Toggle navigation
Youtube
VOD
Twitch.tv
Connexion
Connexion
Identifiant
Mot de passe
Se souvenir de moi
Connexion
Connexion
Vous possédez déjà un compte sur notre communauté ? Identifiez-vous !
Inscription
Rejoignez notre communauté en vous inscrivant dès maintenant !
Oubli de votre mot de passe ou de votre identifiant ??
Pas d’inquiétude, ça arrive à n'importe qui !
Contactez-nous
Envoyer un email à l'administrateur du site
Inscription
S'identifier ou s'inscrire
Connexion en cours...
Se souvenir de moi
Connexion
Oubli de votre mot de passe ou de votre identifiant ?
ou
s'inscrire
S' identifier avec
Articles
Forums
Forum
Jeux de stratégie et de gestion divers
Stratégie au Tour par Tour
X
Réduire
Messages
Dernière activité
Recherche
Page
sur
9
Filtre
Heure
Tout
Aujourd'hui
La semaine dernière
Le mois dernier
Afficher
Tout
Discussions uniquement
Photos uniquement
Vidéos uniquement
Liens uniquement
Sondages uniquement
Events only
Filtré par:
Tout nettoyer
nouveaux messages
Précédent
1
2
3
4
5
6
7
8
9
template
Suivante
Limse
Traducteur à latence
Stratège du dimanche
Share
Tweet
#46
28-10-2016, 17h54
Par contre j'ai jamais compris à quoi servait «l'âge du monde» ?
Commentaire
Envoyer
Annuler
Pachack
Bleu
Share
Tweet
#47
29-10-2016, 09h09
Si mes souvenirs sont bons, une planète plus âgée aura eu plus de temps pour se « former ». Par exemple, une vieille planète aura des chaînes de montagnes complètes tandis qu'une planète jeune aura plutôt des montagnes éparpillées. Bref, des bricoles de ve genre, j'ai jamais vraiment vu de différences flagrantes dans CIV4 ET 5.
Commentaire
Envoyer
Annuler
Eorl
Bleu
Share
Tweet
#48
29-10-2016, 10h09
personnellement, j'avais comprit plutôt l'inverse : un monde jeune aura des montagnes jeunes, c'est à dire hautes et escarpées (comme les Alpes ou l’Himalaya), et à l'inverse un monde plus vieux aura subit les effets de l'érosion et possèdera donc des sommets moins haut et plus de collines (comme le massif armoricain). Mais je peux me tromper.
Commentaire
Envoyer
Annuler
Pachack
Bleu
Share
Tweet
#49
01-11-2016, 12h30
Envoyé par
Eorl
Voir le message
personnellement, j'avais comprit plutôt l'inverse : un monde jeune aura des montagnes jeunes, c'est à dire hautes et escarpées (comme les Alpes ou l’Himalaya), et à l'inverse un monde plus vieux aura subit les effets de l'érosion et possèdera donc des sommets moins haut et plus de collines (comme le massif armoricain). Mais je peux me tromper.
Tu me mets le doute, là.
Edit : Ok, t'as raison :
http://forums.civfanatics.com/thread...ion-do.397822/
Dernière modification par
Pachack
,
01-11-2016, 12h31
.
Commentaire
Envoyer
Annuler
thexmassteam
Saint Thomas
Militaire intermittent
Share
Tweet
#50
18-11-2016, 04h02
Patch disponible
Spoiler:
Maps
Added a balanced six player map.
Added a balanced four player map.
‘Cavalry and Cannonades’ Scenario Added
Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
Larger starting army and additional starting techs.
Time limit: 50 turns.
Goal: Possess the largest territory.
DX12 Support
Complete Logitech ARX Support
[GAMEPLAY UPDATES]
Added additional notifications.
Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
Added additional Hotkey support (next unit, next city).
Added the ability to rename cities.
Added UI to show the next tile a city will grow to.
Added a visual cue for Barbarian Scouts that are alerted to your city.
Changed Dan Quayle rankings.
[BALANCE CHANGES]
Added prerequisite project (Manhattan Project) for Operation Ivy.
Added Metal Casting as a prerequisite for Economics tech.
Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
Adjusted relationship decay rates.
Reduced the effectiveness of cavalry production policies.
Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
Reduced border incursion warnings if the troops are within their own borders.
Increased the number of Great Works of Writing slots in the Amphitheater to 2.
Increased Counterspy operation time.
Increased the cost of Religious units and applied additional charges.
Units may no longer be deleted when they are damaged.
Deleting a unit no longer provides gold.
Updated Island Plates map to have more hills and mountains.
Units may no longer remove features from tiles that are not owned by that player.
Fallout now prevents resource harvesting.
Barbarian camps must spawn further away from low-difficulty players’ cities.
[AI TUNING]
Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
Adjusted AI understanding of declared friendship.
Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
Increased AI competitiveness in building a more advanced military.
Increased AI usage of Inquisitors. Especially Phillip.
Increased AI value of upgrading units.
Increased AI use of Settler escorts.
Tuned AI usage of units that cannot move and shoot, like Catapults.
Tuned AI city and unit build planning.
Improved the ability of city-states to maintain a strong military.
[BUG FIXES]
Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
Fixed a unit cycling error with formations.
Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
Fixed an issue where the Settler lens would not always show the right information to the player.
Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
Fixed some crashes with units.
Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
Fixed an issue where Trade Route yields were doubling in some instances.
Units in formations now break formation before teleporting between cities.
The achievement ‘For Queen and Country’ was unlocking too frequently.
AI with neutral relationships should accept delegations barring exceptional circumstances.
Can no longer declare a Joint War if it is invalid for either party.
Save game files should no longer be case sensitive.
Certain wonders were sending extra notifications.
Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
Liberating a civilization back to life will now bring them back into the game properly.
Observation Balloon range bonus was being incorrectly applied when stacked.
Text and grammar fixes.
[VISUALS]
Buildings on snow will now have snow on them.
Added an Industrial Barbarian Encampment.
Added a ranger tower to National Parks.
Fixed some issues with buildings not culling around other world items properly.
Fixed an issue with some Districts not showing properly.
Miscellaneous polish applied to multiple improvements, districts, and buildings.
[MULTIPLAYER]
Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
Cap the max players to 12.
Added LAN player name option to options screen.
[UI]
Added the number of specialists working a tile.
Added some additional icons for espionage, promotions, etc.
Added additional Civilopedia shortcuts, including right clicking a unit portrait.
Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
Added Trade Route yields to the Reports screen.
Added City Center to the City Breakdown panel.
Added rewards and consequences to mission completed popups.
Updated the leader-chooser when beginning a new game.
Updated the end game Victory screen.
Updated the multiplayer staging room.
Updated city banners.
Updated Espionage mission chooser flow.
Updated to display what cities are getting amenities from each resource.
Changed resource icon backings to reflect the type of resource it is.
Auto-scroll to the first Great Person that can be claimed.
Improved search functionality in the Civilopedia.
Removed Barbarian data from player replay graphs.
ESC now closes the Tech, Civic, and Eureka popups.
When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.
[AUDIO]
Added some missing mouseover sounds.
Fixed the Oracle quote.
Fixed an issue where the Advisor voice was not playing in some languages.
Fixed compatibility issues with some sound cards, especially those set to high playback rates.
[MISC]
Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
Plot Tooltip Delay is now available in the Options menu.
Auto Cycle Units is now available in the Options menu.
Benchmark updates.
Credits updated.
Commentaire
Envoyer
Annuler
Boumbous
Bleu
Share
Tweet
#51
03-02-2017, 17h55
je m'y suis remis !
Commentaire
Envoyer
Annuler
Godwinsson
Banni en devenir
Expert tacticien
Share
Tweet
#52
21-02-2017, 16h41
Nouvelle civ annoncée, l'Australie:
Commentaire
Envoyer
Annuler
Lunarc
Gentleman Poitevin
Tacticien théorique
Share
Tweet
#53
21-02-2017, 16h56
Je suis pas trop emballé par l'idée de cette civilisation, mais ça va permettre de faire des blagues sur les émeus, donc ça va.
Commentaire
Envoyer
Annuler
Godwinsson
Banni en devenir
Expert tacticien
Share
Tweet
#54
21-02-2017, 18h08
Après, ils tentent d'un peu varier les plaisirs, c'est pas à leur déshonneur. J'aurais à titre personnel aussi préféré une culture asiatique (Thaï/Birman) ou une autre pré-colombienne (Amérindiens des US ou Mayas) ou pourquoi pas une autre culture européenne ou proche (Écosse/Byzance/Poméranie), mais au moins c'est original.
Commentaire
Envoyer
Annuler
Limse
Traducteur à latence
Stratège du dimanche
Share
Tweet
#55
21-02-2017, 21h46
Cette nouvelle civilization, s'accompagne d'un patch gratuit qui arrivera bientôt ( correction de bugs, équipes multijoueur et support Steam Workshop )
Commentaire
Envoyer
Annuler
Seigneur Grievous
Tacticien théorique
Share
Tweet
#56
22-02-2017, 12h49
Pas emballé du tout par cette civilisation non plus... J'aurais préféré une nation plus "historique" et emblématique. Pour ceux qui possèdent la deluxe, c'est la déception totale. Ceci dit, l'arrivée du Workshop est une bonne nouvelle.
Commentaire
Envoyer
Annuler
Godwinsson
Banni en devenir
Expert tacticien
Share
Tweet
#57
22-02-2017, 20h47
Ouais fin' l'Australie c'est quand même pas une invention, ça fait quand même 300 ans que c'est là
Pour s'être tapé 30h de cours leur histoire, je peut te certifier que c'est loin d'être inintéressant.
Mais le workshop c'est un excellente nouvelle, en effet.
Commentaire
Envoyer
Annuler
Boumbous
Bleu
Share
Tweet
#58
25-02-2017, 19h08
c'est clair que le workshop c'est le truc qui "devrait " changer les choses
deja il y a des bon petit mod de balance !
apres le multi est simpa ca va il y a de quoi s'amuser
Commentaire
Envoyer
Annuler
Spectator_Errans
Blorg to be alive
Tacticien théorique
Share
Tweet
#59
01-03-2017, 13h02
Envoyé par
Godwinsson
Voir le message
Ouais fin' l'Australie c'est quand même pas une invention, ça fait quand même 300 ans que c'est là
Pour s'être tapé 30h de cours leur histoire, je peut te certifier que c'est loin d'être inintéressant.
Ce qui est drôle, c'est que l'Australie existe depuis la même durée que les Lagides ont régné en Égypte avant Cléopâtre.
Haters gonna hate. Même si c'est vrai que ce n'était pas vraiment le genre de civilisation que j'attendais non plus.
M'enfin je me dis qu'avec les EUs, l'Australie et le Brésil on commence à avoir plus de cohérence dans le choix de civilisations façon "Colonial Legacies", et ça peut être cool aussi. J'aimerais beaucoup voir le Mexique, maintenant.
Commentaire
Envoyer
Annuler
Limse
Traducteur à latence
Stratège du dimanche
Share
Tweet
#60
01-03-2017, 13h26
Construire la Grande muraille en tant que les États-Unis avec le Mexique comme voisin
Commentaire
Envoyer
Annuler
Précédent
1
2
3
4
5
6
7
8
9
template
Suivante
Chargement...
Oui
Non
OK
OK
Annuler
X