Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 54 sur 58 PremièrePremière ... 44446474849505152535455565758 DernièreDernière
Affichage des résultats 1 591 à 1 620 sur 1732
  1. #1591
    Puis ~750000 copies vendues, pour un remaster d'un jeu de stratégie c'est pas non plus dégueulasse... Le seul truc qui me fend le coeur, c'est que Cataclysm n'ai pas eu droit au même traitement.

  2. #1592
    Ils avait perdu les sources donc difficile !

  3. #1593
    Citation Envoyé par dunadan Voir le message
    Puis ~750000 copies vendues, pour un remaster d'un jeu de stratégie c'est bon... Le seul truc qui me fend le coeur, c'est que Cataclysm n'ai pas eu droit au même traitement.
    Le problème de Cataclysm, c'est qu'il chie, littéralement, sur Relic, forcement, c'est mal passé.....
    Citation Envoyé par Bioware
    lots of speculation from everyone !! :/

  4. #1594
    Citation Envoyé par dunadan Voir le message
    Puis ~750000 copies vendues, pour un remaster d'un jeu de stratégie c'est pas non plus dégueulasse... Le seul truc qui me fend le coeur, c'est que Cataclysm n'ai pas eu droit au même traitement.
    Mais on peut quand même y jouer, grâce à GoG.

    https://www.gog.com/game/homeworld_emergence
    Ne réveillez pas le volcan qui dort...

  5. #1595
    Tiens il y a une 12.1 publique:
    Complex 12 (v. 12.1) is available, public release 3.
    The new improved version 13 is in progress (scheduled for June 2018).
    Ca avance bien
    Complex features:

    8 playable races: Hiigaran, Vaygr, Kushan, Taiidan, Kadeshi, Bentusi, Turanic Raiders, Progenitors - 50%
    A new cooperative episodic campaign - 20%
    Improved and detailed HD Interface - 90%
    New models, textures, effects and shaders, new ships true to the original styles of the races they belong to - 90%
    Customizable spaceships with extensive choice of weapons - 90%
    Complex research style with requirement of other modules and technologies - 90%
    Amazing multiplayer environment with meagaliths, mining bases, new types of resources and large-scale maps - 80%
    Game progression based on honor points and commander ranks - 90%

  6. #1596
    Personne n'a posté le trailer de cette version 12:



    Une belle vidéo et ce qui se rapproche le plus d'un Homeworld 3 tant que celui la n'a pas été officiellement annoncé (vu tout ce qui se trame en coulisse chez Black Bird, ils bossent déjà dessus) !

  7. #1597
    Complex 13 - dev. build 33



    This is the build that opens the series 13, so it taken a few more time, from now we'll continue with "one-build-per-week" as usually did, in few words:
    The "666" bug is fixed so squadrons and strike groups do their job now.
    The game stability and performance have been strongly improved, you should have 10-20 FPS more, expecially in late phase game, we worked a lot on this aspect.
    The Turanic Raiders have been finally balanced, also some bugs have been fixed.
    The Kushan still are a W.I.P., so not playable but the race is implemented, you can see how they will jump in, I think they will be fully playable in a couple months or few more.
    Active Patrons are getting the link.
    Thank You, Beghins

    dev. build 33:

    -"666" bug finally fixed, fighters squadrons and strike groups shoot correctly at their targets
    -Kushan Interceptor (full implementation)
    -now cinematic works for squadrons of fighters and corvettes
    -Kushan Assault Frigate (full implementation)
    -Kushan Destroyer (full implementation)
    -Kushan Ion Cannon Frigate (full implementation)
    -added the key "N" (next focus) for the cinematic, the auto zoom is strongly improved and the camera rotation is free
    -script update rate lowered, better performance
    -fuel management now is controlled by scripts instead of fake subsystems, better performance
    -experience script removed from non-combat units, better performance
    -the function "SobGroup_SetHardPointHealthCheck" is a performance killer if it points to 0, so it has been fixed in several parts of the code, general performance strongly improved
    -new models for the Scaffold Fighter/Corvette/Frigate/Capital facilities
    -now the fast game modality is really fast compared to the slow game modality
    -more damage and resistence for the Turanic Raiders Carriers
    -more damage and resistence for the Turanic Raiders Ion Array Frigates
    -more max unit capacity for the Turanic Raiders Carriers, for all game modalities
    -Kushan Resource Collector (full implementation)
    -the megalith navigation bar now can focus on megaliths even if they change owner
    -improvements on UI and tooltips
    -Kushan Cloak Generator (full implementation)
    -research speed exponent lowered, 0-6->0.5
    -Kushan Scout (full implementation)
    -added UI colours for the rank icons, so veterans/expert/leader/hero ships are more visible into battles
    -improvements on explosion tumbling effect
    -Kushan Probe (full implementation)
    -fixed a bug where the research points went on negative values after 1000 research points
    -less scout demand for cpu players
    -Kushan Proximity Sensor (full implementation)
    -the player/cpu race now is displayed in the diplomacy screen
    -big Capital Ships can dock and hold Mobile Refineries
    -secondary objectives, one level more: kill 920 enemy units
    -Kushan Scaffold
    -Kushan Mothership (full implementation)
    -implementation of the race Kushan, basic elements and system integration

  8. #1598
    Complex 13 - dev. build 34



    This build adds Kushan units and features, improves system performance, improves the Turanic Raiders with new units and fixes.
    Active Patrons are getting the link.
    Thank You, Beghins

    dev. build 34:
    -improvements to the Turanic Raiders anti-missile systems
    -adjustments for the Turanic Raiders ship icons
    -tweaking on the calibration/movement of bombers guns/arms due to the "666" bug fixing
    -tweaking on fighters/corvettes weapon accuracy due to "666" bug fixing
    -Turanic Raiders Guardian (new unit, full implementation)
    -Turanic Raiders Paladin (new unit, full implementation)
    -textures optimization for asteroids, better performance
    -removed the upgrades effects from Drones and remote weapons
    -building the "copy slot on ship" and the "rearm slot" commands at the same time no more generates a game crash
    -Kushan Shadow Fighter (full implementation)
    -Kushan Sensor Array (full implementation)
    -Kushan Minelayer (full implementation)
    -minelayers and command corvettes no more are affected by the player command orders
    -typo corrections for Turanic Raiders build/research options
    -Kushan Bomber (full implementation)
    -Kushan Salvage Corvette (full implementation)
    -Kushan Destroyer wreck and model adjustments
    -Kushan Repair Corvette (full implementation)
    -Kushan Defender (full implementation)
    -Hiigaran Scavenger wreck deformation
    -Kushan Ion Cannon Frigate wreck and model adjustments

  9. #1599
    Fast update: the build 35 will be public at Tuesday 5/1/18, it's really a massive update, with Kushan at 90% and many new features and ships for all races, we've worked a lot for this build and we're preparing the official public release of June.
    So this is the reason of the late, but works are taking time, anyway I'm sure you can wait 2-3 days left.
    I attach the build 35 actual log so you know what to expect.
    Thanks, beghins, we don't give up!

    dev. build 35:
    -Nuclear Reactor implemented for the Turanic Raiders
    -Power Cell implemented for the Vaygr
    -ships energy system has been fully reworked, no more based on ship fire, more logic and intuitive, UI improved
    -fixed several bugs for the Hiigaran Battleship, now it can rearm/retire slots properly
    -Kushan Twister Missile (full implementation)
    -Drone attack, the Kushan Mothership can launch an attack of 100 drones as special attack
    -Kushan Shockwave Bomb (full implementation)
    -Kushan Plasma Blast Turret (full implementation)
    -the Hiigaran research system now is family-based, leading to a non-linear gameplay
    -Kushan Wiper (full implementation)
    -the Miner Missile now is available for Turanic Raiders
    -the gravity well generator now works properly on capital ships
    -Kushan Heavy Cruiser (full implementation)
    -remote weapons now are more responsive avoiding strange dancing around their targets
    -Kushan Support Frigate (full implementation)
    -the camera pan speed is now tweakable by the gameplay options
    -the camera shake strength due to the explosions of nearby ships is now tweakable by the gameplay options
    -Kushan Carrier (full implementation)
    -improvements for the docking operations of Taiidan/Kushan research ships
    -Kushan Tanker (full implementation)
    -Kushan Drone Frigate (full implementation)
    -miner missile now available for all motherships
    -several adjustments on the formations/strike groups space, alignments and behaviour
    -Kushan Gravity Well Generator (full implementation)
    -general adjustments for the Kushan build/research system and bug fixing
    -Kushan Resource Controller (full implementation)
    -fixed a bug where UI wasn't loaded after a saved game
    -Support Module implemented for all races
    -Kushan Missile Destroyer (full implementation)
    -improvements on ship icons size and layout
    -Kushan Multigun Corvette (full implementation)
    -new weapon sound FX for the kinetic cannons
    -added an UI option to select the ATI interface more slight
    -Kushan Heavy Corvette (full implementation)
    -the Taiidan now has an heavy ion cannon, the Siege Cannon
    -containers now are available for Turanic Raiders
    -less accuracy VS fighters and corvettes for Taiidan and Kushan Heavy Corvettes

  10. #1600
    Je crois qu'il s'est planté, il parle d'une release publique officielle en juin. Le 1er mai ce sera pour les backers je pense. En tout cas celle là je l'attendais depuis un moment, hâte de tester tout ça.
    Panzer Vor means Panzer Vor

  11. #1601
    Complex 13 - dev. build 35



    Kushan jump in, other races improve, it's a massive update that token a lot of time, from this build until the public release we'll start again to make the builds available every 1-2 weeks, continuing to add ships, maps and features.
    Hope you like the progress, thank you very much friends, I'm sending the link.

    dev. build 35:
    -now you can switch between colored or black/white unit icons
    -Power Cell implemented for the Vaygr
    -now the Complex UI is no more affected by the HWRM UI scale, less glitches and typo imperfections
    -ships energy system has been fully reworked, no more based on ship fire, more logic and intuitive, UI improved
    -fixed several bugs for the Hiigaran Battleship, now it can rearm/retire slots properly
    -Nuclear Reactor implemented for the Kushan
    -Nuclear Reactor implemented for the Turanic Raiders
    -Kushan Twister Missile (full implementation)
    -Drone attack, the Kushan Mothership can launch an attack of 100 drones as special attack
    -Kushan Shockwave Bomb (full implementation)
    -Kushan Plasma Blast Turret (full implementation)
    -the Hiigaran research system now is family-based, leading to a non-linear gameplay
    -Kushan Wiper (full implementation)
    -the Miner Missile now is available for Turanic Raiders
    -the gravity well generator now works properly on capital ships
    -Kushan Heavy Cruiser (full implementation)
    -remote weapons now are more responsive avoiding strange dancing around their targets
    -Kushan Support Frigate (full implementation)
    -the camera pan speed is now tweakable by the gameplay options
    -the camera shake strength due to the explosions of nearby ships is now tweakable by the gameplay options
    -Kushan Carrier (full implementation)
    -improvements for the docking operations of Taiidan/Kushan research ships
    -Kushan Tanker (full implementation)
    -Kushan Drone Frigate (full implementation)
    -miner missile now available for all motherships
    -several adjustments on the formations/strike groups space, alignments and behaviour
    -Kushan Gravity Well Generator (full implementation)
    -general adjustments for the Kushan build/research system and bug fixing
    -Kushan Resource Controller (full implementation)
    -fixed a bug where UI wasn't loaded after a saved game
    -Support Module implemented for all races
    -Kushan Missile Destroyer (full implementation)
    -improvements on ship icons size and layout
    -Kushan Multigun Corvette (full implementation)
    -new weapon sound FX for the kinetic cannons
    -added an UI option to select the ATI interface more slight
    -Kushan Heavy Corvette (full implementation)
    -the Taiidan now has an heavy ion cannon, the Siege Cannon
    -containers now are available for Turanic Raiders
    -less accuracy VS fighters and corvettes for Taiidan and Kushan Heavy Corvettes

  12. #1602
    Complex 13 - dev. build 36



    Sending the link, Thank You Patrons, we proceed, the Kushan almost done, everything improved, we're going to the release!

    dev. build 36:
    -Hiigaran Hydrogen Bomb (H-Bomb), implemented
    -Kushan Mothership<->Scaffold docking/launching maneuver implemented
    -new map: Moon Rise
    -Miner missiles available on all Motherships and Carriers
    -Kushan Adv. Defense System implemented
    -Kushan Heavy Cruiser wreck, model optimization
    -Kushan Tanker team colour and badge, model optimization
    -+5% RUs generated by the fusion ability
    -Kushan Drone Frigate wreck and model optimization
    -Kushan Support Frigate wreck and model optimization
    -Kushan Gravity Well Generator wreck and model optimization
    -Kushan Assault Frigate wreck and model optimization
    -asteroids now tumble based on their size/mass
    -infinite RUs for the gametype Battlefield
    -Kushan Mothership wreck deformation
    -now the map Sunset On Mars has a location card (intro text)
    -research score now is properly calculated for Turanic Raiders
    -Kushan Wiper full model implemented
    -fixed a bug where the Vaygr Research Center was not buildable
    -containers wreck added
    -Hiigaran and Vaygr must build the power core/cell at the beginning, matching the other races

  13. #1603
    Complex 13 - dev. build 37



    dev. build 37:
    -Kushan Battle Carrier (new model, full implementation)
    -Kushan Defense Corvette (new model, full implementation)
    -Anti-Radiation Shield available on all Kushan Capital Ships
    -the gravity well ability is now available for all Kushan Capital Ships
    -Vaygr Laser Turret implemented for all Capital Ships
    -if the ship is selected now the UI shows the free slots FX
    -"carrier engine repaired, we can move" speech bug fixed
    -added the "CLOSE" button to the "Speech" and "Objectives" menu
    -added "warning!" msg in case the game starts with more then 4 races at max texture quality
    -Kushan Research Ship model optimization and wreck
    -energy management system improved, now all ships can support their full armament
    -commands "wipe", engage my target", "engage repairers" no more affect defense fighters
    -turret tracking speed modifier added to the Fire Control Tower radius
    -improvements for research ships docking/latching operations
    -Kushan Shockwave bomb new model/mesh
    -Kushan Twister Missile new model/mesh
    -ships no more break formation/parade when nearby ships scuttle/explode
    -added one additional asteroid field in map Moon Rise
    -Kushan CPUs rebuild the Mothership if destroyed
    -Kushan CPUs now launch the Mothership at the beginning and start to play
    -Kushan Ion Drone (adv. def. system), size increased 2X
    -typo corrections in "build" and "research" files

  14. #1604

  15. #1605
    De rien

    Complex 13 - dev. build 38



    dev. build 38:
    -Kushan Bomber Corvette (new model, full implementation)
    -improvements for capital ships explosion FXs
    -new icons for all Kushan production facilities
    -Mining Bases RUs production +15%
    -Kushan Carrier now can handle wrecks
    -fixed a bug where icons were missing switching between profiles
    -Kushan adv. defense system improved, ions chage FX removed
    -fixed a bug where the Kushan Bomber didn't upgrade its weapons if in squadrons (x5)
    -gravity well generator enabled on Kushan capital ships only if the Scaffold has a Power Disruptor
    -Battlefield gametype: fixed a bug where max unit capacity researches were granted to the wrong player
    -salvageable asteroids fields added to the Battlefield gametype/map
    -double build queues implemented for the Kushan Mothership
    -fixed a bug where the Kushan collectors were colliding against asteroids in several maps
    -Kushan Scaffold can build resource collectors
    -Battlefield gametype: now you've to clear the area in a time of 16 minutes if you want to take the reward
    -improvements on random music management, also this lead to better performance
    -fixed a bug where the Kushan Shadow Fighter didn't upgrade the EMP ability if in squadrons (x5)
    -now the Kushan Scaffold lose the adv. capital facility if the capital facility is destroyed
    -Taiidan/Kushan Capital Ships weapons slots now are properly displaied (UI)
    -fixed a bug where the Kushan remote weapons did't dock back to the Mothership if enemy were not in area
    -additional target box added for the Scaffold so it can be targeted from the enemy ships

  16. #1606
    Complex 13



    Complex 13 has been released on Steam, all this stuff was possible thanks to your pledges and your perseverance.
    Take a look at the picture above, if your name is not there or if you want to modify it simply send me a message, that picture is our "Wall Of Patrons" and it's the loading screen of Complex too, so it's constantly updated.
    We look ahead… at the Kadeshi, they're on the way... the normal dev. build releases will start soon, just the time to take feedback from the community and make the v.13 perfect.
    A non-Steam user version will be uploaded here for all Patrons, also I'm updating all Complex sites.
    Thank You very much, Beghins.

  17. #1607
    Complex Evo



    Ca y est, la campagne solo commence à se dévoiler, et les mecs débordent d'idées, le projet m'a l'air limite casse gueule, mais ça donne envie. Un univers ouvert, de nouvelles techs, gestion de la bouffe pour un peuple en fuite poursuivie par les Keepers... Le projet monte à 2 500$, c'est beaucoup. Mais ils sont si seuls sur le marché du rts spatial qu'ils ont leurs chances (et mon argent ).
    Panzer Vor means Panzer Vor

  18. #1608
    J'ai pris le jeu sur GOG et je retrouve bien mes marques.... quasi 20 ans après, c'est assez dingue, l'ambiance est toujours aussi géniale.

    J'ai eu deux crashs, retour bureau, j'ai désactivé deux/trois trucs vu sur le support du jeu...
    J'espère que c'est bon... J'ai joué 2 heures 1/2 sans problème après.

    Je me demande un truc, il y a quelque part une explication sur l’intérêt des différentes formations ?
    J'ai pas l'impression que ça change grand chose. De mémoire à l'époque, c'était pourtant assez différend (bon j'y suis pas encore mais je me rappelle du mur de Frégates à ions ultra efficace).

    Autre question de mémoire je me souviens qu'on pouvait ramasser toutes les ressources restantes en envoyant l'hyperespace après la résolution de tous les objectifs de la mission... Peut etre etait-ce dans le 2 ? Ou Cataclysm ?
    Mais je n'ai pas l'impression que ça marche (il n'y a rien d'indiqué... Notez du coup que je n'ai pas essayé)... Parce que ça prend trois plombes pour vider le système de ses ressources à la fin.

    En tout cas pour l'instant c'est du très bon...

  19. #1609
    Si on parle bien du 1 (original, non remasterisé) les formations influe sur l’efficacité, certaines formations étant mieux adapté à certains type/mix de bâtiments.

    La ramasse automatique de ressources si ma mémoir est bonne c'est dans le 2.
    ID Steam
    Citation Envoyé par Chapaf
    Liara: Oh Shepard vous avez des bouts de prothéens dans la tête, culbutez mon éternité s'il-vous-plait maitre

  20. #1610
    Je parle bien du remastered (et du 1... Je vais les faire dans l'ordre)

    J'aurais cru qu'ils auraient rajoutés l'option dans cette version du coup...

    "les formations influe sur l’efficacité, certaines formations étant mieux adapté à certains type/mix de bâtiments."

    Et oui c'est bien ce dont je me rappelais... Mais là ça n'a pas l'air flagrant.

  21. #1611
    Il me semble que le ramassage de ressources se fait automatiquement dans le 1 et le 2 !

  22. #1612
    Aux dernières nouvelles (et c'était il y a longtemps, je ne suis plus du tout le jeu) les formations étaient complètement petées et ne fonctionnaient pas dans les remastered.
    ID Steam
    Citation Envoyé par Chapaf
    Liara: Oh Shepard vous avez des bouts de prothéens dans la tête, culbutez mon éternité s'il-vous-plait maitre

  23. #1613
    Ca a été corrigé depuis il me semble (de même que la gestion de la balistique).

  24. #1614
    Alors deux rajouts:

    - l'ajout des ressources restantes ce fait bien à la fin

    - Je ne comprends toujours pas les formations surtout qu'elles éclatent dès qu'il y a un combat rapproché... Contrairement à l'adversaire. Du coup je me retrouve avec des unités d'un même groupe éparpillé sur toute la zone façon puzzle.... (enfin surtout les chasseurs). Faut que je fasse des tests. Quand je joue normalement j'ai d'autre chat à fouetter.

  25. #1615
    Complex EVO dev. build 39

    Here you go:
    https://drive.google.com/open?id=1zz...BrCgvPL1coMEGU
    this release features the first huge episode of the EVO campaign, complex EVO is an unofficial project based on the Homeworld universe.
    This is a dev. release, the final complete version is meant to be uploaded on Steam, when complete.
    Kadeshi are at 50%, you can play them and look how they are structured but they are still a "work in progress", we suspended them because the low budget but I plan to restart with them "positive thinking".
    The multiplayer is strongly improved, balancing and bug fixing, don't play with the CPU Kadeshi else the AI will stop to work.
    The purpose is to develop the whole story through 5 episodes, at the same time adding the Kadeshi and the Keepers as playable races.
    The next episodes will take less time of course, the "base" is done now (I estimate 1 year of work yet), also we'll work on all the EVO stuff described in my post below, step by step.
    I need your feedback, this is a critical phase of the project, if you think this work doesn't worth to be continued simply remove your pledge, below a certain budget I'll be forced to close it, else new Patrons are welcome.
    Thank You very much, Beghins.

    How to install:
    1) extract ComplexEVObuild39.zip inside ...Homeworld\HomeworldRM\Data (both "ComplexEVObuild39.big" and the folder "locale" must be there)
    2) right click the HomeworldRM shortcut, select properties, select shortcut, add -mod ComplexEVObuild39.big at the target command line (if you don't have a shortcut create it by ...Homeworld\HomeworldRM\Bin\release\HomeworldRM.e xe)
    3) run the game by your HomeworldRM shortcut (don't use the Steam launcher)
    4) it's recommended to play the english version, Complex is not localized

  26. #1616
    Ah au fait je n'ai jamais réussi à passer la dernière mission... (du 1)

    Je ne comprend pas, ma flotte est au taquet, et je me fait simplement défoncer mon vaisseau mère en 2 min...

    Toutes les autres missions sont passées franchement sans problème. Et j'avais réussi cette mission dans le jeu original.... (par contre j'avais reéussi à capturer toutes les frégates dans la mission "sphère"... Mais j'ai l'impression que le design de la mission a changé, c'est nettement plus difficile à capturer, je me fais défoncer mes frégates de réparation à la chaine). Mais meme avec ces frégates je pense que je me ferais défoncer, ils s'attaquent en priorité à mon vaisseau mère et ils ont un paquet de vaisseaux. Et la réparation du vaisseau mère est trop lente même avec des frégates de réparations. Franchement il explose en moins de 2.

  27. #1617
    Complex EVO - dev. build 40



    dev. build 40
    -SP: added a text introduction for each episode sections
    -SP: Ep. 1 Take Command, implemented a limited time for entering the nebula
    -SP: skip order removed from the "Scaffold scene", "black screen" bug fixed
    -squadrons of fighters and corvettes now return the exact amount of RUs when salvaged (80%)
    -fighters and corvettes stop tumbling endlessy after ship explosions
    -SP: Turanic Ion Array Frigates, if captured, no longer attack the Hiigaran Carrier
    -SP: Mothership' health increased by 10%
    -Hiigaran Sentinels and Defense Platforms can now hyperspace
    -SP: redundant functions removed
    -SP: Tuarinc Mothership is no longer capturable
    -max regeneration time increased for all engines (500->600)
    -Vaygr Defense Platforms can now hyperspace
    -SP: fixed a bug where the scene "Mothership rescue" started without the soundtrack
    -several typo corrections

  28. #1618
    J'ai acheté le jeu en promo hier. Moins de 3 balles, on va pas se priver.
    C'est toujours aussi bon 15 ans après.
    Faut que je me remette au mod Complex, ça a l'air d'avoir bien évolué depuis la version 9, la dernière à laquelle j'ai joué

  29. #1619
    Ça sent la grosse annonce pour Homeworld. BBI et Gearbox tease depuis quelques jours sur Twitter pour les 20 ans de la licence.

    https://twitter.com/HomeworldGame/st...96294566047745

    Homeworld 3 ? j'ai envie d'y croire depuis qu'un membre de Gearbox à retweeter un de mes messages quand j'ai demandé tout simplement que l'on attendait maintenant Homeworld 3 ...
    Ou alors une suite à DoK mais ça m'enchanterait beaucoup moins .

  30. #1620

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
  •