Page 18 sur 28

Re: Field of Glory : Empires

Posté : mer. août 14, 2019 8:34 pm
par GA_Thrawn
Merci pour ces réponses!
Je n'ai pas été farfouiller dans les affectations de citoyens, je vais m'y pencher

Re: Field of Glory : Empires

Posté : mer. août 28, 2019 8:28 am
par Mik29
Est ce que vous avez vu où on peut trouver l'info concernant la somme gagnée par un raid de pirates (réussi bien sur) ? ou un raid terrestre, j'ai l'impression que c'est le même mécanisme.

Re: Field of Glory : Empires

Posté : mer. août 28, 2019 11:46 am
par DrussDharan
Aucune idée, je n'utilise pas assez ce mécanisme pour le moment. :ko:

Re: Field of Glory : Empires

Posté : ven. août 30, 2019 10:21 am
par Pocus
Oui, le navire pirate projette sa force de la mer mais c'est fonctionnellement identique.

C'est basé sur ta combat power, versus la defensiveness de la région (désolé je parle Anglais la dessus), additionnée de la CP des troupes de la région.

La Defensiveness quant à elle est nombre de garnisons x (niveau du mur +1), ça peut monter haut et pour pas cher du coup.

Tu peux également accéder à la totalité du code gameplay et IA ce sont des fichiers textes. Je dis ça je dis rien, moddeurs bienvenus!

Re: Field of Glory : Empires

Posté : ven. août 30, 2019 10:54 am
par Mik29
hmmm hmmm :ok:

Mais pour les sous qu'on gagne (le loot quoi) c'est où ?? :mrgreen:

Re: Field of Glory : Empires

Posté : ven. août 30, 2019 10:31 pm
par Galou
Faut ouvrir le "message log" (en bas à gauche) et jouer avec l'option sur l'importance des messages.

Re: Field of Glory : Empires

Posté : dim. sept. 01, 2019 3:50 pm
par Mik29
Bah oui , merci Galou !

Re: Field of Glory : Empires

Posté : mer. sept. 25, 2019 7:26 pm
par Mik29
Do you have enough of these pesky barbarians raiding your land? Retaliate against them, but don't take their filthy villages!
An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
j'apprécie particulièrement cette nouveauté qui sera dans le prochain patch ! Subir les raids sans cesse, sans pouvoir réagir autrement que par la guerre et donc la conquête (dans le meilleur des cas) c'était un peu limite.
Très bonne innovation.

Re: Field of Glory : Empires

Posté : mer. sept. 25, 2019 7:31 pm
par jmlo
Mik29 a écrit : mer. sept. 25, 2019 7:26 pm
Do you have enough of these pesky barbarians raiding your land? Retaliate against them, but don't take their filthy villages!
An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
j'apprécie particulièrement cette nouveauté qui sera dans le prochain patch ! Subir les raids sans cesse, sans pouvoir réagir autrement que par la guerre et donc la conquête (dans le meilleur des cas) c'était un peu limite.
Très bonne innovation.
effectivement :ok:

Re: Field of Glory : Empires

Posté : jeu. sept. 26, 2019 8:42 pm
par Lafrite
Point concernant les sauvegardes tout en bas :signal:
Version 1.0.4 (September 17th - 2019)
(save game compatibility: see at end of patch notes)

GAMEPLAY (improvements and fixes)

Very important
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)

Important
- Abandoning a region now costs legacy, no aging (tied to population amount)
- Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
- Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
- Objectives can be given dynamically too
- Regions have 4 steps in culture generating Legacy
- Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
- Regions with a small initial population will have hard time grows past a certain level.
- Conversion rate reduced by one fifth
- Foreign citizens generate one third less manpower
- Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
- Inflation cost in money is now factored partially in upkeep

Other
- Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
- Fix to moving capitals
- Minimum garrison defending an independent region down from 6 to 3
- A client-state will stop ongoing wars not also involving his protector
- If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
- Fix to a loyalty bug for national citizens - slightly easier now
- If you have too many of the +5% global commerce structures, you risk losing money
- Fix to regional harbor used for transportation not always the best one
- Mercenary decision won't pick slaves as a valid mercenary army
- Absorbing a nation provides no legacy from it.
- Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
- If possible, a new unit will appear within a city wall, not outside
- Armies that can't retreat are always destroyed
- A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
- Famine in regions thrice as hard as before (regarding population loss)
- Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
- Tyranny modifier bug fixed
- Slave decimation further upped in case of revolts (1 per 3 units raised)
- Fix to abandon region not working if another nation had an army
- New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
- Slaves will never be put in commerce or culture (governor AI)


Military buildings overhaul
- Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
- Max Metal and Manpower have a cap partly based on Military Expertise
- In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
- Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
- Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).


AI
- AI has much more chances to propose peace if without any region
- AI is slightly more interested in building high tier structures
- Rome as AI in higher diff gets some free legion camps
- In higher difficulty, AI more prone to war against legacy leader
- More sensible DOW evaluation for AI - also now factors relative economic advantage
- AI will build more ships
- AI will never build ships in lakes
- AI fleets will intercept more
- AI fleets will escort more
- AI boarded units will be much more prudent
- AI will have Increased interest to unblockade harbor
- Province AI builds more structures
- Structure valuation refined (more high tier buildings, handle better specifics functions)
- AI Ally can give back previously owned region
- AI vassal can be fully absorbed if having a last surrounded region
- AI can reply or propose peace even without region
-

BALANCING & SETUP
- Lalandia and Seladia regions names reversed
- Judea Barrack can recruit HI
- Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
- Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
- Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
- Heavy Infantries cost +1 metal in upkeep
- Added naval interdiction link in Mesembria
- Druid Covenants tweaked (weaker standard version, stronger specialized version)
- Imperial Roman Legion decision won't be given before being an Empire
- Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
- Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
- Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
- Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
- Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
- Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
- These two units gain the Besieger trait. Phalanx loses extra hit though.
- Silver Shields are closer in profile to the Hellene Phalanx but better.
- Roman Archers (Sagittarii) are now added with the Imperial Legion reform
- Fixed: Tar Deposit could never be built (added to Tanis initially)
- Large quarry bonus resources now give an extra 2 money each
- Military Store upkeep down to 2
- Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
- Tarentum (Greater Greece) now have a land army
-

UI-QOL
- Right hand notifications precision level is an option (5 possible choices)
- Correct tooltip feedback when can't build an unit in a province
- Close nation panel and select region when selecting an objective.
- Show count of stacked modifiers on nation panel.
- Next and Prev Idle Region buttons.
- Attempt to more clearly show that structure bonus income is included in the income
- More detailed provincial loyalty tooltip. More attention to revolt risk.
- Added Trade Income and Accumen to Ledger.
- Changed faction trade income to be net.
- Added anti-aliasing option to options UI

OTHER
- Various engine speed up
- Experimental extended font support.
- Several Multiplayers fixes
- Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
- Fixed error playing a custom scenario in PBEM
-
Saved game compatibility
- This patch is mostly compatible with ongoing games, with a few things to know and understand:
(1) Because objectives can now be given dynamically, they will be all reset when you start your turn (without token losses!). They will then be added progressively each turn, often with variations compared to your previous allocation.
(2) Because there is now a new rule slowing down regions which were underpopulated historically, you might see a large slowdown in growth in your most populated regions.
(3) The option ‘no dynamic burden’, which was never used (from our internal poll) has been replaced by the ‘quick game’ option. If you were playing with ‘no admin burden’, then you are now playing a quick game. But chances you were not …

Re: Field of Glory : Empires

Posté : mar. oct. 01, 2019 11:47 am
par griffon
Les revues d'un jeu , à chaud , au moment de la sortie sont bien mais manquent de recul , par définition

celles que je préfère sont celles faites à posteriori , deux ou 3 mois plus tard

et j'aime bien celle ci ! Je pense comme elle qu' Ageod a pondu un jeu réussi :ok:

ce que je ne pensais pas forcément toujours des précédents !



https://www.awargamersneedfulthings.co. ... pires.html

Re: Field of Glory : Empires

Posté : mar. oct. 01, 2019 4:31 pm
par Pocus
Ben oui du coup moi aussi je l'aime bien! :siffle:

Si vous avez une copie Steam du jeu, n'hésitez pas à mettre une mini review de quelques lignes et un pouce (de préférence bleu que rouge mais je ne vous force à rien), il est facile de perdre du % sur Steam, des qu'un joueur ayant joué 15 mn s'en va en fureur en nous laissant une marque rouge indélébile.

Re: Field of Glory : Empires

Posté : mer. oct. 02, 2019 8:14 am
par Elvis
Passage en 1.04 délicat avec un violent coup sur le budget, mais des la tour suivant c'est redevenu normal, et peut être un peu plus favorable (enfin une impression en jouant Antigone)
Effectivement le gros changement, c'est le ralentissement de la progression des populations

Par contre, pas de changement pour les objectifs qui sont restés les même que ceux du tour précèdent en 1.03

Bref, un très bon patch et un jeu toujours aussi interessant :ok:

Re: Field of Glory : Empires

Posté : mer. oct. 02, 2019 4:58 pm
par jmlo
Mes objectifs ont été réinitialisés dans la pbem

Re: Field of Glory : Empires

Posté : jeu. oct. 03, 2019 4:12 pm
par Pocus
Ils seront redonnés 1 par 1 (avec des variations possibles, car 25% de chance d'en avoir un calculé dynamiquement)