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Stilgar
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#76
08-06-2017, 10h31
J'ai une question sur l'assimilation des races mineures. Le descriptif de l'action indique que "l'on gagne les traits de la race assimilée". Concrètement ça signifie que notre population d'origine s'améliore ou juste que l'on a intégré une nouvelle race comme "native" en plus de notre race d'origine ?
Par ailleurs, je ne comprends pas grand chose à l'évènement "votre population s'est améliorée" ça renvoie à un onglet de gestion de population mais sur lequel j'ai le sentiment que je ne peux rien faire.
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#77
08-06-2017, 11h35
Sauf si tu joues avec les Horatios, il n'y a rien de particulier à faire. L'empire a accès à des bonus à chaque fois qu'un seuil de population est atteint pour une espèce (les seuils étant 10-20-50).
Là, par exemple, j'ai 104 pops de peuple de la faille, donc j'ai les trois bonus : soutien aux Industrialistes (10), +15% sur les systèmes avec le Peuple de la Faille (20) et le bonus de déplacement sur les vaisseaux (50).
Par contre j'ai que 21 Sophons, donc seulement les deux premiers bonus : soutien aux Scientists (10) et +15% de Science là où il y a des Sophons. Pour consulter le bonus débloquable, il suffit de passer sa souris sur le nombre correspondant.
Avec les Horatios, tu peux en plus "consommer" des pops non-Horatios afin de procurer des bonus aux Horatios, et ça se passe en haut à droite de l'onglet de population.
Le menu en haut à gauche avec les Horatios, tu peux visualiser le nombre de pops d'une autre espèce dont tu as besoin avant la prochaine manip' génétique.
Là par exemple j'ai 2 Haroshem sur les 4 dont j'aurais besoin, et je peux voir le bonus que j'aurais en les intégrant à l'ADN de l'Horatio (+3 nourriture par pop).
Je ne sais plus de quelle espèce viennent mes bonus dans cette partie, mais c'est là que s'affichent les gains dus à la manipulation génétique, dans "Effets sur les planètes).
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#78
08-06-2017, 12h12
Merci beaucoup pour ta réponse ! Il faut vraiment que je prenne le temps de découvrir plus en détails les nouvelles mécaniques qui changent finalement assez considérablement le jeu.
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#79
09-06-2017, 10h45
Patch 1.0.11 en approche :
https://www.games2gether.com/endless...=1#post-241040
CHANGE LOG 1.0.11
[AI]
Added more accurate handling of ship design and strategic resources for hulls and advanced slots
Unfallen will not detect your system as theirs in regards to trespassing anymore when they have rooted it
Added a failsafe to allow the AI to keep making decisions if it enters a stuck state
Removed lifeforce compensation for easier AIs
Quest armies no longer try to roam outside of the assigned constellation, causing them to get stuck (Pb was visible in Cravers Quest Of Our Own Brood - Part 1). Now the Quest armies continue to roam in their own constellation
The AI no longer spams mood messages
The AI now retreats less frequently
Fixed AI refusing map sharing after having hinted at it with a mood message
The AI will now check it is not at war with the player before going for an opportunistic war
[PERFORMANCE]
The technology helper is now active only for human players making the end turn less long
[FIXES]
Fixed an issue where events and Academy quests had missing texts
Fixed a problem in some broken saves due to outpost migration
Fixed issues with depletion and game speed
Fixed an issue on the victory stats screen where the stats displayed were broken
Fixed Rebellion value not being saved when a Vodyani ark detaches/reattaches
Pacific Conversion icon will appear on the colonized systems after the Unfallen entwine them
Fixed the faction displayed in the save files list. Sometimes, the faction couldn’t be displayed properly. This should fix it for some existing save files and prevent it from happening for new files
Fixed an issue where it was possible to queue multiple terraformation actions for the same planet
The minor faction influence bar is no longer inconsistent with the current diplomatic relation after using the Cease Fire action
Arrow keys are now functional in the "System management" or "Planet" scan views
Fixed an issue where the "Probe instructions" were still active after opening a Game Menu sub screen
Fixed some bleeding text
Election Actions label buttons are no longer bleeding in the Election screen
Added two Minor Faction notifications (Suzerain Changed and Under Influence)
The user is now able to use the Destroy Planet action in his own influence area
Laws can no longer be abolished on the same turn they were passed
Exiting to Desktop menu option no longer takes the user to the title screen instead of the Desktop
Fixed tooltip for science, economic and wonder victories
Fix Empire Swap in Diplomacy Screen when in alliance (sometimes, the sector would show the Unknown (?) state instead of the correct diplomatic state between the inspected empire and your alliance)
Fixed infinite buildings auto replacement causing issues
Fixed several flow problems at the end of the game in multiplayer:
The client now handles the host disconnection better
The end game videos are launched after the game is done unloading (to avoid odd behaviors like the video being launched twice)
Fixed Vodyani system capture causing errors in rare cases
Fixed issue with metaplot achievement
Fixed Unique Planets not getting the destroyed planet visual
Fixed Game Creation Screen messed up (Community report)
Fixed an overlap with EXP in the heroes’ tooltip
Fixed new game Multiplayer Join button missing translation
Fixed bleeding text in quest steps
Fixed ground battle infinite turn
Fixed 'Blockade Breakers' trait not working
Fixed Guardian curiosities being triggered on Vodyani systems
Loading a save game while the Client is in the space battle loading screen no longer results in a stuck state
Fixed siege status not updating when the diplomatic relation with the node influence owner changed
Fixed Vodyani leechers behaving incorrectly on systems with low population
Effects of the starting technologies are now displayed in their tooltips
Fixed an error with RiftBorn Carriers stuck warping into battle
Fixed the victory progression feedbacks for Wonder victory in the Empire screen and take into account alliances
User cannot take over Unfallen systems using Pacific Conversion
Dust, Influence and Manpower now display accurate values in there tooltip
United Empire Chapter 3. No Turning Back Icons are no longer cut off at the top in the Quest panel
Fixed anarchy duration estimation in Government Selection screen
Fixed Unfallen systems becoming unentwined after a successful invasion
Fixed the 'Implant Beacon' action canceling itself on Lost star systems
Fixed a bug where the button for loading the last mods were enabled even if it contained missing mods, causing the game to crash if the user used the feature
Fleets that are not in orbit can now be sold out by the bailiff (no longers trigger an infinite turn)
Added gamespeed to war exhaustion trend formula
[BALANCING]
Fixed Ace/Lousy Senator traits effect on Election Actions costs
Fixed Optimal Defense I, II and Sub-Optimal Defense traits not affecting ships' maximum health
Fixed the missing lava colonization for custom timelords
now the system with the academy will at least have 2 planets in order to be colonized
Fixed an issue where the Stage 2 Science & Exploration deed was giving a stage 5 Luxury reward
Fixed a weapon short range issue
Fixed Endless Research Park happiness bonus displayed as coming from Obelisk of All Space-Time
Cravers' third population collection bonus is now functional again
Fixed "Deadly Intent Bill" Law not increasing Weapon modules damage correctly
Fixed "Mine's Bigger Decree" Law not increasing Weapon modules damage correctly
Gargantuan Populations now impact System Growth rather than Net System Growth for a more consistent behavior
Changed cost of the Blockade Breakers faction trait from 25 to 15
Scrapping now gives a very small amount of Dust (1% of Industry cost)
Reduced base value for ship sales
Fixed feedback of the Cravers Hero skill "Endless Consumption"
Fixed a bug between victories and mod activations
Fixed approval level of Empire not affecting Empire Dust & Science
"Endless Research Parks and Endless World" now applies bonuses to Empire
Fixed prerequisite for Map Sharing now properly available in Cold War & Peace
The "free heroes" bug is now fixed: hero prices do not sometimes fall to 0 anymore
Deposits are now forbidden on Destroyed planets
Fixed Wonder quantity based on galaxy size
Dense atmosphere are now forbidden on Barren planets
Updated constraints for neutral laws to fit with the new experience threshold
Refined the experience threshold to fit with the name associated to the experience level
Lowered growth rate of population for Major factions by 50%
Increased resource cost of the System Modernization
Fixed the primary trait Extreme Foremen not working in certain custom faction cases
Fixed custom faction with Lumeris visual affinity being unable to build or create Colonizer ships
Fixed Ship Bound custom factions with Lumeris visual affinity not being able to produce more Arks
Fixed Ship Bound factions starting with no colonizable planets
Starting on a planet now allows the player to colonize all planets of this type
[UI]
Synchronized the AI states for clients in order to update correctly the end turn tooltip in multiplayer games
Added a non-blocking message window, used when the host leaves or returns to lobby, so that the client starts returning to the lobby without waiting for the player to validate
Fixed the objective tooltip in Notifications Deeds
Fixed some tooltips in the Custom Faction screen
Fixed tooltips in Empire Screen for Science, Economic and Wonder victories
[QUEST]
The Quest Flight of Prototype (Minor Faction Quest) displayed a placeholder name
Vodyani are now able to achieve the competitive quest Founders Keepers
Added effects feedbacks on Unfallen last Rewards Fireforming and Heart's Embrace
Inverted the two rewards of the Chapter 2 of the Riftborn Faction > A Rebuke From High
Objective of Chapter 4. Who are we ? (Time Lord Faction Quest) was too difficult. Its new objective is "pass X Ecologist laws" instead of a required amount of support of the ecologist ideology in the Senate
Lumeris Main Quest Chapter 2. A Matter of Influence Part 1 > the objective wasn't well communicated. New Objective: C1: reach 20% Industrialist score in X Systems / C2: reach 20% Ecologist score in X Systems
In the Vodyani Chapter 4. Hope in Heresy Part 1, destroying 3 planets was too difficult. The player must now destroy 2 planets
A hidden quest track if the player find Sykagoja planet. If they finds it, the quest Cartographer request will not be triggered
If the player finds the planet Sykagoja while doing the Cartographer Request Quest, then the quest fails
[DESYNCS]
Improved guard action so it is more reliable and causes less desyncs
Fixed a desync related to prime senator during hot join
Fixed a Fleet visibility desync
Desync Population Collection Bonus : Population Collection Bonus is now being applied
Fixed rare desync on guard
Fixed guard being canceled when there is only one fleet doing it and it attacks an enemy
Fixed automated ships being able to drop even if they were attacked
Fixed Dust global production computation
Fixed desyncs due to the outpost
[TUTORIAL]
Updated the tutorial to allow to build the Wonder Victory
Fixed Academy discovery not working in beginner tutorial
[IMPROVEMENTS]
Added an initial random rotation to each planet in the system management view
Players in a multiplayer session can now save the game
Added feedback in the report notification and advance report screens
The user was not informed about the resources won in a space battle
Added a feedback when the opponent retreats
[GALAXY GENERATION]
Added constraints on deposit / anomaly placement to avoid duplicate elements on the same planets and more than 2 of an element
Added a constraint to have at least 1 quantity of lux / strat deposits
[MISC]
Updated credits
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#80
12-06-2017, 12h51
Il y en a qui savent un peu comment fonctionne l'inflation dans le jeu ? Plus le temps avance plus les bâtiments coutent cher à construire. Il y a bien une mention dans la page des compagnies commerciales, mais ça me semble un peu abscon.
Par ailleurs, vous gérez comment vos compagnies ?
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#81
20-06-2017, 11h09
Quelques vidéos d'une chaine qui donne vraiment de très bons conseils :
Par ailleurs :
Join us on Twitch tomorrow 5
0pm CEST to discuss the next update for Endless Space2, the Stellar Prisoner!
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20-06-2017, 20h10
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#82
22-06-2017, 10h21
Un nouveau patch est en route ! Dès que j'aurai un peu de temps, je mettrai le premier message à jour histoire de rendre les infos accessibles et lisibles
Spoiler:
Update 1.0.18 -- The Stellar Prisoner
Time for new things! This update comes with a bit of free content on the side, because who doesn't like free stuff? Those of you who helped us test update preview 1.0.16 might have encountered some of the content early... That's our way of saying thanks for giving a hand in testing out the new update. The new things include a new special node, two unique planets, unique anomalies on Auriga & Bilgeli, and a hero and the quest to rescue it! Also a truckload of performance improvements. Read on for more detail...
[XML]
Added Neutron Star special node
Added 2 new unique planets, Veil & Teonha
Added hero Koros Apogee
Added hero Tiaych Zhilleaq
Added the quest Invisible Chains (look for the neutron star!)
Added a unique Anomaly on Auriga & Bilgeli (2 total)
Reduced Auriga base science as it is now given by Husk of Knowledge anomaly
Fixed the quest improvement "Craver Dark Ops" being available to be built multiple times
Fixed custom faction feedback on planet FIDSI tooltips
Fixed Unfallen home system not having a bonus of 1000 System Manpower
Fixed cooldown timer for changing battle tactics set not being affected by game speed
Added Enhanced Astronavigation as a starting skill (tier 0) for Tiaych Zhilleaq
Fixed incorrect feedback of Sophon Free Move movement points (showed +2, when it gave +4)
Sophons Free Move now gives +2 Vision Range instead of +1.5
Sophons Free Move now gives +2 Movement Points instead of +4
Disabled Apathetic/Fervent Colonists Traits for Factions with Shipbound (since it's irrelevant to them)
Disabled Guardians Trait for Factions with Shipbound (since it's irrelevant to them)
Fixed some political traits not affecting politics properly/being wrongly feedbacked
Merchants (Industrialist events support Pacifist political opinion)
Monumentalists (Industrial events support Religious political opinion)
Aggressive (Industrial events support Militaristic political opinion)
Investors (Pacifist events support Industrialist political opinion)
Conservationists (Pacifist events support Ecologist political opinion)
Automatists (Scientists events support Industrialist political opinion)
Sociologists (Scientists events support Pacifists political opinion)
Biologists (Scientists events support Ecologists political opinion)
Dutiful (Religious events support Industrialists political opinion)
Virtuous (Religious events support Pacifists political opinion)
Skeptics (Religious events support Scientists political opinion)
Fanatical (Religious events support Militarists political opinion)
Sanctuarists (Religious events support Ecologists political opinion)
Pragmatic (Militarists events support Scientists political opinion)
Preservationists (Militarists events support Ecologists political opinion)
Harvesters (Ecological events support Industrialists political opinion)
Druids (Ecologists events support Religious political opinion)
Territorial (Ecologists events support Militarists political opinion)
Exploration quest Mysterious Plague ship is now disabled for the Vodyani Faction
Horatio Carrier now has 13200 HP instead of 5500 HP
War exhaustion trend computation will now depend on game speed
Added Distributed Energy and Gamma Analysis tooltips
Lumeris refund for outposts is now equal to the Dust spent to colonize
Updated Gas FIDSI to differentiate the planets
Populations Collections for Custom Factions are now dissociated from the vanilla factions'. This allows for clearer feedback (we don't show a vanilla faction icon for a population collection bonus applied to a custom faction)
Fixed a bug where the Horatio population collection bonus level 3 had overpowered, unintended industry effects
Fixed an issue of Influence provided by Outposts
“First contact” action with Minor Factions is now free
The "New Colony Rule" Industrialist law only applies its effect on the newly acquired colony
Fixed tooltip of the "Explore Binaries" anomaly reduction displaying debug text
Fixed The Quest Babies not Booms sending population on outpost. Now, it will add population only on Colonies.
The Quest “The Good Life” is now disabled for custom factions with the Affinity Shipbound
The Quest “Babies Not Booms” and “An Unexpected Visitor” are now disabled for custom Factions with the Affinity Shipbound
Relationship trend of Minor Faction now depends on game speed
Having Pacifists in the senate does not remove the “Eternal War” effect over minor factions
Fixed Shipbound Custom Factions based on Cravers Visual Affinity being able to create multiple Ark designs
[PERFORMANCE]
Improved influence computation
Ships designs are not automatically preloaded at the beginning of the game anymore
Optimize end turn resource collection pass
Optimized fleet & political events
Better filtering of onscreen rendering
Optimized hero assignation and fleet modification
Reworked retrofit process to reduce CPU consumption and memory allocations
[FIXES]
Fixed the intro cinematic for custom factions
When the end turn is computing, it is no longer possible to send orders
Prevented Election actions from all being disabled
Empire met notification only appears when both empires know each other
Alliance Victory now properly awards victory to all the members of an alliance
In multiplayer, players are no longer displayed as having achieved elimination victory when another empire wins
The "Reset" button did not properly reset the Diplomatic Demand Screen
The minor population effects are now displayed in their tooltips inside the custom faction
Fixed Trade company HQ/subsidiary being queueable at the same time on the same system
Fixed Ground battle notification auto popup setting not working
Fixed Influence feedback being too large on outposts and Unfallen systems
Added an icon on fleet labels to feedback the existence of a Planet Destruction module within the fleet
Fixed the on-click behaviour of merged fleet labels; all fleets represented by the label are visible in the fleets list at the bottom of the screen
Fixed the dragged population icon for custom populations
Allowed the trait level reduction in custom faction screen; removing a level n trait will automatically add back the level n-1 of that same trait
Greyed out the ship design slots that are incompatible with the selected module category in ship design screen
Users can't join or be invited in multiplayer sessions without the latest game version installed
User no longer remain stuck on "Ending Turn" after the election in turn 120
Fixed the creation and edition of Ship designs with the Unfallen medium hulls
Disabled Multiplayer (Join Game) features if Steam is not running
Space battles are now correctly resolved when a player enters a session in which another player is attacked by pirates.
The peaceful conversion icon is no longer redundantly displayed on your own Unfallen systems
The Seventeen thousand islands bridge" anomaly name no longer overlaps with nearby planets
Icons of unavailable curiosities are now shown correctly when there is no ship orbiting the system
Fixed the tooltip on “Colonize” button in Star system management; now properly tells the planet colonization is queued and not already colonized
Added AMD Radeon HD 6550D (sep 2011) to the compatibility card; it should now be able to launch the game in compatibility mode
Changed wording in planet tooltips to avoid confusion regarding base output modifiers
Fixed text in the "Population Boost Ended" notification when using custom factions
Fixed the background of in-game screen with "-novideo" command in Steam set launch options
Fixed issue with moon exploration & anomaly improvement GUI
Fixed a few tutorial highlights
Fixed an error when displaying the tooltip of the Evacuate System improvement when playing Unfallen
Fixed hero recruitment notification having issues with custom textures.
Fixed an error when hovering the mouse cursor over the "Colonize" button of a destroyed planet in the System Management Screen
Fixed multiple issues with in-game text fields and added a few quality of life enhancements on these
Changed the "K" into "M" when reaching millions units for resources
Fixed the technologies remaining turns count in the technology queue
The cursor location is reset to the end of the text when clicking on the bottom side of the chat bar
[AI]
The AI should ask for alliances out of perceived necessity less often
The AI should evaluate truce better when other player is winning the war
Fixed an issue where the synchronization of game events was failing while the user was saving the game resulting in a crash and an infinite turn
Fixed an issue in battle situations computing resulting in a crash
Fixed an issue with Ark handling that was generating an error message
Fixed an issue where the AI was stopping colonizing systems at some point
The AI dll now loads correctly when the game is installed in a path that contains accented characters
Fixed an issue where a mood message was sent multiple times during truce
The AI should now respond to diplomatic demands based on the odds of winning wars and the value of bribes
Fixed an issue where AI only took in account war end when a force truce was declared
Fixed an issue where ship designs were not synchronized correctly
Fixed an issue where AI would ask for help even if it was not at war
Fixed an error generated when the Vodyani AI chooses the "Conscription" defensive battle plan
Fixed an error generated when starting the Beginner Tutorial
[DESYNCS]
The desync report message box is now only displayed once
Fixed a desync related to fleet actions
Fixed a desync related to population migration and political events
Fixed a desync related to "The Good Life" exploration quest
Fixed a desync related to manpower
[MODDING]
In the modding screen, added filters for mod location (Local or Workshop)
Fixed the scroll wheel functionality in the mod selection menu
Added a warning when the player enables a mod
Added display of error messages and feedbacks in Modding Screen
Fixed modding screen auto-selection and interaction issues
Added an option to automatically download and enable Missing Mods of a game (both in the Load Game and the Join Game screens)
Added GUI modding (image replacement)
Fixed ship reskins not being shown in ship design editor
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#83
22-06-2017, 11h25
Ce patch est sorti hier
. Aucun changement bien massif ; un peu de contenu (surtout deux planètes uniques) et des correctifs.
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#84
08-08-2017, 17h08
Du nouveau sur les Chasseurs et les Bombardiers.
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astradeus
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#85
09-08-2017, 20h48
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#86
12-09-2017, 20h36
Maj sur les chasseurs et bombardiers sortie ! Ca va être très sympas *--*
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Schultzy
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#87
17-11-2017, 18h26
Jusqu'au 20 novembre endless space 2 est en accès gratuit sur steam! Donc pour ceux qui voudrait tester gratos et voir si le jeu leur convient, foncer!
http://www.pcgamer.com/endless-space...pdate-out-now/
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#88
24-01-2018, 16h08
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#89
13-08-2018, 13h51
Je rencontre un étrange problème, d’activation des DLC gratuits d’Endless Space 2. A priori, je ne suis pas le seul comme en témoigne
ce long sujet dans le forum de Steam
dédié à ce jeu.
J’ai, dans ma bibliothèque Steam acquis toutes les extensions payantes et elles semblent toutes bien installées et activées, dans l’interface de Steam, sauf que, dans le jeu, si je clique sur l’option « Contenu » du menu principal j’ai ceci :
Certains add-ons sont actifs et d’autres, avec le logo Steam à droite, ne le sont pas. Dans les faits, ces add-ons non actifs m'empêchent d’accéder à certaines options (par exemple les galaxies ayant une forme à six bras). Si je clique sur le logo Steam à droite des extensions manquantes, la page d'accueil de Steam s'ouvre, alors que, manifestement, je devrais arriver sur la page de l'add-on.
J'ai vérifier le cache de Steam et même ré-installé complétement le jeu mais cela ne change rien.
Est-ce que les joueurs ayants également ce jeu rencontrent le même souci ? Si oui, avez-vous réussi à le résoudre ?
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#90
20-02-2021, 20h00
Je voulais UP, ce sujet pour dire qu'il y as toujours du monde actif sur ce jeu en multijoueurs,
Il y as ce discord pour des parties en 150 tours, donc rapide avec un mode à installer aux préalable
https://www.games2gether.com/amplitu...-game-schedule
http://discord.gg/eAfNtB3
https://steamcommunity.com/sharedfiles/filedetails/?id=2354996134
Et il y as cette autres discord full fr en partie normale de 300 (d'après la légende ils auraient dêja reussi a ce reunirs pour terminer une game entière ?) avec beaucoup de fantomes mais en général il y as de l'activités une fois par semaine, et c'est l'ambiance de village.
https://www.games2gether.com/amplitu...=1#post-282041
https://discord.gg/HdY2Dm3
Et quoi, un ultime DLC est sur steam, mais il n'est pas encore accessible,
https://store.steampowered.com/app/1523730/Endless_Space_2__Dark_Matter/ qui ne devrait que rajouter des quêtes supplémentaire.
Et que dire sinon, le seul intêret du multi dans ce jeu c'est la map qui est générer aléatoirement, et c'est aussi un malus car dans les fait ce n'est pas très équilibrer aux niveaux des starts et c'est aux bonheur la chance.
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