Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 16 sur 22 PremièrePremière ... 68910111213141516171819202122 DernièreDernière
Affichage des résultats 451 à 480 sur 650
  1. #451
    Citation Envoyé par Groufac Voir le message
    Désolé j'ai pas de clavier bépo perso
    Pose ta question sur le forum officiel dans la section Bugs & co, t'as plus de chances d'avoir du monde pour te répondre. Il y a peut être le même soucis sur la version Dvorak.
    Avec un clavier azerty, la manip fonctionne ?

    J'ai posé la question sur le forum officiel aussi, mais comme les Canards sont des érudits..
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  2. #452
    Ah exact le alt-maj ne marche pas tout court
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  3. #453
    Pas de réponse pour le moment sur le forum officiel.

    Je n'utilise pas Alt-Maj, j'ai configuré pour Ctrl+Ctrl mais même les autres combo, ce n'est pas le problème. Le problème est que même en mettant le clavier en US puis en démarrant le jeu avec le clavier US, c'est le clavier bépo qui est utilisé.

    C'est pénible ici car beaucoup de touches sont à reprogrammer, pas seulement 4 directions, et toutes sont utiles en combat en particulier.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  4. #454
    Oui c'est ce que je veux dire: en faisant alt-maj ça met le clavier en EN sous windows et en lançant le jeu comme ça la saisie reste en azerty une fois ingame.
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  5. #455
    C'est bon à savoir, ça ne vient donc probablement ni de Linux, ni du clavier.

    À part ça, l'ambiance sonore du jeu est excellente, et les premiers pas avec le tutoriel sont très plaisant. Je n'ai pas joué depuis quelques plombes, je dois réapprendre presque tout, c'est bien bon.

    Vous mettez vos points dans quoi en priorité ? Pour le moment j'en ai 4 je les garde, pas encore décidé. J'ai commencé avec un profil industriel/mineur, bien que le combat semble inévitable, donc va falloir que je trouve un équilibre.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  6. #456
    Le combat avec la branche indus est original.
    Tu te bats avec des grandes flotilles de vaisseau-épaves plus faibles que les versions "neuves" mais qui te coûtent rien à entretenir à l'unité ... et que tu peux souvent retaper entre les combats même s'ils ont explosé.
    Y a un petit côté Reaver de Firefly ou Mad Max

    Moi dans ma partie la plus avancé j'ai pas trop mis dans le combat, je me repose sur les officiers et j'ai surtout développé l'explo. Les combats lors des missions d'explo sont plus faciles que contre des factions ou des pirates.


    Sauf contre CERTAINES CHOSES
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  7. #457
    A propos de la durée de vie actuelle, en vanilla ça donne quoi à peu près?

  8. #458
    Et paf la version 8.1a

    http://fractalsoftworks.com/forum/in...?topic=12482.0

    Code:
    Changes as of June 03, 2017
    
    Campaign
    
        Fixed fleet overpopulation issue that caused hyperspace to get laggy around the time of the tutorial end (scavenger fleets were hanging out in core area instead of heading out to the fringes)
        Guaranteed at least one bounty from commission faction in a relatively timely manner
        Damaged REDACTED have a level 10 officer in command instead of not having one at all
        Limited occurrence of "Analyze Entity" missions with a target very far from the center of the system
        Increased drops from some salvageable entities
        Ship AI: reduced confusion of frigate and destroyer-sized ships when dealing with fighters
        Centurion: lowered supply cost to 4 (was: 6)
        Tempest's Terminator Drone:
            Reduced shields and flux dissipation (to 200/50, from 1000/200)
            Increased hull to 800 (was: 150) to roughly compensate
            Increased replacement time to 30 seconds (was: 20)
        Made some improvements to AI ordering a full retreat:
            When only ships left are faster than player's, out of peak time, have not successfully dealt much damage recently, and don't outnumber the player too much
            When in a retreat scenario and only ships left are phase ships
    
    
    Miscellaneous
    
        Windows build ships with both 64-bit and 32-bit Java; installs with proper one based on operating system
    
    
    
    Changes as of May 30, 2017
    
    Campaign
    
        Person bounty events: brought back small chance to have pirate bounties at high bounty levels
        Added shielded variants of Hound and Cerberus to pirate fleets
        Added tooltips explaining cause when "perform salvage" option is disabled
        Added sound effect for "pound into scrap" option
        Added another exploration music track
        Reworked Interdiction Pulse ability:
            Takes some time to charge up, fleet slows to a stop during this time
            Interrupts and/or triggers the cooldown on movement-related abilities of fleets in range
                Emergency Burn, Sustained Burn, Transverse Jump
                Also interrupts other charging interdiction pulses
            Range is based on sensor strength of using fleet; shown while ability is charging
            Effect magnitude is based on the comparative sensor strength of using fleet and target
                No longer based on relative movement direction of target
            Cooldown for affected abilities is set to a value based on the effect magnitude
                E.G: 6 seconds base, +- (difference in sensor strength / 200)
            Sufficient sensor strength on affected fleet allows it to avoid interdict entirely
                This includes using Active Sensor Burst
            AI fleets use IP and are aware of the various interactions
            Does not affect fleets of same faction
        Transverse Jump: increased activation time to 4 seconds, to be slightly higher than IP charge time
        Updated sounds for Neutrino Detector ability
        Fleet and trade screens at markets will remember selected submarket when switching to other tabs and back
        Increased the availability of certain weapons, fighter wings, and phase ships
        Added "number of d-mods" indicator to ship list in refit screen
        Went through all variants, made sure PD groups are set to autofire
        Added recovery cost and time information to "suspend repairs" tooltip
        Added CR loss and recovery cost of in-space refit to refit screen
    
    
    Combat
    
        Odyssey:
            Reduced peak time by 60 seconds
            Reduced shield efficiency to 1.0 (was: 0.8)
            Reduced speed to 80 (was: 90)
        Conquest: increased armor to 1200 (was: 1000)
        Makeshift Shield Generator: reduced flux upkeep to 0.5 (was: 0.75)
        Gladius: increased turn rate, reduced OP cost to 10 (was: 12)
        Khopesh: increased OP cost to 12 (was: 10)
        Reserve Deployment ship system:
            Increases maximum by 1 fighter for wings of 3 or less, 2 fighters otherwise (was: up to 3)
            Will deploy at most wing size number of fighters (was: up to new maximum)
    
    
    Miscellaneous
    
        Added "allowForceQuitInIronMode" setting to settings.json; defaults to true
        Renamed front shield generator and front/omni emitter hullmods for improved clarity
            Makeshift Shield Generator
            Shield Conversion - Front
            Shield Conversion - Omni
        Upgraded to LWJGL version 2.9.3
    
    
    Modding
    
        The following JSON files are now merged (if multiple mods provide them) when loaded:
            .wpn, .skin, .ship, .variant
        Ships with modules will properly use total mass when collision occurs with main body
    
    
    Bugfixing
    
        "Factions permanently at war after a while" bug *should* be fixed
        Fixed issue with mission ship variant editing
        Fixed issue that caused REDACTED fleets to become non-hostile to player after some time
        Fixed issue with post-pursuit-autoresolve ship recovery showing enemy ships as coming from player fleet
    
    
    
    
    Changes as of May 24, 2017
    
    Campaign
    
        Lay in course:
            Right-clicking on an icon on the map will lay in course to that entity
            Also works on empty space
            Right-clicking on empty space when a course is laid in will clear it
        Made stabilizing cargo pods 2x cheaper; lasts 150 days
        Weapon slot rendering: added "distance from center of ship on spinal axis" as factor for rendering order
        D-hulls, restoration:
            Pre-made, non-pirate etc d-hulls now have same weapon mounts and OP as base hulls
                Will convert to the base hull when restored
            Hulls with paintjobs (e.g. pirate, luddic path, etc) will retain original sprite and skin properties (OP, weapon mounts)
            Clarified restoration dialog: now says that it will remove d-mods rather than "restore to peak condition", which implies more changes than restoration actually does
            Removed "destroyed weapon mounts" hullmod; was more confusing than clarifying the matter
            Pirate-paint-job d-hull names now end in (P) instead of (D)
        Reduced ship restoration cost somewhat (still higher than cost to buy brand-new)
        Restoring a mothballed ship unmothballs it
        "Sought by patrols" will not prevent market interaction unless the patrol is at least somewhat nearby
        Autofit target variants no longer show dmods in the tooltip
        Autofit now attempts to recreate weapon groups used by the target variant instead of autogenerating them
        Will no longer spawn distress calls from systems with pulsars
        Campaign toggle abilities with a deactivation time now can't be reactivated during deactivation
            Mostly affects Sustained Burn
        Doubled chance for modspecs to drop after battle
        Ox-class Tug:
            Improves fleetwide burn by 1, cumulative with other tugs, not limited by its own burn level
            High sensor profile
            Base burn is 8
            Uses 10 fuel per light-year and 10 supplies per month (but only 5 supplies to deploy)
            Costs 40% CR to deploy (which brings down the cost to regain full CR, especially when recovered)
        Scavenge: will now show rough indication of accident risk (low/significant/high)
        Salvage not taken after the dialog is dismissed will be placed in a cargo pods object
        Free look mode: right-clicking to turn it off will immediately toggle it off (with gradual return to center)
        Fighters now start out in "regroup" rather than "engage" mode
        Refit screen: fighter picker dialog will now show actual fighter sprite rather than schematic
        Slightly increased salvage generated by the "pound it into scrap" option (should be roughly half of "proper" salvage after 2-3 scavenge attempts)
            Added tooltip indicating the expected salvage quantity compared to proper operation
        Shift-right-clicking the source cargo stack while some cargo is picked up will put down 1 unit of cargo
        Added "administrator" person to markets that did not have any official faction representative
        REDACTED fleets should no longer be able to initiate the transponder-off cargo scan interaction
        During the basic combat tutorial, it should no longer be possible to destroy the Enforcer during the first step
        Fleets will no longer try to "maintain contact" while Emergency Burn is on
        Officers:
            If already have a carrier skill: guaranteed a carrier skill pick on every level-up, if any left
            Otherwise: guaranteed a non-carrier skill pick on every level-up
        Hermes, Mercury: reduced fuel use to 0.5/ly, reduced fuel capacity
        Added Colossus Mk.II and Mk.III
        Hyperstorms more common, have longer "warning" period and move more slowly
        Fleet tooltip: maximum burn will now update dynamically
        Adjusted "in the heart"/"in the outer reaches" mission location descriptions to more closely match actual location of entities
        When battle involves a REDACTED REDACTED, player fleet will always be allowed to disengage w/o pursuit
        Scavenger fleets that turn pirate now have low reputation impact, i.e. fighting them will not turn you insta-hostile w/ either the independents or the pirates
        Person bounties:
            Take less completions to go up in level on low end, more on high end
            Level 3 and higher bounties are all of the more difficult "deserter" type
            Some bounties above and below the current level will be posted
            Bounty level goes up with player level even if the player hasn't been doing bounties
            Improved bounty description - mentions flagship, fleet size, and noteworthy commander qualities
            Bounty fleet commanders may get fleetwide skills (electronic warfare etc)
            New bounties will not spawn near where the player is
            Technically-expired bounties will not end while player is in the same system as target
            "Mission-important" flag on fleet will be cleared if fleet remains after flagship is taken out
        Reward balance:
            Toned down reward from "analyze entity" missions; increased fraction based on distance from core
            Same for "survey planet" missions
            Roughly halved drop rates of AI cores
            Survey data:
                Higher level for habitable worlds
                Lower level for high hazard
                Lower credit value overall
                Planets in populated systems start out fully surveyed
        Domain-era REDACTED:
            Probability of defenders reduced to 50% on probes and survey ships (was: 100%)
            Number and size (but not probability) of defenders grows as more and more are defeated
                With corresponding hand-waving re: why/how it happens
            Will always deploy all available ships, or as many as possible given the battleSize setting
        Other REDACTED:
            Higher probability and larger number of defenders at various habitats/stations
            Smaller fleets will run away from the player instead of always engaging (to remove annoyance of having to fight the smaller fleets)
            Station-spawned fleets have combat officers
            New station-spawned fleets will get larger as fleets in same system are defeated
            Undamaged station commander always has Gunnery Implants level 3
        Size of new patrols spawned patrols increases more quickly as they're defeated
        Procurement mission reward text updated to match new standard for how it's displayed
        "Unmothball" tooltip will show estimated supplies and time to recover combat readiness
        Food shortage events will now increase food prices properly (wasn't working right before)
    
    
    Abilities
    
        Sustained Burn:
            Removed sensor range penalty
            Can run Neutrino Detector at the same time as SB (but not Active Sensor Burst or Remote Survey)
            Profile penalty increased to 100% (was 50%)
            Acceleration depends on direction of travel - slowing down is faster, going to top speed is slow
            More affected by hyperstorms
            AI fleets will use sustained burn
        Emergency Burn:
            Fleet not affected by terrain movement penalties while active
            Reduced duration by about half
        Active Sensor Burst: reduced duration (4 seconds total)
        Transverse Jump: fleet stops and charges for 3 seconds before executing the jump, can be attacked
        Interdiction Pulse ability
            Stops the fleet and charges for some time, then disrupts drive fields of nearby fleets
            Temporarily reduces the burn level based on whether a fleet is heading towards the pulse source
            Interrupts target fleet's movement-related abilities such as Emergency Burn and Sustained Burn
            No resource or CR cost; 1 day cooldown
            Slight reputation penalty if successfully used w/ transponder on; won't make hostile
            Other fleets will try to avoid it by turning away
            Used by AI fleets, available to player by default
    
    
    
    Skills
    
        Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before
        Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage
        Added "Converted Hangar" modspec to level 2 Fighter Doctrine
        Fleet Logistics:
            Swapped level 1 and 2 effects
            Maintenance cost reduction is now 30% (was: 50%)
        Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%)
        Advanced Countermeasures:
            Level 1: increased to -50% kinetic damage vs armor (was: 20%)
            Level 2: increased to -25% HE damage vs shields (was: 20%)
            Level 3: damage to fighters/missiles increased by 50% (was: 30%)
        Fighter Doctrine: bonuses reduced to 15% (were: 25%)
        Carrier Command: bonuses reduced to 20% (were: 25%)
        Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%)
    
    
    
    Combat
    
        Added "Fighter Strike" command
            Carriers given the assignment will attack the target with their fighters
            Will try to stay within fighter range
                Will otherwise maneuver and pick their own, non-fighter targets independently
            Non-carriers given this command will treat it as "Eliminate"
            Is automatically created on right-click when only carriers are selected
        Fighters:
            Normalized range of most fighters to 4000 (some were 5000, some were 3000)
        Talons:
            Missile launcher now has maximum ammo of 2 and regenerates 1 ammo every 10 seconds (previously: unlimited ammo, 5-second reload time)
            Reduced hitpoints to 200 (was: 300)
        Piranha: removed LMG, bombs have an 0.1 second arming time
        Spark: removed 1 PD Burst Laser, fixed/adjusted weapon layout
        Thunder:
            Range 8000, speed 450, 500 health/75 armor (same as Gladius)
            Armed with Light Dual MG, IR Pulse Laser, Swarmers
        Longbow: shield reduced to 100 (was: 200)
        Lux: IR Pulse laser replaced with "high delay" version that fires at half the RoF
        Dagger: OP cost reduced to 18 (from 20)
        Trident: OP cost reduced to 25 (from 28), reduced drop rarity
        Weapons:
            LRPD Laser: reduced flux to 25/sec (was 100)
            Less drastically reduced flux cost of PD Laser and both Burst PD Laser versions
            Locust:
                Doubled ammo (to 600) and burst size (to 40)
                Increased flight time by about 50%
                Increased speed to 400 (from 300)
                Damage changed to 200 fragmentation (was 100 high explosive)
            Light Mortar: increased range to 500 (from 450)
            Ion Pulser: ammo regenerates in sets of 3, to match burst size
            Thumper: increased range to 700
        Ships:
            Odyssey:
                Increased speed to 90 (was 50), also increased acceleration/deceleration/turn accel
                Increased number of fighter bays to 2 (was: 1)
                Changed engine visuals to reflect higher speed
            Brawler (Tri-Tachyon version):
            Replaced ship system with plasma jets
            Small mounts changed to SYNERGY (from UNIVERSAL)
            Engines have high-tech style
        Unstable Injector:
            Reduced range penalty to 15% (was 25%)
            Reduced speed bonus to 25/20/15/15
        Front Shield Generator
            Reduces top speed by 25%
            Changed to tier 0, lower price, carried by all major factions
        Improved description of Stabilized Shields mod (clarified what bonus applies to)
        Advanced Targeting Core, Supercomputer: extends PD range by 60% instead of 50%
        Damper Field: damage reduction down to 50% (from 67%), charge regen rate halved (1 per 20 seconds)
        Pirate version of Wolf now uses "Degraded Phase Skimmer"; only 2 charges and longer regen time
        Trying to target an undamageable station body will target the nearest damageable module instead
        Ships deployed in station battles will burn in from the edge of the map
    
    
    Ship AI
    
        Fixed ship AI bug that prevented carriers from auto-escorting nearby ships one size class smaller
        Will now close in a little more on enemies it's winning the flux war against
        Fixed issue that could cause certain ship loadouts to occasionally turn away from the enemy w/o a good reason
        Fixed issue with carriers getting over-aggressive sometimes when given an assignment (such as "assault" or "defend")
        Carriers given an "Eliminate" assignment will now focus their fighters on the target
        (Hopefully) improved AI behavior in regard to friendly fire danger from fighter weapons
        Fixed issue with carriers sometimes being hesitant to order wings to engage when they're on their own
        Carriers whose wings all have range 0 should no longer set them to "engage"
        Made some improvements re: missile use vs phase ships
        Fixed issue w/ ships not closing in effectively on very distant enemies sometimes and wandering instead
    
    
    Sounds
    
        New sounds for Devastator shell explosions
        New sound for Phase Beam
        New sound for "Scavenge" ability activation
    
    
    
    Miscellaneous
    
        Game now comes with 64-bit Java 7 (7u79)
            Increased default memory allocation to 1536m
            Can still run on 32-bit machines provided 32-bit Java is installed manually
        Game should now consume less system resources while minimized
        Game now remembers whether the tutorial was completed across clean reinstalls
        Added "clear" button to mod selection dialog in launcher
        Added new carriers (Mora, Drover, Legion) to the "Random Battle" mission
    
    
    Modding
    
        Fixed issue with using custom rule commands
        Fixed issue with procgen occasionally generating star systems too close to modded ones
        Fixed issue with ship system active duration not allowing fractional values
        Fixed issue with non-leader fighters overwriting any changes to velocity
        Added to ShipVariantAPI:
        Map<String, String> getStationModules()
        Added to SectorAPI:
            List<EveryFrameScript> getScripts();
            List<EveryFrameScript> getTransientScripts();
        "Ships with modules" should work
            Use SHIP_WITH_MODULES hint in ship_data, instead of STATION
            When modules are destroyed, they don't drop their weapons and are still accessible in refit
            When recovering, about half the modules are detached
            D-mods only applied to base, not modules
            Likewise with recovery
            Base will not self-destruct on losing all modules unless hull is invulnerable
            "empty hull" variants (for sale in markets) include empty-hull versions of all the modules
            Case where different variants use different hulls for same module slot not supported
        Non-phase-cloak right-click systems now display properly in fighter tooltip
        Fixed issue with phase fighters leaving permanent "ghosts" when used with recall device
        "allowAnyJavaVersion" setting now has to be changed by the player, can not be changed by mods
        Added to SectorAPI: GenericPluginManagerAPI getGenericPlugins()
        GenericPluginManagerAPI: goal is to provide centralize means of picking overridable plugins for mod-added features or vanilla features implemented in .api code
            GenericPlugin pickPlugin(Class c, Object params);
        Added tags and related methods to ShipVariantAPI
            Using Tags.SHIP_RECOVERABLE to track whether a ship can spawn as a derelict post-battle, instead of using isStockVariant()
        Added MutableShipStatsAPI.getFighterWingRange()
        WeaponSpecAPI:
            List<Vector2f> getHardpointFireOffsets();
            List<Float> getHardpointAngleOffsets();
            List<Vector2f> getTurretFireOffsets();
            List<Float> getTurretAngleOffsets();
            List<Vector2f> getHiddenFireOffsets();
            List<Float> getHiddenAngleOffsets();
        WeaponAPI:
            void ensureClonedSpec()
            Which then allows new methods of WeaponSpecAPI to be used and only affect that one instance of the weapon
        Added engineSlotChanges to .skin files; see brawler_tritachyon.skin for example
            "style" *must* be a custom style from hull_styles.json
    
    
    
    Bugfixing
    
        Fixed hyperspace terrain in radar not updating properly
        Fixed UI rendering glitch when leaving area of Sector
        Pulsars now properly drain CR and blow fleet off course
        Changing fighter wings in flight now properly reduces CR
        Fixed issue with learning modspecs from "special" tab not properly consuming them
        Gave Drover a fleet-point value
        Fixed incorrect credit rewards/prices during distress call event in locales using "." as the number group separator
        Colossus freighter now properly has the "civgrade" hullmod
        Fixed issue with amount of collision damage applied to stations
        Fixed issue where scavengers-turned-pirate could turn back to independent but continue pursuing the player
        Fixed issue sorting cargo on military submarket
        Fixed issue where it was possible to unpause the game while in the scavenge dialog
        Fixed bug with possible excessive crew losses after combat if a salvaged ship with low hull is in your fleet
        Fixed credits not showing up in Luddic Path tithe dialog
        Fixed crash on star system info screen if planet had 4 or more moons
        Fixed "Restore" option becoming available on hulls that have already been restored
        Fixed issue in refit screen where mounts on restored hulls would show "empty" hovertext after being fitted
        Partially addressed issue where graphics would sometimes flicker on some machines
        Fixed issue where autofit could go above the OP limit sometimes
        Fixed autofit not using REDACTED fighters
        Fixed AI issue where it was underestimating incoming damage for purposes of shield use
        Fixed null in Safety Overrides description
        Fixed issue where removing Converted Hangar would result in the loss of the slotted fighter LPC
        Fixed issue where it was possible to click on already-salvaged entities on the map to salvage again
        Mothballed ships now show in burn level tooltip
        Going through a jump-point will no longer automatically "resume course"
        Fixed issue with fighter wing LPCs on black market not being picked from the right sources
        When sound initialization fails, the game will now show a message and proceed w/ sound off instead of crashing
        "Save backup" step ensures data is written to disk (and isn't just cached) before proceeding
        Fixed issue with excessive fuel/cargo being lost after a losing battle
        Fixed issue with disabled fighters playing the wrong sound when destroyed
        Fixed bug where venting would trigger the cooldown on Phase Lance and similar weapons
        Scuttling a ship will now put any mounted fighter LPCs into cargo instead of destroying them
        Fixed issue with intel messages losing line breaks after a game load
        "Supplies to finish repairs" now shows correct amount when repair time exceeds CR recovery time
        Fixed issue with some bombers not returning to refit if only remaining enemies are frigates
        Fixed issue where ordering a full retreat made fighter wings abandon their carrier and run away
        "Decivilized" condition now properly adds to hazard rating
        Fixed several issues related to transferring command during battle
        Multiple "analyze entity" missions will no longer target the same entity (and thus be uncompletable)
        Khopesh rocket bombers will properly fire rockets in a burst vs frigates
        Fixed issue where answering distress call increased reputation with the "Neutral" faction
        Fixed issue with REDACTED fleets not spawning at REDACTED REDACTED
        Fixed enemy ships with Reinforced Bulkheads always being recoverable regardless of player contribution to battle
        (Hopefully) really fixed logging on OS X
        Fixed collision detection bug when missiles were fired from point-blank range slightly inside enemy shields
        Fixed issue with black holes having reduced effect when Sustained Burn is on
        "Strike" weapons will properly attack station modules when on autofire
        Fixed a savefile/memory use bloat issue (was holding on to some despawned fleets far longer than necessary) (special thanks to Dark.Revenant!)
        Fixed issue where right-click assigning ships to a task could get other ships briefly assigned as well
        "Inhabited" map filter will now pick up Galatia as being inhabited during the tutorial
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  9. #459
    C'est l'ancien mod Star Wars pour Starsector sur cette screenshot?



    On dirait un build d'il y a plusieurs année du jeu.

  10. #460
    Si cela vous intéresse j'ai commencé une traduction du jeu, elle est dispo sous forme d'un mod sur leurs forums: http://fractalsoftworks.com/forum/in...?topic=12799.0

    Je pense d'abord me concentrer sur les dialogues plutôt que sur les descriptions.



    Dernière modification par Neuroxer ; 11/07/2017 à 23h01.

  11. #461
    Citation Envoyé par Neuroxer Voir le message
    Si cela vous intéresse j'ai commencé une traduction du jeu, elle est dispo sous forme d'un mod sur leurs forums: http://fractalsoftworks.com/forum/in...?topic=12799.0

    Je pense d'abord me concentrer sur les dialogues plutôt que sur les descriptions.

    https://img15.hostingpics.net/pics/3...turedcran1.png

    https://img15.hostingpics.net/pics/2...turedcran3.png


    Béni sois-tu . Ça fait un bout de temps que j'attends ça . Je te souhaite bien du courage. C'est pas trop de boulot pour un seul homme ? Ça va être tendu de suivre les màj non ?
    Il parait que je suis un type horrible mais ce n'est pas vrai : j'ai le cœur d'un enfant..... dans un bocal...sur mon bureau.

  12. #462
    Citation Envoyé par RUPPY Voir le message
    Béni sois-tu . Ça fait un bout de temps que j'attends ça . Je te souhaite bien du courage. C'est pas trop de boulot pour un seul homme ? Ça va être tendu de suivre les màj non ?
    Merci, oui il va y avoir un peu de taf

    Je vais d'abord me concentrer sur les dialogues et l'interface mais bon pour cette dernière la plus part des textes sont hardcodés et donc pas accessible.
    C'est dommage, il y en a aussi dans le tutoriel (la partie explication des compétences ).

    Et pour les màj vu le rythme actuel^^

    Je verrais comment combiner mes fichiers avec les nouveaux.

    PS: Je vais faire des mises à jour du mod à chaque fois que j'avance un peu

  13. #463
    Excellent, je viens de rependre une partie justement.

    Merci beaucoup et bonne chance !

  14. #464
    Citation Envoyé par Neuroxer Voir le message
    Merci, oui il va y avoir un peu de taf

    Je vais d'abord me concentrer sur les dialogues et l'interface mais bon pour cette dernière la plus part des textes sont hardcodés et donc pas accessible.
    C'est dommage, il y en a aussi dans le tutoriel (la partie explication des compétences ).

    Et pour les màj vu le rythme actuel^^

    Je verrais comment combiner mes fichiers avec les nouveaux.

    PS: Je vais faire des mises à jour du mod à chaque fois que j'avance un peu
    Si la tâche te semble trop lourde, pourquoi pas tenter de demander un peu d'aide sur forum dédié aux traduction chez RPGFrance ? . all_zebest et ses comparses sont rodés dans l'exercice et bien organisé niveau entre-aide . Çà ne coûte rien de demander mais si Starsector n'est pas un RPG en tant que tel, je trouve qu'il le mérite.
    Il parait que je suis un type horrible mais ce n'est pas vrai : j'ai le cœur d'un enfant..... dans un bocal...sur mon bureau.

  15. #465
    Citation Envoyé par Neuroxer Voir le message
    Si cela vous intéresse j'ai commencé une traduction du jeu, elle est dispo sous forme d'un mod sur leurs forums: http://fractalsoftworks.com/forum/in...?topic=12799.0

    Je pense d'abord me concentrer sur les dialogues plutôt que sur les descriptions.

    https://img15.hostingpics.net/pics/3...turedcran1.png

    https://img15.hostingpics.net/pics/2...turedcran3.png
    Super projet! Si tu cherche un coup de main n'hésite pas.
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  16. #466
    Citation Envoyé par Neuroxer Voir le message
    Si cela vous intéresse j'ai commencé une traduction du jeu, elle est dispo sous forme d'un mod sur leurs forums: http://fractalsoftworks.com/forum/in...?topic=12799.0

    Je pense d'abord me concentrer sur les dialogues plutôt que sur les descriptions.

    https://img15.hostingpics.net/pics/3...turedcran1.png

    https://img15.hostingpics.net/pics/2...turedcran3.png
    Merci à toi et bon courage pour cette trad' !!!
    Citation Envoyé par Wikipédia
    Le psychisme des trolls est depuis peu un sujet d'étude. Il en ressort une corrélation entre le comportement de troll et le sadisme, la psychopathie et le machiavélisme.

  17. #467
    http://fractalsoftworks.com/2017/09/...nomy-outposts/
    Des nouvelles!
    J'apprecie enormement les efforts colossaux (sans aucune ironie) qu'il deploie pour produire un univers coherent, qui fonctionne et fait du sens et un jeu d'une tres grande complexite mais ##### il pourrait peut etre revoir ses ambitions a la baisse parce qu’a ce rythme la, il ne sera jamais finit ce jeu. Quand on est seul pour produire un jeu, il faut aussi savoir gerer ce qui est faisable et ce qui ne l'est pas.

  18. #468
    Je commence à croire que le développeur voit plus le jeu comme un entrainement au game design que comme une réelle oeuvre qui lui permettra de vivre. Genre le projet parfait pour remplir son CV de gamedesigner.

  19. #469
    Ça fait des années qu'il est dessus et il semble pas vouloir s’arrêter, visiblement il a du mal à se faire embaucher ou il compte le faire à 50 ans.

  20. #470
    Perso, je me demande si son modèle ne serait pas Dwarf Fortress (sur le plan du mode de développement j'entends). En tout cas cela lui permettra sans doute de créer un jeu très très touffu. Je trouve cela plutôt intéressant, même si aux antipodes d'un développement commercial.

  21. #471
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  22. #472
    C'est vachement bien, mais qu'est-ce que c'est lent...
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  23. #473
    Ça bosse sur la création de faction on dirait.

    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  24. #474
    Gestion des colonies: http://fractalsoftworks.com/2017/12/...ny-management/

    Spoiler Alert!
    Inb4 Tchey qui vient dire que ça avance trop lentement
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  25. #475
    C'est vachement bien, mais qu'est-ce que c'est lent...

  26. #476
    T'as sorti ton multi?
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  27. #477
    Ah, nan. Je suis la 3eme génération de farfrael, on continue notre œuvre de commentariat sur ce projet

  28. #478
    Citation Envoyé par ( Tchey ) Voir le message
    C'est vachement bien, mais qu'est-ce que c'est lent...
    C'est pas faux.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  29. #479
    Arrêtes de t'auto répondre

    - - - Mise à jour - - -

    Bon sinon le jeu final devrait commencer à poindre le bout de son nez dans cette mise à jour:
    Si on ajoute la gestion de base/colonie, il ne manque que l'industrie (et d'après les commentaires ça a l'air d'être dans le pipeline) dans la liste des grandes features que devait recevoir le jeu.
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

  30. #480
    Et bien voilà, un article sur l'industrie avec la production de vaisseaux et d'armes: http://fractalsoftworks.com/2018/02/...nd-production/
    Some days, some nights, some live, some die in the way of the samurai
    Some fight, some bleed, sun up to sun down, the sons of a battlecry

Règles de messages

  • Vous ne pouvez pas créer de nouvelles discussions
  • Vous ne pouvez pas envoyer des réponses
  • Vous ne pouvez pas envoyer des pièces jointes
  • Vous ne pouvez pas modifier vos messages
  •