Re: Field of Glory : Empires
Posté : mar. juil. 23, 2019 3:44 pm
Romanes eunt domus! 

Benzo.net 'canal historique'
https://www.leqg.org/forum/
si tu comprends l'anglais, je te conseille de regarder sur youtube les videos de das tactic sur fog2 et fog2_empire (une partie avec Syracuse) pour te faire une idée.Maksym a écrit : ↑lun. juil. 29, 2019 10:57 am Après le flop critique reçu par IR de paradox, j'ai été très heureux de découvrir ce jeu sur le site de Slitherine. Les carnets de développement m’ont tout de suite mis l'eau à la bouche. Vos commentaires élogieux ont fini de me convaincre que ce jeu est fait pour moi.
il ne reste qu'une chose a décider: bundle or not bundle ?![]()
Etant plus attiré par la stratégie que la tactique, FOG 2 ça rajoute un vrai valeur ajoutée ou les combats de empires sont suffisamment clairs ? j'ai peur de mettre 13 balles dans un jeu que je ne lancerai jamais.
Si je me rappelle bien je ne faisais que les batailles importantes ou celles ou je n'ai pas l'avantage. J'ai réussi à trancher ^^ je prend juste empire dans un premier temps. je me connais je finirai par craquer pour FOG 2.
We are releasing a new update for Field of Glory: Empires!
This is a massive one: let us know what you think of the changes in the posts below. As usual your feedback is extremely important to us.
Changelog:
GAMEPLAY (improvements and fixes)
- Mercenary decision won't pick slaves as a valid mercenary army
- Cotton Field structure can now be built again (Egypt and India)
- You can abandon a region which has the 'Under Conquest' modifier or is pillaged. It costs one government age per population as a limiter.
- Rebels conversion to a reborn nation won't happen in contested regions (fix some issues)
- Units in neutral territory can be moved away toward closest friendly region (up to 6 regions distance)
- When a region rebels, garrison is mustered, and you keep the walls.
- Slave decimation in case of revolt is one slave pop per 5 units raised (was 10)
- Can import or export up to 24 (each) different trade goods per region
- New Capitol building provided for free at all difficulty levels
- Fix to Judea temple decision could cause a crash
- New buildings and tweaked buildings (geared toward easier crowd control):
+Olympic Games (World Wonder, restricted to Hellenes nation)
+Tabularium (National Wonder, restricted to Italic ethnicity)
+Naumachia (gladiator games on water)
- Pleasure District (National Wonder) loyalty 25>30
- Coliseum, Circus Maximus (World Wonder) loyalty 50>60
- Circus, Racing Track loyalty 30>40
- Prison loyalty 10>15
- Fix to an improper evaluation in the 'Support Science' decision
- A region already defined as the main capital should not move to another region.
- Fix to Provincial units, if different per civilization level not given properly (e.g Galatian Hvy Inf.)
- DOW probability lessened and use extra factors.
- An enemy can't steal anymore a region only defended by an ally
- Provincial capitol will move to the correct region
- Ensure that auto garrisons raise against invasion and post-battles checks
- Fix to 2 late wonders not added properly (again)
- All nations are 'switchable' once they appear on the map
- 2 fleets made only of transports won't attack each other.
- Transported units don't skirmish or evade.
AI
- Will merge more often weak groups
- Allies should loiter less in other territories
- If under severe threat, will favor grouping and defending around capitals
BALANCING
- Master Fletcher can improve skirmisher ranged attack (provided it is not 0) and provides 5 XP
- Slightly bigger bonus for Peace chance from war duration
- Population with 2 or 3 unrest (was 2 only) are green in the region panel
- Heavy Infantry balancing (for non clumsy HI):
- Scots now have +15% "Money Increase cost"
- Rex Custodiae will cost a bit more (Are unique so not exploitable)
- Lin Teata will cost a bit more money but less metal, thematic with their gear (Are unique so not exploitable)
- Britonnic, Goths, Galatians, Pictish, Dacians provincial heavy infantries: They retain their excellent stats, but cost more in manpower and "Money Increase cost" is now 35%, not 25% as others prov. units.
- Brythonic infantry has the besieger effect
- Removed Phalanx from CAR
- Roman Fort and Limes can be disassembled
- Slave Market decision given more often (+50% frequency)
- Carthage initial treasury increased (1500>2500), friendlier neighbors.
- Mauretania hold on most regions removed
- North African nations don’t get cameliers until Imperial Level.
- Removed ahistorical phalanx to some nations.
- Rome objectives slightly more spread out (and far reaching)
- Cavalry balancing:
+ Heavy Cavalry and Cataphracts now place themselves between HI and MI and gain +1 hit point
+ War chariots get +1 hit point
+ Companions get +1 effec
+ Castrum Equitatum works for Med Cav too
UI-QOL
- Remappable hotkeys for common panels (K diplomacy | Nation panel | Ledger | Build structure | Unit recruitment | Trade panel)
- Added diplomacy button to UnitPanel, can contact a nation without territory.
- New context and gameplay texts for Rome and Epirus in Pyrrhus scenario
- Move camera to an army location when selecting a faction with no regions in diplomacy panel.
- Show recruitment spending as spent rather than part of the delta on faction bar and military recruitment tab.
- Army display options: Unit Count, Combat Power (as before), Categorized
- Fix to missing title in the 'one of the Civil War Warning' for Rome
- Upgrade buildings show as slot usage zero
- Fixed ambiguous or misleading UI behavior when ordering intercepts.
- Leave Trade Info open when switching Region Panel tabs
- In structure info and construction, moved description to the right; modifiers, unlocks, and misc stats to the left.
- Show Ally Battle option (default off).
Oui très bonnes videos de Das Tactic, mais je me permets de corriger de si tu comprends l'anglais à si tu comprends l'australien