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печаль значит, вот только что МоО2 глянул, 5 видов оружий, 4 вида ракет, 3 вида торпед, и на все это 3-5+ модификаторов аля как оно будет работать.

Сегодня как раз упоминал со знакомым когда разговаривал, вот в чем трудность взять ровно то что было в МоО2 и запилить с поддержкой игры по инету и современной (более менее) графикой? Можно даже легко чуток добавить технологий (которых и так в разы больше чем во всех современных поделках) и вот вам супер мега хит, нет же, давайте клепать кастратов на тему, и пипл все равно схавает да еще и добавки попросит

Подозреваю. Если начать ковыряться в пенсионере, то окажется, что все там не так уж и идеально. И во всем этом разнообразии баланса никакого. У МОО2 есть недостатки, например, управление колониями могло быть и лучше. Неплохие тактические бои. Но если взять первый Stardrive, то там и конструктор кораблей, и тактические бои будут получше. Просто сам Stardrive как бы в остальном своеобразен и недоделам (фига - разраб в одного написал игрушку). Второй Stardrive как бы не зашел. Endless Space даже первый очень хорош, второй будет еще веселее - 146%. Вон Stellaris станет в октябре красивым. Есть еще серия Galactic Cililizations - мне не зашло и 4ю часть поругивают, но тем не менее она по легендарности примерно как MOO.

Так что сейчас топовые Space 4X ниразу не кастраты.

Вообще, практика показывает, что просто переделка игры не сделает римейк успешным (Xenonaughts!), ну или удовлетворяющим старожилов (Xenonaughts!). так что запускается MOO2 в DosBox'е- и слава богу. Так же как и прекрасный Master of Magic.

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  • Ответов 517
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Топ авторов темы

Топ авторов темы

Изображения в теме

Вон Stellaris станет в октябре красивым.

Вот прям щас стал :) Но по поводу дискача - было вроде несколько практически 100% клонов Мастер оф Орион 2. И все дико провалились. Потому что никто не хочет сейчас на самом деле клон МОО2 с графоном. Хотят чтобы было что-то ПО ДУХУ БЛИЗКОЕ. Но с современно осмысленными механиками, интерфейсом и т.д.

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было вроде несколько практически 100% клонов Мастер оф Орион 2.

названия закинь плз - поиграю

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Ну, да, мне следовало оставить дисклеймер, что я лично в них не играл, поэтому не могу гарантировать насколько 100%.

Но вот это называли в их числе

http://store.steampowered.com/app/236130/

http://store.steampowered.com/app/322540

Это, вроде, тоже.

Изменено пользователем Mad_Rat
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В этом весь Mad_Rat - балаболить без цели и смысла, в сотый раз выставляя себя некомпетентным в любых вопросах.

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  • 2 недели спустя...

Роад мапа для EA, главная идея - не постоянные маленькие обновления (патчи), а 3 крупны обновления, с циклом 5 недель минимум, и релизная версия. В первой версии, которая выйдет где-то через 3 недели (пост был 28, так-что 2-2.5), нам стоит ждать: новую расу, 4 эру технологий, квесты малых фракций, конструктор для наземных юнитов, некие "деяния" - система схожая с уникальными квестами и чудесами из ЕL (победи первым 5 армий - получи плюшку), наемники, разорение миров, мирное поглощение миров и т.д.

"Early Access & Roadmap"

Hey everyone,

We apologise for the bit of silence recently: our team has been working hard on fixes and changes for the next update! And, it's also the Paris Games Week at the moment so a bunch of us have been helping out with demos over there. :)

We managed to get a proper roadmap and schedule update (that is likely to change) that will give you more visibility on this Early Access. Here's a message that Mathieu, our Production Director posted on the official Games2Gether platform: LINK[www.games2gether.com].

"Hi all,

First of all thanks for your commitment to the game and the forums. Endless Space 2 was an enormous undertaking for Amplitude, and we are glad you could finally play with our baby. Yes, there is room for improvement and we are on it ! Here is how and when.

This is not our first Early Access (actually the fourth one) and we are facing the same issue: fans want new content as soon as possible and at the same time we need to develop the missing content of the game, which takes time. Specifically, every time we add a new feature to the game, we add bugs (not willingly obviously). So for every build we deliver to you, we have to halt all development for a week to stabilize everything. We want you to give us gameplay feedback, not sweep a minefield :)

So if we give you frequent updates, we will only spend time stabilizing the build, and release the final game in 3 years from now. I guess no one wants that! The compromise we find acceptable is to go through 2 two-weeks sprints of feature/improvements development, stabilize for a week, and deliver the build (with a few patches for issues we missed). This way, you can try a new build with a sizeable amount of new content, and optimal stability.

Following this method, we have paved the way to release with 3 updates (+ the final release) of 5 weeks (make it a big month) duration. The list below will let you know what is planned and when. Some features become available in Update 2, but because their complexity requires more than 4 weeks to develop them. So even if they appear only in Update 2, the development duration of this feature spans over Update 1 and Update 2. Also this list does not include requests for improvement that may appear, or secret weapons we will reveal only at the end (yes we love to tease you!). Also the last features have not been as thoroughly estimated as the ones currently in development, so there may be slight changes as we progress through the Early Access.

For each update, new features will come with their AI counterpart, and the general quality of the AI will improve towards the release. However, thanks to the new architecture and tools we developed for the AI, we feel in a better place than we were with EL at the start of the Early Access. But it is still too soon to be cocky :)

Update 1

New Major Faction content and gameplay

Minor faction quest: the ability to interact with minor factions with quests. Not sure all the content will be there for Update 1 though

Marketplace system & screen

Manpower and ground units management : allows you to customize your ground troops and their breakdown between soldiers / tanks / strike crafts

Advanced star system list: population management, colonization shortcuts, etc

New Major Faction content and gameplay. I know speculations are high but I cannot disclose yet what Faction 5 will be!

System razing

Improved Forced Truce system

Improved System ownership (as in ES1)

Pacific System Conquest

Population collection bonus (empire wide bonus when you reach a certain amount of population of a type)

Mercenaries (privateer units)

Population migration visuals (ships actually appear on the map), and manual migration system

Deeds: competitive objectives unlocked by era. Not sure the whole content will be ready for Update 1

Cooperative / competitive quests: update on the UI to handle this type of quests

Technology Era 4 (some visual content may be missing in Update 1)

Update 2

New Major Faction content and gameplay

Space Battle improvements (complex, could not fit into Update 1)

Battle scan view improvements

Advanced fleet management (automerge, reinforcements)

Senate / population improvements

System orbital scan view (display numeric value and ranking)

Remaining victory conditions

Star system rebellion

Advanced gameplay options

Update 3

New Major Faction content and gameplay

Technology Era 5

Multiplayer

Constellation control

Star system governor AI

Shortcuts and exotic controls (zoom slider etc)

Scan views polish / improvements

Reserve time for G2G requests

Release

Fighters / bombers (maybe available earlier, but this is a long feature to develop)

Final Major Faction content and gameplay (probably the Unfallen)

Advanced Diplomatic options

Planet scan view

Custom factions

Battle advanced report (could be earlier)

Modding (will try Steam Workshop for release)

Advanced planets and suns interactions

Global storyline

Achievements

More secret stuff that we are not sure to do (or are really interesting).

Again, this may be subject to change, but that is what we are aiming for. If we miss a feature in Update N, the goal is to have it in update N + 1.

As to when this starts, we hope to release the first update in about 3 weeks.

Thanks for your attention!"

Cheers,

~Amplitude Studios

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  • 3 недели спустя...

Frogsquadron [Разработчик] 18 ноя в 17:32

Well, it seems we're aiming at a release window for late next week for Update 1, so hold on to your shorts, everyone!

И новые минора - Амебы. http://wiki.endless-space.com/minor-factions/amoeba

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2 новых минора, Пилигримы и З'вали - http://wiki.endless-space.com/minor-factions

Ну и герои к ним - http://wiki.endless-space.com/academy

А также...

#EndlessSpace2's Update One is out TOMORROW! Join us at 6PM CET on that day for a showcase stream! https://www.twitch.tv/amplitudestudios

Cx4N5MJWEAAYFZK.jpg

Ставлю на Единую Империю, как новую расу.

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Вики дополнили Империей, стрим начался. Основная механика - покупка чего угодно, включая технологии, через влияние.

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Вейт, UE - это Мезари из Легенды? О__О

Мезари существовали до EL, в EL это потерпевшие крушение колонисты, в ES 2 Империя, это давно основанная колония Мезари, которая пошла по сваему пути.

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"Патчноут"

[MAJOR CHANGES]
A new faction has been added to the game: the United Empire[wiki.endless-space.com]
The Marketplace is now available
Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag
You can now raze your systems
Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population
Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war.
Added the Eusocial minor culture
Added 3 news minor faction (Z'vali / Pilgrim / Amoeba)
Changed Deuyivan minor faction from Scavenger to Eusocial culture
Added Manpower panel
Added Era 4 of the Technology Tree
System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system
Increased turn limit to 200 turns: the score victory will now trigger at turn 200!
Technology cost increases more slowly within an era but the steps from an era to another is bigger
New technologies have been added to the three first eras, related to different features
Marketplace
Privateers
Manpower management
Manpower quantity on systems, ships, and empire has been increased
Ground Battle plan has been updated
Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence
Minor faction can be assimilated through the resolution of specific quests
Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation)
The global enrolment has been replaced by a local enrolment converting 1 population into Manpower

[uI]
Added the star system list population management
Added the star system planetary management
Victory screen has been retaken


[iMPROVEMENTS]
Added health regeneration on ships
Heroes can now be hidden (received only via quests)
Heroes recruited by empires when the game starts will not be available in the first pool of heroes
AI can now attack when another player declares war
Improved the way hero unlock points are displayed in the Academy screen
Added several shortcuts:
Page Up and Down to zoom in and out in the galaxy view
Enter and Escape to close a notification
It is no longer possible to have the same hero twice in a hero recruitment notification
Several missing texts have been added in game
Improved performance especially with fastest settings
A system can't be besieged if it has personal or allied fleets in orbit.
A system can't be invaded if it is under siege.
Systems become under siege when enemy fleet leave the attacked system.
When a system is under your influence you’ll be able to buyout it with influence
Minor factions now all spawn fleet which belong to the same rebel empire
Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles
Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP)
Tweaked some values and costs of the weapon and defence modules
Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip)
Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different):
Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus
Support: Attracts fire from enemy to protect the other ships + defence module bonus
Added different target orders for attacker, support and carrier ships (hover the role to see them)
Fixed strategic resource costs for all the enhanced module slots
The defensive military power now takes into account the initial hull health
Added health bonus on ships when they level up

[GROUND BATTLE]
The manpower of both all attacker and defender fleets are used in the ground BattleReport
The fleet manpower is given back at the end of the ground battle
Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears
Improved a bit the feedback on the notification (more improvements coming soon)

[AI]
AI refreshes and creates new ship designs for specialized roles
AI takes more meaningful military decisions
AI uses advanced manpower system
AI protects its outposts, harasses the player's outposts, and handles outpost equality
Fixed several issues leading to infinite end of turn
Fixed Fleets in order to go to the right goal with minimum moves
Limited the number of concurrent exploration
Raised the number of concurrent colonization
Players can now attack in different fronts in same time when a war is launch
The AI should be more reactive when attacked
Fixed the drop of some missions
AI can now block other outposts
AI can now use all possible actions to accelerate the capture of an outpost
Guard system has been added
Added cancellable missions
AI can now repair and retrofit fleets
The AI will retreat its fleet in a suicidal encounter
AI can now buy manpower upgrade
The AI can now cancel infinite building when something better is available

[FIXES]
Fixed inconsistency in several tooltips
Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating
Fixed an issue where there are no tooltips in the Post Game Screen
Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets
Fixed an issue where minor factions create fleets which exceed their command point limit
Fixed expedition buttons not refreshing properly in orbital view
Pressing escape when launching a probe will now quit probe launching mode
Fixed attack button saying "cannot attack allies" when there is nobody around the node
Improved the objective for the "Those Darn Kids" quest which was misleading
Fixed an issue where several technologies overlapped the category symbols from the technology screen
Reorganised the technologies category symbols
Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave"
A system can no longer be invaded while it has personal or allied fleets in orbit.
The "Ship design" screen now inform the user about the retrofit cost
Added "Show location" on mothership notifications
Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time.
Fixed many errors occurring when exiting a game, due to windows trying to access released data.
Fixed motherships being detachable when under siege/invaded
Retreat button is no longer visible when the ground battle has ended
Fixed laws received as quest rewards not being received
Fixed non-major empires being able to discover the Academy
The user can now interact with elements that are situated on the far right of the Technology Screen
Empire Dust is now displayed in the Ship Design screen
Fixed an issue where the icon of the faction was visible even though that faction was unknown
Fixed hulls & modules not having the right price in tooltips
Fixed Vodyani happiness not refreshing properly
Added in the control banner the political party unlocked and their trend
User are now informed that ships costs are increased when a new era is reached
The scan view button is now clickable
The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system
Added a "remaining turns" section to the constructible tooltip

We can't wait to hear your feedback!

Have fun,
~Amplitude Studios
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  • 3 недели спустя...

Собственно, вышел небольшой патч, а к нему мысли о 2 апдейте (перекликается с видео выше) - https://www.games2gether.com/endless-space-...date-patch-live

Там можно глянуть как разработчики видят переработку сетки исследований.

"Сам патч."

[FIXES]

Fixed an issue that corrupted saves when saving the game [Note that this fix is not retroactive: you will need to start a new game]

Fixed some stuttering issues to improve performance

Fixed exiting the game through Alt F4 making the game unresponsive

Fixed an issue that would cause turns to hang indefinitely after clicking End Turn

[bALANCE]

Reduced Influence area progression on Systems by approximately 33% [This is a temporary fix while waiting for a more complete change for Update 2]

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Имеет смысл сейчас покупать? Или лучше дождаться релиза?

Если нет желания ковырять бету и изучать новые механики, то стоит подождать. Текущий функционал все же довольно ограничен.

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Имеет смысл сейчас покупать? Или лучше дождаться релиза?

Если не являешься поклонником творчества Амплитудов, то - нет, не стоит.

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Я купил таки. Игра хороша уже сейчас.

Одна проблема. Касперский жрет экзешный файлик запуска считая что программа - вирус )))) Ни переустановки ни танцы с бубном типа добавить её в список доверительных не помогли :)

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