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  1. #241
    Elle est enfin cette update

    Pour rappel ça ajoute:
    - toute une économie au jeu avec le gameplay de commerce qui va avec
    - Le système d'information/renseignements
    - 4 nouveaux systèmes
    - De nouvelles factions
    - Un système de réputation
    - Plusieurs nouveaux vaisseaux
    - Plein de features de modding
    - Des équilibrage + correctifs un peu partout dans le jeu


    Le patch note
    Changes as of October 20, 2014

    Campaign:
    Added bounty event for special pirate/deserter fleets that hide out near various uninhabited worlds
    Added penalty for overselling food to market with a shortage (clever speculator... ruinous prices... etc)
    Character tab:
    Added "confirm" button
    Pressing "escape" after points have been assigned but not confirmed will reset the points instead of closing the core UI
    Fixed bug where adding points to a skill and then removing them would leave the "reset" button enabled, now properly detects that there's no change to reset
    Removed "Frag Bomb Bay" weapon from campaign
    Black markets now have a chance have market-owner-faction ships/weapons for sale when stability is low (rather than just black market faction ships/weapons, i.e. pirate)
    Big enough (>= size 4) markets with a military base will have a capital ship for sale if the faction has one available
    Markets will strengthen patrols if they are losing battles in or around the market's system

    Combat:
    Can no longer control the ship while paused (i.e. no changing selected weapon group/toggling autofire/etc)
    When all the player's ships are destroyed but reserves are still available, will now show the "full retreat" dialog instead of the deployment dialog

    Fighters:
    Roughly halved logistics cost
    No longer benefit from zero-flux speed boost
    Piranha now has a Light Machine Gun instead of Swarmers
    New fighter-specific version of Swarmer SRM that fires 2 per burst; used by Broadsword and Thunder

    Bugfixing
    Fixed bug where AI would order a full retreat if the player did not deploy anything for 30 seconds

    Modding:
    Moved BaseHullMod to com.fs.starfarer.api.combat
    Added to WeaponAPI: List<MissileRenderDataAPI> getMissileRenderData()
    Changed Mercury id from "shuttle" to "mercury"
    Changed some other variant ids




    Changes as of September 24, 2014

    (Note: this batch of notes does not include some smaller items, in particular a large number of API enhancements.)

    Campaign:
    Doubled XP gain from combat
    Removed speed penalty after winning battle
    Added reputation improvement for fighting with enemies of faction if battle is in or near a system with the faction's market
    Access to internal comm channels granted at "cooperative" reputation level
    Reduced amount of cargo space taken by ship weapons, now 2/4/8 (was: 5/10/20)
    Mule combat freighter: medium turret now Energy type. Pirate version has universal turret and built-in Shielded Cargo Holds
    Added Shielded Cargo Holds hullmod - reduces chance of contraband detection and amount of regular cargo found by toll scans. Built-in on some ship hulls.
    Made changes to ship repairs/related fleet mechanics. Goals: remove sudden extreme supply drain scenarios, simplify rules, give better control over supply expenditure
    Repairs now proceed at a fixed rate (per hull size)
    Ships consume their supplies cost while 1) recovering CR or 2) performing repairs
    "Suspend Repairs" stops both repairs and CR recovery
    Ships that are not performing repairs or recovering CR do not consume supplies (previously: consumed 10% of the supply/day value)
    Removed "Logistical Priority" toggle
    Removed "Supplies to fully repair" ship stat
    Field Repairs:
    Removed level 10 perk
    Base skill now improves ship repair rate by 10% per level
    Automated Repair Unit: now also increases the repair rate by 50%
    Logistics rating: bonus to max CR and repair rate when over 100%, penalty when below
    Construction Rig: now improves repair rate on first damaged ship in the fleet by 50%, max 1 rig per ship
    Removed XP gain from losing your own ships
    Increased maximum post-combat CR loss from taking hull damage to 50% (was: 25%)
    Wolf, Lasher frigates: now have frontal shields, to better work with their front-facing firepower
    Hyperion: now has "High Maintenance" built-in hullmod that makes it consume extra supplies per day
    Hound, Cerberus: now classified as "combat freighter"
    Doubled the prices for all ships
    Revamped new game creation dialog
    More unified UI feel
    More interesting/impactful choices
    Balancing:
    Greatly reduced amount of salvage from battle
    Fighting combat fleets unlikely to result in high profit unless a bounty is also involved
    Best opportunity is to attack trade fleets carrying expensive goods
    Adjusted fuel use and capacity of ships across the board
    Added fuel cost to jumping into hyperspace (but not out), equal to the cost of traveling one light year
    Ox-class tug: now limited to a maximum of one per ship
    Augmented engines: removed repair penalty, added 25% cargo/fuel capacity penalty (to discourage "automatic" use on freighters and tankers)
    Unstable injector: removed burn level bonus
    Fleet AI will now consider enemy fleet presence around a jump point when deciding which ones to use
    Fleets carrying more than their capacity now also receive a speed penalty. The speed is reduced to burn level 1 for any capacity being over the maximum by a factor of 2.
    Added chance for an investigation event to be triggered by player use of comm sniffers
    Hull mod tooltips: now highlight relevant information
    Removed "send out salvage teams" from post-engagement options; choices are now "maintain contact with the enemy" (functions as "harry" did) and "stand down"
    "Stand down" option now takes into account how long a ship has been deployed; last-second deployments en masse will no longer unlock the "stand down" option
    Standardized CR loss/second for frigates to 0.25, removed that stat from ship info/tooltip
    Added new skins of the Buffalo (freighter) - standard, pirate, Hegemony, Tri-Tachyon
    Pursuit-style battles start out with the fleets being much closer; map is smaller - faster pursuit battles, less time needed to catch up
    Made fleet movement slightly less inertial (2x acceleration)
    Faction info screen now shows what commodities the faction considers illegal
    Added "Customs Inspections"
    Certain patrols may decide to perform a customs inspection on your fleet if you're in or near a populated star system
    Assess a toll based on the cargo value and fleet size
    Search for contraband (based on what faction considers illegal); if found, confiscate and assess fine
    Evading inspection/refusing to pay toll or fine may result in reputation loss
    Cooperation results in a small reputation gain
    Patrols will perform customs inspections on NPC fleets
    Smuggling:
    Trade on the black market reduces the relationship with the faction
    When the relationship becomes "inhospitable", can only trade on the black market
    Can not trade while patrols are nearby, or if your fleet is larger than 3 frigates or so
    Can not trade at all when the relationship becomes "vengeful"
    Pirates are ok with trading openly up until "vengeful", then no trade at all
    Player now gets price reports for "interesting" commodities throughout the Sector
    More updates for commodities in local system
    More updates for systems where you've hacked the Comm Relay
    Intel tab:
    Displays all reports/messages received by the player
    Can display the reports as an inbox-style list or as icons on the Sector map
    Can filter reports by date/type/location in several ways
    "Prices" filter section
    Displays color-coded commodity icons near related star systems on the intel map
    Can filter by specific commodity/see prices on the map
    Ship refit screen: now works with submarkets
    All available weapons show up in the weapon selection dialog
    Shows what submarket they come from
    Ship trade screen:
    Can pick submarket to trade with
    Better standing unlocks better ships at military base submarkets
    Trading in ships now counts for trade/smuggling related reputation adujstments and market stability
    Added "Food Shortage" event
    Added system-wide "Bounty" event
    The player can earn a bounty by destroying ships belonging to enemies of the bounty-paying faction
    Driven by fleet losses in or nearby the market's system
    Added "Trade Disruption" event
    Driven by trade fleet losses
    Affects underlying economy simulation
    Also picks out several affected commodities and adjusts their prices accordingly, allowing the player to make a profit trading
    Smuggling:
    Buying/selling goods on the black market (in sufficient volume) will reduce the market's stability and so increase the chance of negative events
    Selling (not buying) illegal goods has a much greater impact
    Trade on the black market is not subject to tariffs
    Faction relationships update
    Different tiers: vengeful, hostile, inhospitable, suspicious, neutral, favorable, welcoming, friendly, cooperative
    Various actions may improve or damage relationship with a given faction
    Each action has limits, for example bounty hunting might not raise the relationship above "welcoming", and won't raise the relationship at all if it's "vengeful"
    Added "Military" submarkets to markets with a military base
    Can only be traded with if the relationship is positive
    Better ships and weapons available at higher standing
    If the reputation level is negative, but not hostile, it will go up after a *very* long time (up to a cycle)
    Added automatic generation of trade fleets that carry appropriate commodities between markets
    Automatic creation of patrols (based on market stability/size)
    Markets will generate mercenary fleets when stability is lower. Some of these may actually turn out to be pirates.
    Planet light location in star systems now cycles from being above the playing field to below
    Habitation glow layers added to inhabited planets
    Tri-Tachyon no longer hostile to independents
    Added progress bar to new game creation

    Music:
    New main menu theme
    New theme for campaign market interactions (campaign music pauses, resumes after player leaves market)

    Combat:
    Using 'R' to target a ship now requires less precise mouse positioning when targeting smaller ships and fighters
    High Intensity Laser now fires on achieving full charge (instead of starting to fire at partial effectiveness immediately)
    Doubled weapon and engine hitpoints

    Miscellaneous
    Randomized ship deployment order within each row between ships of the same size class
    Ship AI:
    Much better survivability/not rushing into a bad situation
    More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
    Harder to bait out missile fire
    Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
    Missile overhaul:
    Changed missile behavior to reduce clumping and slightly increase pressure on PD
    Added nicer-looking continuous missile trails (rather than current particle effects)
    Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
    Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
    Annihilator: increased speed to 400 (from 250), increased acceleration
    Reaper torpedoes: faster, much higher acceleration
    Atropos torpedoes: faster, higher acceleration, very poor tracking
    Salamander MRM: improved maneuverability and top speed; much more reliable.
    Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
    Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
    All missile pods: increased burst size to 4 and doubled rate of fire
    Prettified the "settings" UI a bit

    Modding:
    Fixed bug in StatBonus that was applying the flat bonus after the mult bonus (the correct order is: percent, flat, mult)
    Added CampaignEventListener interface. Methods so far:
    void reportPlayerMarketTransaction(PlayerMarketTransact ion transaction);
    void reportFleetDewspawned(CampaignFleetAPI fleet, FleetDespawnReason reason, Object param);
    void reportFleetReachedEntity(CampaignFleetAPI fleet, SectorEntityToken entity);
    void reportFleetJumped(CampaignFleetAPI fleet, SectorEntityToken from, JumpDestination to);
    Added "beamFireOnlyOnFullCharge" setting to .wpn definition for beam weapons
    SoundPlayerAPI.playUISound now returns a SoundAPI object
    Fixed bug in SoundAPI that would cause a NullPointerException on every method call if the sound didn't actually play (due to sound being off/too far from the player/etc)
    Added DamagingProjectileAPI.getSpawnType()
    Added CampaignFleetAPI.addAssignment(FleetAssignment assignment, SectorEntityToken target, float maxDurationInDays, String actionText) - the actionText parameter gets displayed in the tooltip while the assignment is active
    Added CampaignFleetAIAPI.setActionTextOverride() - overrides any action text text displayed in the tooltip, including custom actionText
    Added FleetAssignment.ORBIT assignment
    Added CampaignFleetAPI.setAIMode(). Fleets in AI mode do not use fuel/supplies, require crew, or suffer accidents
    Added to SectorEntityToken: addScript()/removeScript()/removeScriptsOfClass()
    Faction descriptions: moved out of .faction file to descriptions.csv
    Added ShipAPI.setOriginalOwner()
    Added to WeaponAPI:
    SpriteAPI getBarrelSpriteAPI();
    void renderBarrel(SpriteAPI sprite, Vector2f loc, float alphaMult);
    boolean isRenderBarrelBelow();
    Added ShiAPI.getCombinedAlphaMult()
    Added TextPanelAPI.setFontInsignia()/setFontOrbitron()/setFontVictor()
    Added RENDER_ADDITIVE renderHint for weapons
    Added ship "skins"
    Way to define a slightly different hull based on an existing hull
    Defined in data/hulls/skins
    A skin can:
    Set a new sprite/name/description
    Remove and/or modify weapon slots
    Remove engine slots
    Add/remove built-in hullmods and weapons
    Changed Cerberus hull id from "warhound" to "cerberus"
    Fixed bug with BoundsAPI.clear() - it now works
    CombatReadinessPlugin: renamed applyMaxCRLogisticsPenalty to applyLogisticsRatingImpact
    ship_data.csv: renamed "repair %/day" to "cr %/day"



    Changes as of June 11, 2014

    (Note: this batch of notes is probably missing some items.)

    Campaign:
    Four new star systems (still some work to do populating them with fleets and such)
    Economy
    Market conditions influence production/consumption
    Commodities shipped around to satisfy demand
    Shipping affected by distance and faction relationships
    28 markets
    Added 10+ commodities with unique graphics and sounds
    Some examples: Food, Rare Metals, Harvested Organs
    New trade and market info screens (details/screenshots here)
    Comm relays:
    Can install a comm sniffer to intercept messages and gain intelligence
    Need to wait (without interruption) for installation to finish
    Factions will protect their comm relays from your interference
    Added new ship: Shepherd (frigate drone tender)

    Miscellaneous:
    New graphics for battle objectives (smaller, different)
    Save compression: now creates proper zip files

    Combat:
    Selecting a weapon group with a Tachyon Lance will now automatically switch the view to your target, if any
    When switching view to target, you can still move the view around in the area between your ship and the target
    Selecting another weapon group will automatically switch the view back to your ship. It's possible to quickly switch the view around by selecting different weapon groups.
    The pips on the weapon arc indicator will glow red when there's a danger of friendly fire
    Increased weapon and engine health by 100% (harder to disable by regular weapon fire)
    Increased EMP damage by 100% across the board

    Modding:
    Economy configuration: data/campaign/econ/economy.json
    Extensive API for markets/economy
    EconomyAPI, MarketAPI, SectorAPI.getEconomy(), FactoryAPI.createMarket(), etc
    Added required "displayNameWithArticle" field to .faction definition (i.e. "the Hegemony", vs "Tri-Tachyon"
    Fixed bug where only the first instance of EveryFrameCombatPlugin ever created would be used (new instances would still be created, but the original one would be used instead)
    Added to SectorAPI:
    void addTransientScript(EveryFrameScript script);
    void removeTransientScript(EveryFrameScript script);
    Removed dialogue lines from .faction files; moved to rules.csv (more detail/documentation on that shortly after the release)
    Added to EveryFrameCombatPlugin:
    void renderInWorldCoords(ViewportAPI viewport);
    void renderInUICoords(ViewportAPI viewport);
    This will cause existing plugins to not compile until stubs for these methods are added
    Should now extend BaseEveryFramceCombatPlugin to avoid this issue in the future (it'll have method stubs)
    SectorAPI.getAllEmptyVariantIds() now properly returns hulls with built-in hullmods
    Added showDamageWhenDecorative option to .wpn files; see sensordish.wpn for an example
    Added:
    MissileAPI.getSpriteAPI()
    AsteroidAPI.getSpriteAPI()
    WeaponAPI.getUnderSpriteAPI()
    WeaponAPI.getBarrelSpriteAPI()
    CombatAsteroidAPI.getSpriteAPI()
    Added:
    CombatFleetManagerAPI.isInFullRetreat()
    CombatFleetManagerAPI.getDeployedFleetMemberEvenIf Disabled(ShipAPI ship)
    Fixed bug with CombatFleetManagerAPI.getAssignment() that basically made it unusable
    Star system locations can now be specified in data/campaign/starmap.json. Specifying them in code still works.
    Fixed bug where missiles with a custom GuidedMissileAI would still not be affected by flares
    Added FactionAPI.getColor()
    Added required "logo" key to .faction files
    Added optional keys to .faction files: baseUIColor, darkUIColor, gridUIColor. Currently used in trade UI, may be used elsewhere later. If unspecified, will derive default values based on faction color.
    Added FactionAPI.getBaseUIColor() etc
    Added ModPlugin.onNewGameAfterEconomyLoad()
    Mirv missiles can now spawn any type of projectile (i.e. ballistic/pulse laser style moving beam, and plasma shots)
    Added projectileRange parameter to behaviorSpec to govern range of non-missile projectiles
    Added to FleetMemberAPI:
    int getOwner();
    void setOwner(int owner);
    Decorative modules will no longer be rendered over weapon slot indicators in the refit screen
    Added sound source number configuration to settings.json: maxFXSources, maxUISources
    Lots of other API improvements not explictly mentioned here


    Bugfixing:
    Fixed memory leak that would cause multiple copies of the combat engine to not be released
    OS X retina issue (only displaying in lower left part of screen) should be fixed
    Fixed bug in refit screen that would occasionally display negatively-modified values in green
    Fixed crash when opening refit screen immediately after a battle or loading a game, if the first ship in your fleet has critically low (<20%) CR
    The flight decks of mothballed/crash mothballed no longer function
    Ships for sale at stations now properly draw their name from the faction's name lists
    Fixed hull variant related crash bug when resetting the custom variants for a mission and then opening the refit screen



    Changes as of April 04, 2014

    Campaign:
    Added "Intel" tab to keep track of comm messages, news, and other stuff
    Intel tab replaces the "outposts" tab purely for temporary UI reasons - do not be alarmed Smiley
    Added framework for events
    Added framework for player receiving comm messages, including news reports re: events (based on message origin, presence of comm relays, channel message is sent on vs channels the player has access to)

    Miscellaneous:
    Pressing the power button in the top right of the salvage screen now has the same effect as the continue button (previously, would exit out without taking any salvage)
    Changed text of the "End Battle" button in the combat escape menu to be context-appropriate (i.e. "Claim Victory" when the enemy is in full retreat)
    Adjusted collision damage to no longer cause excessive damage to shields in certain circumstances (i.e. flamed-out fighters impacting shields)
    Added approximate total supply cost to recover from deployment to ship tooltip
    Updated sounds:
    Refit screen
    Shield overload
    Engine boost
    Some others
    Improved jump point graphics
    Optimized save file size (about 50% smaller at game start)
    Clicking on the "?" button on the fleet screen now shows the Codex entry for the base hull rather than the variant
    Updated graphics for Falcon, Eagle, and Ox

    Modding:
    SectorAPI.doHyperspaceTransition() no longer crashes when jumpLocation == null
    Moved get/setName from StarSystemAPI to LocationAPI
    Added FleetGoal CombatFleetManagerAPI.getGoal()
    Added getId() to SectorEntityToken, all entities now have unique ids
    Added LocationAPI.getEntityById()
    Added "id" parameter to FactoryAPI.createJumpPoint, LocationAPI.addPlanet/addOrbitalStation, StarSystemAPI.initStar
    Can pass in null to auto-generate a random id
    API-breaking change, mod code needs to be adjusted to provide id parameter
    Should, ideally, also stop using LocationAPI.getEntityByName() and start using LocationAPI.getEntityById() instead
    Orbital station names no longer include the faction name by default
    Added new addOrbitalStation method that allows custom station graphics
    Added to SectorEntityToken:
    boolean hasTag(String tag);
    void addTag(String tag);
    void removeTag(String tag);
    Collection<String> getTags();
    void clearTags();
    void setFixedLocation(float x, float y);
    void setCircularOrbit(SectorEntityToken focus, float angle, float orbitRadius, float orbitDays);
    Added LocationAPI.addCustomEntity()
    Entity with custom graphics (can be a sprite, but there's also a custom OpenGL rendering hook)
    Entities defined in data/config/custom_entities.json
    Added LocationAPI.getEntitiesWithTag(String tag)
    Added minCombatZoom/maxCombatZoom to settings.json
    Intended for TC use; vanilla not designed to look good beyond default zoom range
    All sounds based on ship hull styles now fully moddable (see data/config/hull_styles.json for details)
    Damage decals can now be modded per hull style (see data/config/hull_styles.json for details)
    Added: CampaignClockAPI createClock(long timestamp)
    Planets can now have a glow texture (see lava planet for example); glow can either planet-wide or only show up on the dark side
    Added ShieldAPI.getFluxPerPointOfDamage()
    IMPORTANT: resources.csv renamed to commodities.csv, expanded with more fields

    Bugfixing:
    Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
    Heron's variant now uses all of its ordnance points
    Fixed crash that could be caused by exporting and deleting saved variants in the campaign
    Fleets will no longer have disabled ships/fighter wings in their composition
    Low-CR deployment warning will no longer show up for mothballed ships
    Fixed issue with "rally strike force" preventing bombers from going on strike assignments
    Dedicated strafe left/right keys now work while the "strafe and turn to mouse" key is held down
    Fixed crash on loading a game with an encounter dialog to be shown next frame (current workaround is to load another game first)
    Fixed issue where max burn bonus from tugs would not show up in the fleet member tooltip (but would still work)
    Fixed issue where the tooltip of ships being sold would show the effects of their CR being 0
    Fixed bug where left-over flamed out fighters would simply disappear if the wing retreated (now blow up instead)
    Fixed bug with targeting empty space while in a video feed (would snap view back to player's ship for one frame)
    Hulks no longer play an "engine boost" sound when they reach 0 flux
    Fixed issue where ships would occasionally go off to look for an enemy someplace they couldn't possibly be at the start of battle
    Fixed bug where battle objectives lifted the fog of war but didn't actually reveal the ships under it
    Burst beam weapons will now shut off if the firing ship phase cloaks
    Dernière modification par Groufac ; 20/10/2014 à 22h50.
    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

  2. #242

  3. #243
    Pfiou, elle a su se faire attendre celle-là... Je ne peux pas vraiment jouer en ce moment, mais à l'occasion je ferais un "re-retour" complet.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  4. #244
    Citation Envoyé par ( Tchey ) Voir le message
    Pfiou, elle a su se faire attendre celle-là...
    Grave
    Citation Envoyé par ( Tchey ) Voir le message
    Je ne peux pas vraiment jouer en ce moment


    Bon sinon j'ai joué une petite heure hier, surtout à parcourir les systèmes et regarder un peu comment fonctionnent les marchés.

    Déjà rien que pour acheter des équipements/vaisseaux avancés maintenant il faut être dans les petits papiers de la faction qui les possède, plus possible de stacker tous les meilleurs vaisseaux & armes de toutes les races en faisant simplement le tour des stations comme avant.

    Le système d’événement est cool en soi, ça donne beaucoup de vie au jeu vu qu'on apprend qu'il se passe des choses un peu partout dans les différents systèmes, j'ai placé mes premiers sniffeurs d'info dans des relais de communication ... Je me suis fait aussi gaulé une fois par l'hégémonie et ils avaient pas l'air content du tout

    Par contre cette maj a passablement complexifié le jeu, il y a énormément d'infos à traiter et ça demande de prendre ses marques dans la lecture de tout ça. Rien que la lecture des besoins/exportations/stocks de biens sur les marchés n'est pas évidente au début, même si après une heure à me ballader de station en station je commençais à lire l'ensemble plus rapidement.
    Enfin je pense qu'il y aura surement quelques améliorations d'interface à faire sur tout ça.

    Ah oui sinon il y a de nouvelles musiques d'ambiance.

    Et le prix du jeu est passé à 15$
    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. #245

  6. #246
    C'est enfin un vrai jeu à la X :D

  7. #247
    Énorme ça fait un moment que j'ai pas touché au jeu, mais là ça donne bien envie de s'y remettre.

  8. #248
    Et vu la qualité des mods sortis à l'époque du pré commerce (cf Corvus, par exemple et les méchanismes de factions qu'il introduisait) on peut se dire qu'ils nous réservent du beau pour cette maj vu les possibilités de la nouvelle API.

  9. #249
    Ouais c'est vrai que là il va y avoir moyen de faire des mods avec des univers vraiment intéressants.

    D'ailleurs sur la starmap en hyperespace on voit que certaines zones en dehors des systèmes solaires ont chacune reçues un nom (nébuleuse machin, central system bidule, etc); ça donne envie d'aller explorer même si je sais qu'il y a rien là bas pour le moment
    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

  10. #250
    On a enfin l'impression d'avoir un vrai jeu. Ca va dans la bonne direction !

  11. #251
    Bon il devrait apparemment y avoir un hotfix qui va arriver pour corriger quelques bugs repérés lors des premiers feedbacks, notamment la vie des moteurs qui a manifestement été beaucoup trop réduite lors d'une fausse manip, en ce moment on se prend 1 petit missile près des moteurs de n'importe quel vaisseau: bam moteur désactivé.

    Sinon je me demandais si le coup des events ça va pas être un moyen d'avoir des campagnes scénarisées dans les mods
    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

  12. #252
    De retour sur Starsector hier soir pour tester la grosse maj du mois dernier et ... wow, c'est vraiment bon

    A chaque fois que je reviens sur le jeu, un "détail" que je trouve vraiment extra, c'est l'aspect sonore des combats. Des armes surtout évidemment. C'est juste bandant Et on sent TELLEMENT la vulnerabilité de ses vaisseaux ou de ceux adverses quand l'un d'entre eux se prends une volée lorsqu'il est en hypertension/flux (dans un registre différent ca me rappelle la série des Xwing et Tie Fighter quand les panneaux de commandes sautaient, grésillaient avec l'astromech pettant un plomb sous le feu ennemi quand le bouclier à lacher).

    Le pire dans ce cas là, c'est quand c'est un Onslaught qui lache ses bordées
    Je ne sais pas pour vous mais quand j'en vois un en face ou lorsque j'en ai un, ca change complètement la donne. Une vraie terreur ce vaisseau!

    C'est de loin le jeu spatial (pour faire large), le plus prometteur de ces dernières années avec Elite Dangerous pour moi (ils n'ont rien à voir mais je ratisse large ) dans ce qu'il m'a été donné de tester.
    J'attends Limith Theory au tournant ceci dit

    Ah et un truc qui me chiffonne; le mode Star Wars n'est plus mis à jour

  13. #253

  14. #254
    Ya des abordages ? Des attaques de planètes ? On peut construire des trucs a la X3 ou pas encore ?

    J'ai envie de ce jeu d'un coup.

  15. #255
    Citation Envoyé par bluth Voir le message
    Ya des abordages ? Des attaques de planètes ? On peut construire des trucs a la X3 ou pas encore ?

    J'ai envie de ce jeu d'un coup.

    Oui pour les abordages ( Après une bataille; tu peux aborder certains vaisseaux qui n'ont pas été totalement détruit et il y a un skill pour augmenter les chances de pouvoir aborder des navires ) et non pour les planètes. ( Un mod permet la construction de vaisseaux mais il n'a pas encore été mis à jour pour cette version de Starsector ) .

    Starsector comme le dit Safo; c'est de la bombe et il n'a pas parler de l'IA des combats aux poils ou la multitude de mod qui permet d'enrichir la lore ( Factions supplémentaires ) ou le gameplay ( Starsector + ) . Il existe aussi ( et c'est même indispensable pour la plupart des mods ) une librairie d'effets Lazilyb et shaderlib qui renforce l'immersion du jeu en rajoutant un tas d'effets visuels et sonores pour un jeu toujours plus intéressant ! .


    Starsector+ avec tout ce qu'il faut :

    http://fractalsoftworks.com/forum/in...topic=7679.435


    ( Ne pas oublier de passer en Java 64 ) :

    Requires Modified vmparams file to load any game.
    Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms1024m -Xmx1024m with -Xms1024m -Xmx2048m.
    For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.
    Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp.

  16. #256
    A propos de la dernière grosse maj, je trouve que paradoxalement même si il y a plein d'ajouts, le jeu a rarement autant paru "en chantier".

    Dans le sens qu'avant on avait un mode campagne avec du combat... et c'est tout, mais c'était très bien fini d'une part et le jeu se suffisait à lui même. C'était assez basique mais pas grave car le gameplay tue la gueule
    Maintenant qu'on goûté un peu au commerce, à un embryon de relation avec les factions, au système de renseignements ... bah on a envie que tout ça se complète, parce qu'il manque à l'évidence des "bouts" pour finir le jeu et ça se ressent d'autant plus avec les derniers ajouts.

    Quelques exemples:
    - Typiquement il y a des tas de vaisseaux qui sont devenus durs à trouver suite aux différenciation entre les factions et on aimerait pouvoir les produire soi-même plutôt que de passer sa vie/des heures à faire la navette entre les stations dans l'espoir que la RNG soit avec nous.
    - Pareil les infos sur les food shortage sont cool pour se faire du blé, mais ça manque d’événements liés à tous les autres composants.
    - Et en parlant des compos que l'on peut commercer, on en vient à regretter que la plupart n'aient pas d'utilisation dans le jeu autres que l'optimisation de prix: le manque d'industrie se fait sentir là encore sentir pour donner vie à tout ça.
    - De même pour le fait de pouvoir perturber la stabilité d'une planète en alimentant son marché noir, vu qu'on ne peux pas entrer en concurrence avec une autre faction en montant la sienne et en colonisant des planètes ou des stations, ben ça n'a que peu d'utilité en fait.

    Pour autant je veux être clair, je trouve cette dernière MAJ vraiment bien foutu et c'est pas du foutage de gueule. Le lore est bon (le jeu gagne en identité), les nouveautés montrent encore plus un potentiel monstrueux du jeu et on le touche même du bout des doigts ce potentiel... mais du coup ça n'a jamais été aussi frustrant pour moi que Starsector ne soit pas achevé, au regard de tous ces systèmes de jeu qui se mettent en place.

    Edit: Et ouais j'attend moi aussi la maj des gros mods de ouf même si mes derniers tests sur Uomoz's Sector avant la maj faisaient planter le jeu
    Dernière modification par Groufac ; 14/11/2014 à 15h48.
    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

  17. #257
    Bon ben je me le suis pris du coup et les combats sont magique !

    J'ose meme pas lancer la campagne de peur d'etre decu par le partie gestion

  18. #258
    C'qu'est bien, c'est que même dans 5, 10 ou 20 ans, le jeu sera toujours "beau" du fait de son orientation artistique, ou style, ou n'importe quel mot que vous jugez bon d'utiliser.
    Moi là, je suis paumé, j'ai découvert le jeu début 2012 et avec la nouvelle version je ne sais plus du tout quoi faire en début de campagne, tout me semble long, difficile, lent.
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  19. #259
    D'après vous on est quasiment sur un X3 en 2d la, je peux donc craquer en toute sécurité?

  20. #260
    Citation Envoyé par Seloune Voir le message
    D'après vous on est quasiment sur un X3 en 2d la, je peux donc craquer en toute sécurité?
    Faut quand même pas abuser, le côté "build your empire" est pas encore là. Pour le moment c'est plutôt "Build your super fleet while disturbing the universe to the point you can take every faction fleet head on and wait for the next patch / mod".
    Mais d'un coté, il est toujours en alpha...

  21. #261
    Citation Envoyé par ( Tchey ) Voir le message
    Moi là, je suis paumé, j'ai découvert le jeu début 2012 et avec la nouvelle version je ne sais plus du tout quoi faire en début de campagne, tout me semble long, difficile, lent.
    Si tu joues surtout le combat; je te conseille de faire les missions de chasseurs de tête; les primes augmentent rapidement tout en restant en bon terme avec tout le monde.

  22. #262
    Citation Envoyé par Seloune Voir le message
    D'après vous on est quasiment sur un X3 en 2d la
    Pas du tout. Enfin dans 2 ans peut-être.

  23. #263
    Citation Envoyé par Groufac Voir le message
    Edit: Et ouais j'attend moi aussi la maj des gros mods de ouf même si mes derniers tests sur Uomoz's Sector avant la maj faisaient planter le jeu
    Mon préféré également

    J'ai eu le problème des plantages; t'as déjà suivi le tuto pour Java 64 ect ?

  24. #264
    Je me souviens plus de ce que j'avais bricolé, c'était y a quelques mois déjà
    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. #265
    Le plus "X-like" à ma connaissance, c'est Unending Galaxy http://www.anarkisgaming.com/category/unending-galaxy/
    J'en parle un peu sur JoL : http://forums.jeuxonline.info/showthread.php?t=1276566

    Y'a aussi un rogue-like en préparation, Approching Infinity, qui s'annonce pas mal du tout (on peut tester une demo) : https://www.kickstarter.com/projects...ture-roguelike
    * Jeux1d100 ? Le blog Jeux1d100.net sur les jeux indécents et Linux, et la chaîne YouTube *

  26. #266
    Citation Envoyé par ( Tchey ) Voir le message
    Le plus "X-like" à ma connaissance, c'est Unending Galaxy http://www.anarkisgaming.com/category/unending-galaxy/
    J'en parle un peu sur JoL : http://forums.jeuxonline.info/showthread.php?t=1276566

    Y'a aussi un rogue-like en préparation, Approching Infinity, qui s'annonce pas mal du tout (on peut tester une demo) : https://www.kickstarter.com/projects...ture-roguelike
    Super merci je vais aller regarder ça, j'étais fan de leur boulot sur X3

    Après je ne cherche pas forcément de la construction d'empire, j'en ai jamais réellement fait dans X3 et bon, c'est pas ce qu'il manque dans le genre (Distant Worlds par exemple) mais plutôt la construction de flotte, de l’industrie, du trade, être un pirate, un rôdeur sans foi ni loi StarSector me semblait pas mal sur ce point avec son gameplay plutôt nerveux pour les combats.

  27. #267
    Il y a surtout Space Rangers dans le genre X3 en 2D.

  28. #268
    La TC plus complexe que le jeu de base et qui vous permet de faire la Cold War Gone Hot In Space est sortie pour la 0.65.1.a http://fractalsoftworks.com/forum/index.php?topic=431.0

  29. #269
    Pour ceux qui voudraient connaitre un peu mieux le jeu avant de l'acheter (ou pas ), Dr Chocapic a fait un stream ces jours-ci

    https://www.youtube.com/watch?v=hPPE...vHt8ytC1dXSV4w
    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. #270
    Bonjour,

    Toujours pas de patch Fr ?

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