2 dans la mise à jour 2.
La mise à jour 2 est disponible via l'onglet bêta sur steam.
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sorayo
Tireur d'élite aveugle
Capitaine à moustache
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#38
25-01-2017, 00h36
Y'a pas a dire graphiquement c'est sublime (au debut je les ais pas reconnu les horatio comparé a ES1), je parlerai même pas de leur vaisseaux poissons ma rétine jouis
Et cet arbre de techno
Un studio qui écoute les joueurs c'est si rare
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#39
26-01-2017, 17h06
La mise à jour 2.3 est disponible aujourd'hui.
Notes de patch :
Spoiler:
[DISCLAIMER]
OLD SAVES (UPDATE 1) ARE NOT COMPATIBLE WITH THIS VERSION - REMEMBER TO START A NEW GAME
[DISCLAIMER 2]
PREVIOUS VERSIONS OF THE GAME ARE NOW AVAILABLE ON THE BETA TAB (Right click on the game in your Steam library > Properties > Beta): YOU CAN NOW CHOOSE TO GO BACK TO A PREVIOUS VERSION
[MAJOR CHANGES]
Added a new major faction, the Horatio!
Implemented a new Technology tree
Updated the free cam of the space battle
Reworked the game options menu
Added Advanced Culture in addition to Scavengers and Eucosial (Z'vali & Epistis are now advanced)
Added the Gnashast minor faction (Scavengers)
Added the Tikanan minor faction (Eusocials)
Added the Eyder, a Scavenger minor faction created by the community
Added 5 new victory conditions:
Supremacy
Conquest
Science
Economy
Wonder
Added 2 new galaxy shapes:
4-disks
Ring
[GAMEPLAY]
Heroes skills dont stack anymore
Added Dust Inflation effects on buyouts, retrofits, repair costs, marketplace prices
Added a Rebellion system
Added a Space port
Added a Migration system
Dictatorship can now use propaganda in star system to influence political orientation
Added population collection bonus when hitting certain thresholds
Updated the planet grid along the lines of temperature & biodiversity (previously temperature and humidity), along with terraforming process & FIDSI distribution
Implemented Supervisor (auto management of construction queue and population)
Quests:
Implemented the Horatio Chapter 1 and 2
Implemented the Sophons Chapter 3 and 4 (no Final Reward)
Implemented the Cravers Chapter 3 and 4 (no Final Reward)
Implemented the Lumeris Chapter 3 and 4 (no Final Reward)
Implemented the Vodyani Chapter 3 and 4 (no Final Reward)
Implemented the United Empire Chapter 3 and 4 (no Final Reward)
Achieving Minor Faction Quests with the Vodyani now doesnt raze the Minor System but Brainwashes its population
Implemented 8 Deeds
Implemented 4 Wonders
[BATTLE]
Deck building
Added 16 battle play cards in the game
5 cards by default for a deck of 3
Added technologies to increase deck size and unlock cards
Cards have more complex effects, useful or not depending on the situation
Added deck panel in the military screen sidebar
Free deck changes every ten turns, otherwise it will cost influence
Before battle
Added automated defensive fleet merging before battle
Added window to select which Empire to attack on a system
Advanced battle screen
Changed the layout to highlight the play card choice
It is no longer possible to simulate your opponents plays
Added the 3 last plays used against you by the opponent
Added drag and drop to move the ships between your flotillas
Reduced minimum CP to unlock more flotillas
Added 3 sorting presets to sort the ships
Added locking state on ships to force them in a flotilla
Saved the fleet configurations from battle to battle
Added new Ship icons to show the roles
Added 3 stats buttons to compare the 2 fleets:
Military power (as currently)
Energy / Projectile power (takes into account the weapon and defence)
Range compatibility
During battle
Firing ranges are now fixed by phase
There are 3 phases with the same duration
Ranges between peered flotillas are set based on the intentions (e.g. Short vs Long => Long, Medium, Short ; Short vs Short => Short, Short, Short)
Peered flotilla is the priority target, other flotillas can be targeted based on distance
Improved Scan view
Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage
Added flotilla label when the camera is far away
Added trajectories and targeting on the galaxy floor (thickness of the line shows the DPS)
Added damage taken numbers above the ships
Added Flotillas HUD:
Shows a list of ships per flotilla (with HP state and destruction feedback)
Shows the morale feedback (fleet gains bonus if there are more alive flotillas compared to the opponent)
Improved free cam:
Use shift to accelerate the camera move
Left click to lock the camera on a ship then use arrows or left click to rotate and mouse wheel to zoom
Data
Reduced range penalties (especially lasers and slugs)
Reduced the energy / projectile hard counter effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons)
Increased defence module efficiency
Temporary removed critical hit stats (waiting for an implementation fix and a better effect)
Added damage bonus for strategic weapons (waiting for exotic effects)
Multiplied costs and damage of the missile and beam weapons by 1.5
Global weapon damage balancing
[DIPLOMACY]
Cravers can now close borders when the Militarists have a majority.
The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly.
Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace).
Map sharing is no longer possible in Cold War.
[UI]
You can now rename planets that you colonise, except unique ones
Changed enemy plays display on Advanced battle setup screen
Improved diplomacy screen and truce notifications
Added a notification for rebellion
Added a modal panel for the system political event (accessible with a button in the system management)
Scan view economy has been modified (last stage added (system rank))
Changed position of the open political overview system button in the colony side panels
Changed how enemy plays are displayed
[VFX]
Added new skyboxes: Red Dwarf and Binary Solar System,
Shield FX has been improved
Added transition between ground battle notification and ground battle visual
Added special nodes
BlackHole
SolarNebular
SpaceCloud
[AI]
Fleet behaviour tweaks:
More reactive fleet missions
Motherships can now detach to attack
Invader ships wait to have full manpower to leave to attack
Added buyout of system by influence
First Spaceport use (only when system is over populated and unhappy)
Now able to send civilian ships from systems to outposts
A lot of improvements for the general stability of the IA
AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold
Added ability to propose Open Borders in specific cases
AI now evaluates map exchange in diplomacy
Reinforced buying luxury on the market when a rebellion is under way
Forced root priority of Buying resource on the market to 1 instead of 0.2
AI now declares war before moving (instead of after) if the player closes its borders to the AI
[FIX]
Improved the overall stability and performance
Fixed several serious errors
Prevent the Garrisons button from being displayed uninitialized in some situations.
Fixed Lumeris being able to colonize planets they haven't discovered yet
Fixed game speed multiplier being applied to Emperor's Will state
Fixed Benthys not using second assimilation trait. Improved tooltip for the trait
Image and description of unique planet are now related to the unique planet instead of its type
Fixed Outpost buyout button appearing on colonized systems
Updated Planet tooltip to display origin of effects, instead of grouping everything.
Fixed camera not zooming on fleets when the player does not own a system
Numerous minor fixes!
KNOW ISSUE
When playing as a Vodyani, the Supervisor will generate a crash
Dernière modification par
Spectator_Errans
,
22-03-2017, 14h41
.
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#40
22-03-2017, 14h59
Le carnet sur le mode multijoueur de la mise à jour 3, prévue pour cette semaine, est disponible en traduction.
Le carnet sur l'immersion et la refonte des interactions avec les factions mineures est là aussi.
Je me rends compte que j'ai oublié de publier le carnet sur le système de combat dans la précédente mise à jour... Je retrouve ça et je m'en occupe.
L'intro de la nouvelle faction :
Comme d'habitude, ça dépote.
Dernière modification par
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22-03-2017, 15h50
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#41
23-03-2017, 15h10
Et voici le troisième carnet sur le système de combat
. Il est assez consistant.
La mise à jour 3 sera disponible à 18h.
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#42
26-03-2017, 13h25
Ma première victoire "leggit", avec les Lumeris(les extraterrestres batraciens maffieux). La mise à jour 3 a rendu le jeu plus agréable, même si j'ai plusieurs fois eu l'impression que l'IA était passive voire carrément à la ramasse. Je ne saurais dire si c'est parce que je l'ai doublé tôt dans la partie (les Lumeris ont la possibilité de spammer les colonies s'ils ont suffisamment de Brume, et je ne m'en suis pas privé) ou bien si c'était dû à un bug.
On comprend enfin ce qu'il se passe lors des batailles. L'arbre technologique a été clarifié par rapport à la mise à jour 2. Et comme le jeu est vraiment beau, ça donne envie de continuer.
Je n'ai pas encore réussi à aller jusqu'au bout d'une quête principale de faction - soit j'ai eu des bugs, soit j'ai gagné la partie avant, et je ne me vois pas trop poursuivre une partie remportée juste pour ça.
Le système politique a vraiment été poussé, il est amusant de suivre les changements d'opinion dans votre empire pendant la partie. Au début de la partie, les décisions du joueur (technologies recherchées, événements, attitude face aux factions mineures, bâtiments construits, etc) jouent un rôle crucial. Dans cette partie, il y a longtemps eu une opposition entre Pacifistes (majoritaires à environ 40%) et Militaristes -souvent entre 20 et 30%). Vers la fin, à cause d'une guerre contre l'Empire Uni (les humains), j'ai eu droit à 3 révolutions, la première mettant en place une fédération pacifiste, la seconde une dictature militariste, et la troisième faisant un retour vers la démocratie pacifiste, grâce au soutien des industriels.
Un peu déçu par les compagnies commerciales. Je n'avais jamais pu les tester en profondeur auparavant. Cette fois-ci j'ai été en mesure de les soutenir financièrement, mais leurs mécanismes manquent d'incidence. Il y a des routes commerciales, qui peuvent notamment être rompues par des blocus, mais en définitive ça reste une question de bâtiments à construire, avec des boutons pour investir dans chaque compagnie.
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conqueror
Stratège incompris
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#43
27-03-2017, 23h01
Les quêtes des factions ne sont pas terminé.
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Piwaille
Tacticien incompris
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#44
16-04-2017, 01h35
Pour ceux que ça intéresse, Endless Space premier du nom + Disharmony est à 1€ sur Steam ce week-end (mais j'ai pas vu d'offre sur ES2). Ça va me permettre de découvrir la série, le 2 a l'air bien tentant également
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slobodan
Tacticien de bibliothèque
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#45
16-04-2017, 15h48
Comme d'habitude j'attends qu'il sorte en Français
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