Jump to content
Sign in to follow this  
Socros

Hegemony III: Clash of the Ancients

Recommended Posts

Hmmm... Je suis peut-être un oiseau de mauvaise augure, mais si tôt après la sortie du II, ça ne me paraît pas bon signe. Le II a peut-être moins bien marché que prévu, les obligeant à rechercher ailleurs des fonds ?

Share this post


Link to post
Share on other sites

Ou simplement le 2 était simplement qu'un moyen de financer leur jeu ultime ^^ et c'est pourquoi l'absence du mode sandbox histrorique dans le 2 ^^

Share this post


Link to post
Share on other sites

le mode d'édition à l'air vraiment bien 

 

par contre on est loin d'avoir atteint l'objectif de 30 000

Edited by Socros

Share this post


Link to post
Share on other sites

refaire la carte du premier avec le nouveau moteur ^^

 

Du coup, ils ont indiqué si on peut créer des missions/scripts (le fameux script de départ avec Bardylis) ?

Share this post


Link to post
Share on other sites

non j'ai pas lu çà ,par contre, l'un des objectifs du kickstarter est de proposer le premier avec le nouveau moteur

 

mais bon quand je vois qu'ils ont pas atteint un tier du montant j'ai que peu d'espoir pour l'avenir

Share this post


Link to post
Share on other sites

Désolé j'avais pas vu ta réponse

 

Comme 4 familles de factions seront présente : Romain, grecque, Etrusque et Gaulois je pense que la carte restera sur l'Italie allant jusqu'à Massilia en gaule, la côte d'Illyrie. Par contre non pas toute la méditerrané: la carte restera aussi grande que celle du 2.

 

De toute façon la beta débute aujourd'hui donc on va vite avoir plus d'info

Edited by Socros

Share this post


Link to post
Share on other sites

Pour la carte, il y aura aussi la présence de Carthage puisque la côte Tunisienne est présente, bien que pas accessible pour le moment sur en jeu.

La corse et sardaigne aussi présente

Share this post


Link to post
Share on other sites

le jeu est disponible depuis hier sur Steam, avec 30% pour les possesseurs des anciens jeux.

 

Il vous est proposé un petit scénario axé sur les Etrusques puis la grande carte Bac à sable avec plus d'une vingtaine de factions jouables.

Share this post


Link to post
Share on other sites

ça je ne sais pas, par rapport à attendre les promos steam? pour l'avoir à -50% +-30% ? :)

Share this post


Link to post
Share on other sites

Pas de campagne romaine ? :surpris:

" Petit scénario " sur les Etrusques ? :non:

 

Pas de scénario à la Philippe j'imagine donc ...

Edited by Hyperion

Share this post


Link to post
Share on other sites

En parlant de reduction, il y a 30% de reduction jusqu'au 1 septembre. A voir, comme j'ai bien aimé le premier du nom que m'a fait découvrir Socros, je pense que je vais l'acheter.

Share this post


Link to post
Share on other sites

j'ai fais une petite vidéo postée ce matin sur youtube, je vais en parler sur le forum dans la journée

Share this post


Link to post
Share on other sites

Premier gros patch qui devrait bientôt sortir avec un gros travail sur la camera
 

Change Log 3.0.3 Beta 2 Rev 36827

Stricter AI limits on the number of attacks in Casual and Normal difficulty
Brigade morale now drops gradually when you're out of gold in proportion to your deficit. When morale hits zero a brigade may disband or defect.
Prelude objectives can now be unlocked from the very beginning by visiting an independent city (no need to wait for the prompt).
Defeated factions will now start abandoning farms, forts and bridges
Fixed bug with building stone fortifications for bridges
Updated more Illyric units (new helmets, Sica curved swords)
Fixed script crash when the rescue volunteers are kiled
Improved feedback when bridge construction is blocked by units
Fixed bug that displayed 0 victory points after winning the game
Fixed the faction for generals given in the raider invasion events
Fixed script crash when 'Ancient Rival' breaks a truce
Fixed bug with the search icon for raider rescue objective

Change Log 3.0.3 Beta 1 Rev 36799

Engine
longer zoom range on the 3D map
longer zoom range on strategy map before miniatures fade out
map now streamed from drive in 32 bit mode to reduce memory usage
high detail settings now available in 32 bit mode
fixed late-game performance bug with very large empires

Map
more city construction animations
fixed multiple incorrectly blocked map regions

Graphics
improvements to water shader
improvements to strategy map transition
new weapons for the Illyric units

Balance/Gameplay
increased defenses for walled bridges, forts and cities
adjusted units stats to increase difference between tiers i.e. spearmen to hoplite to legion
standardized more unit sizes to make cost comparisons easier
adjusted garrison size and defense stats for bridges, camps and cities
battleline formations are now considered broken when a unit is out of food or crossing a ford
significantly increased cost of colonists
added initial gold costs for building upgrades
units in battleline stance now press forward more to attack the enemy
fixed bug with hastati ranged fire
removed field range from factions who don't have archers
Added Military Reform skill to unlock Hastati and Velites earlier
added ranged attacks for later Sabellic units
capturing one bridgehead of a ford will now automatically capture both
bridge construction can now be paused and resumed
adjustments to hegemony achievements

Interface/GUI
improved display of garrison stats
cleaned up how miniatures are drawn for groups
fixed bug with group direction after dragging group formations
added more information to colonize button tooltip
victory screen is no longer displayed again if the game is continued
fixed issue selecting units near forts/bridges
added objective target markers to the strategy map
completed sub-tasks no longer appear in the objective tracker
added cancel objective button to the objective tracker
added more diplomacy and faction skill information to the faction pedia page

AI
ai puts more emphasis on building unit upgrade buildings
improved ai use of skill points
adjustments to when the ai builds forts and bridges
fixed a few ai resource management bugs
fixed bug that caused ai to downgrade stone walls to wood
more emphasis on per-faction AI behaviour

Objectives
overhauled prelude objectives
objectives are now triggered by visiting independent cities
new Ancient Rivals objective chain
new sandbox options to disable tutorials and start with all indie cities
more general and unit rewards in the prelude

Bugs
fixed bug causing overlapping dialog windows
fixed issue connecting water trade routes
fixed graphical bug with command wheel close button
fixed bug resuming bridge construction when loading a savedgame
fixed bug connecting supply lines to a bridgehead during construction
fixed rare crash when the ai is make supply lines
fixed crash with routing ai units
fixed false 'out of food' messages when a unit leaves a fort/city
fixed crash deleting upgrade when the asset list is open
fixed movement bug when javelineers were engaged in melee combat
fixed bug loading groups from saved games
fixed bug with trees falling when a city comes into view

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...