Odyssee Posted April 30, 2011 Author Share Posted April 30, 2011 J'ai fini le jeu, du moins une campagne. Celle des Shimazus : mode de difficulté normal et conquête totale. Une fois qu'on a compris comment se débrouiller pour gagner, j'ai trouvé la fin ennuyeuse... Link to comment Share on other sites More sharing options...
Moody Posted May 1, 2011 Share Posted May 1, 2011 (edited) Cela fais un moment que je n'y ai pas touché, avec mes prob de pc, maintenant résolu. Ceci dit ma campagne solo est avec les Date et j'ai un allié fidèle, les Takeda. Même si le Shogunat et tout les autres clans m'ont déclaré la guerre, lui reste mon allié. Faut dire que je lui ai sauvé la vie plus d'une fois... Edited May 1, 2011 by Moody Link to comment Share on other sites More sharing options...
Odyssee Posted May 1, 2011 Author Share Posted May 1, 2011 Il finira par être ton ennemis même si tu deviens le nouveau shogun... Tout ca à cause de la division du royaume. Link to comment Share on other sites More sharing options...
Odyssee Posted May 9, 2011 Author Share Posted May 9, 2011 Je suis en train de télécharger un patch de 2Go environ... Updates to Total War: SHOGUN 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:Additions --------- DirectX 11 support, including Advanced Shadows Support for MSAA 2x,4x,8x. Enhanced Depth of Field Tessellation Support Anti-aliasing support Note: Enabling Anisotropic Texture Filtering on DirectX9 is not working in this update. This will be fixed in the next patch. General fixes (includes single player and multiplayer fixes) Fixed firing-arc overlay for blinding grenades to show minimum range Slight changes to the intercept for igniting buildings Fix for battlefield dominance being awarded to both players Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements Legendary force achievable in single player Fix for stacking effects Ninja hiding tweaks Change to how victory types are assigned so that Heroic victories are a bit rarer (they're the most common now) and decisive / close are more common. Pyrrhic can be more common than before Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing off the top of walls Fixed bug with looping transition animation due to move orders with invalid path locations being spammed by the squad repeatedly Capture buildings cache if the building was captured from held before telling the Aide de camp Improved torch caching Fix for crash in battlefield zone cursor intersection Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first Ship banners are now appearing correctly in replays Fix for men staying at the bottom of the walls when they are attacked whilst climbing In naval replays, some ships´ flags were appearing in the wrong colours, now fixed Order to burn down a building now finishes if the building is destroyed by other means Fix to rare crash when placing mines in naval battles Experience system revision: experience-level thresholds rebalanced to allow for faster overall level-progression. Per-unit-type threshold multiplier introduced that scales the thresholds to compensate for differences in the damage output of different unit types. AI experience levels now fully derived from combat (the AI experience boosting mechanism has been removed). Updated pre-battle speeches to take greater advantage of available situational information Grass and scrub no longer gets in the way of the camera during pre-battle speeches Armies sharing the same deployment zone are no longer deployed on top of each other by default Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode Improved first-person camera and projectile camera: time dilation effect is now relative to projectile speed. Artillery engine crew now trigger the projectile camera when their engine fires. Projectile camera remains stationary at the projectile's terminus to allow the player to see the results Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start of the battle Adjustments to morale calculations, dependent on who is in control of an army and in what context. Allows for fine-tuning of morale calculations separately for single-player humans, multiplayer humans and AI armies Improved the calculation of unit combat status. This corrects errors in the reporting of a unit's tooltip win/loss state, and also fixes some issues in the unit morale calculations that use this status information New weather gameplay effects added: Fog now causes a range penalty to all missile units, and causes non-commanding units to be hidden at a distance of 600m or more, even if they are out of cover Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. (This was particularly evident at the end of the pre-battle cinematic) Fixed issue in reinforcements system that allows multiple armies to feed more units into one army than is allowed on the battlefield Fixed crash-bug caused by placing Yari Ashigaru into pike wall formation, then incrementing/decrementing their formation width and moving the unit before ending the deployment phase Fixed issue that allowed siege defenders in ‘fight to the death´ mode to continue fighting in the end phase of battle after their fort was successfully captured by the attacking force Pre-battle speeches are now disabled in custom battles if the player does not field a General Fixed crash bug where the Stand and Fight special ability was used in a custom battle on a general unit that had been removed and re-added to the battle setup Fixed crash bug resulting from construction of an RTS camera with specified position Fixed crash bug that could sometimes occur when the FPS camera's context-entity died Cinematic camera movement speed is no longer height-relative. This allows for greater control and adjustment of camera positions in the cinematic editor Fixed flaw in unit logic that could cause a crash in the multiplayer lobby when interacting with a veteran unit that has zero men. Pre-battle speeches now allow for minor clans to be playable. Naval combat Fixed intercepting with surrendered ships Fixed ships getting stuck on the edge of the battlefield Fixed sail-configuration not fully working when using speed-up Fixed enemy naval mines being visible in deployment Hull-damage indicators now consistent across campaign and naval battles Audio Audio rebalancing Added projectile injury sounds Added special ability UI sounds Added new unit melee sounds (male/female units, swords/spears, mixed) UI sound when unit ordered to climb wall Naval mines trigger launch sound Front-end seasonal sounds to match scene Fixed problem with music not playing on custom battle screen Music volume now defaults to 75% Fixed rare issue with sounds not triggering after extended gameplay Separate sounds for female units Added reverb for distance sounds Fix for host being able to hear UI sounds for units that have been gifted to another player Fixed move-UI sound being played instead of attack-UI sound when choosing artillery bombardment location Added new sound when buildings selected in campaign map Aide de camp now supported during pre-battle speech User interface Fix for some effect-bundle tooltips being cut off Fixed finance summary profit totals Fixed radar map image not updating when new clan discovered, and fixed rebel-owned region tooltip Fixed front-end camera transition Fixed mpc win movies showing same faction for both allies Fixed radar flee- icon crash bug Changed public-order display on finance panel to show current factors (rather than predicted) Re-enabled slider for mission-event text Fix to block co-op tax exemption exploit Fixed assassination-movie location bug with garrisoned generals Fixed bribe/move options panel text Fixed mpc multi-turn move diplomacy panel exploit Added extra update for diplomacy 3D model view Fixed avatar snapshot uploading so that it only occurs when avatar changes Made regions with imminent rebellion flash red on public order maps Changed ‘become shogun´ event message into a movie popup Mousing-over factions in diplomatic relations now previews faction details Fixed avatars with bow-skill not loading customised model into battles Added display of convalescing characters into radar list Fixed agent options crash bug Customised avatar of opposing player in MP battles now loading correctly Fix for saving replays in results screen Battle-regroup flag now has tooltip and is shown on radar Fix for cards getting stuck to cursor Enabled right-click on multiplayer units to show encyclopedia Made selected cards more recognisable Minor chat fixes and polish Fixed toggling of group-behaviour Text input improvements Added timer to special-ability buttons to display cooldown in minutes/seconds when mousing over Morale and charge bonus icons now show correct images on unit-information panel, and now show in campaign Weather/Waiting panel in battle now gives details on effects current weather will have on battle Added extra guarding for accessing model to prevent potential crashes Modified drag-out behaviour so if user holds CTRL while dragging out units, they will walk to destination Battle camera Fixed bug in historic battles where the camera would be left in cinematic mode after the end of the intro cutscene (particularly in Okehazama where it never returned to normal) Sekigahara and Okehazama historic battle in-game cutscenes are now skippable Heat haze in Nagashino historic battle reduced Campaign map Katana cavalry is no longer immune to attrition Wako trade ships upkeep cost reduced (to match other trade ships) Various fixes in general's retainers Increased chance of critical success for successful actions Slightly increased the value of resources not traded away Changed general skill ‘strategist´ to award the movement extension instantly (not just in the beginning of a new turn) Fixed issue where rebellion in regions could happen without prior warning of unrest Fixed issue where rebellion could happen in region on the turn after it was captured Finances map now shows regions that will rebel next turn as flashing. Tax-exempt regions with negative public-order value also flash Movement-distance display now updated when skills applied Random first-level art picked for research in first turn if researching nothing Accuracy mod bonus applied correctly Fix for issue where double-click on character skills could make skill points get lost Added preferences variable to control campaign-camera edge-scroll delay Re-added ‘trade route raided´ messages Fixed navies being deregistered from trade nodes when the commander dies Trade-route raiding now updates when war declared Fixed predicted number of turns for replenishment Fixed issue that wouldn't always allow navy-merging very close to trade nodes. Fixed rare lockup with agent acting against garrisoned settlement Fixed Namban trade port not updating number of available trade routes correctly Fixed path-finding state bug which could leave armies unable to move for a turn. Fixed inability to disembark army from navy in port which is under blockade. Fixed negative bonus-value modifiers for looting Fixed instance of trade route removal not cancelling existing raids Fixed rare disembark-at-port problem Reordered code on becoming Shogun to prevent inappropriate messages being issued In Diplomacy, probability of acceptance is now reported as high for gifts Fixed crash in family-system after adopting uncle back into family Workaround for bad path-finding data in starting position Fixed rare lockup where army disembarks from navy into zone-of-control in player settlement, the navy is too close to a third party neutral navy, and the player declines to attack the disembarking army Fixed rare load-crash when loading a pre-battle save game during an AI turn when that AI had previously issued a multi-turn order that involved an army disembarking from the navy in a future turn Agents will no longer play multi-turn action animations if the player cannot afford the action Autoresolve battle visual fix: army cannot drop to zero soldiers before the last round Night battle support for pending battle power-bar. Will update if night battle is selected (and if the UI queries the value again) Autoresolver will destroy or capture ships that are too weak to be used in battle Repairing a ship in a port no longer invalidates its hull panel information. Fixed a glow under the shroud when a castle is under siege Kyoto has an additional defence bonus in the autoresolver Improved defensive behaviour of single-region clans when building up forces to attack Improved force conglomeration when pulling in defensive forces from distant regions Fixed Bribe and Demoralise action-usage Fixed naval-repair behaviour Fixed minor clan alliance-breaking behaviour Fixed a number of issues that may lead to corrupted save games Fixed a number of AI-recoverable lockup issues Fixed number of AI/model positional inconsistencies Some efficiency improvements Fixed case where ninjas could end up standing on top of each other Fixed issue with not being able to back out of a sally-out attack Fixed issue with not being able to withdraw from an attack against an army that is standing very close to a castle (but not besieging) when the attacking army is inside that castle Fixed various issues with agents remaining in castles or armies they shouldn't be in after creating a vassal or bribing an army or castle Fixed AI lockup involving agents attempting to join a force that already contains three characters Fixed not being able to issue an order to blockade a port when the cursor was over a navy inside that port Fixed rare crash in recruitment system where armies could end up with the wrong unit leading the force Fixed issue with being unable to issue orders to agents inside a castle Improved recruit-to-general performance, especially when clan has a very large number of regions Sabotage Building action now applies a varying amount of damage linked to the ninja´s skill Fixed rare bug of a new Daimyo spawning a castle where a battle had just occurred, forcing the battle to be fought again Fixed spawned Ashikaga clan armies appearing on top of Ninjas Agents can no longer be recruited within besieged settlements Reinstated missing realm-divide event-log entry Fixed generals defecting to Wako or European Traders Fixed issue with AI not correctly issuing Demoralise and Bribe orders Fixed rare crash bug where merge-cursor would appear when the cursor was over a farm or special building, when the user had a navy with an agent onboard selected Fixed night battles being able to exclude a human player from participating in a battle Fixed lockup when carrying out a bribe action when another character is moving Building Sabotage events now show region name Fixed rare crash involving ambushers standing on top of each other Fixed Generals enlisted statistic so it takes into account generals acquired via dilemmas All newly recruited Geishas will be between 18 and 25 years of age Agent options dialogue no longer appears if the target army is in the same clan but already contains the maximum number of agents Removed gap in Agent Indicator flag on enemy army which signified Ninja presence Fixed bribed armies not ending their siege Fixed armies created via Incite Revolt appearing on top of the monk that incited the revolt Fixed rare crash in matched animations on campaign map Units Removed passive ‘encourage friendly morale´ bonus from General´s units Increased flanking morale-penalties Changed casualty morale-penalties to be smaller at low casualty levels, and higher at large casualty levels Reduced siege-unit accuracy Increased detonation-radius on fire rockets Inspire ability bonus to morale reduced to 10 from 12 Inspire ability bonus to accuracy reduced to 15 from 40 Inspire ability bonus to reload reduced from 50 to 20 Inspire ability bonus to melee attack reduced from 7 to 3 Rapid Volley reload-rate bonus reduced from 70 to 30 Whistling Arrow penalties to units reduced Fixed Hattori Daimyo's portrait in campaign Tweaked AI recruitment-priorities so more clan-specific units are recruited Added in missing bridge map from Iwami province Fixed errors with some Yari Ashigaru unit morale values, so clan specific versions now always have higher morale than generic versions Multiplayer-specific fixes -------------------------- Unit costs Increased multiplayer costs of Cannon bune and Nihon Maru to 4000 and 5000 Morale for Warrior Monks reduced by 2 Naginata Warrior Monks melee attack reduced by 3 Bow Cavalry cost reduced to 650 Katana Cavalry cost reduced to 800 Yari Cavalry cost increased to 850 Fire Projecting Mangonels cost increased to 1500 Fire Rockets cost increased to 1800 European Cannons cost increased to 1500 Gameplay 14k is now the maximum fund bracket for matchmade battles Reduced siege unit accuracy Inspire ability bonus to morale reduced to 10 from 12 Inspire ability bonus to accuracy reduced to 15 from 40 Inspire ability bonus to reload reduced from 50 to 20 Inspire ability bonus to melee attack reduced from 7 to 3 Whistling Arrow penalties to units reduced All siege maps: Defender has 60% of funds instead of 50% General Removed passive encourage friendly morale bonus from generals units Increased flanking morale penalties Changed casualty morale penalties to be smaller at low casualty levels and higher at large casualty levels Increased detonation radius on fire rockets Rapid volley reload rate bonus reduced from 70 to 30 Bugs Alt-F4 problem fixed. When any player disconnects from a matchmade battle, they will accrue a loss regardless of whether they are the host, or not. The player disconnecting will also suffer a 5% penalty on their ELO rating. The player not disconnecting will receive a win. It is, however, possible that wins accrued in this way will not update correctly on the leaderboard and avatar stats. All other gains from the win do work (eg unlocking of units, clan points, ELO skill rating etc) Enemy avatar customisations are now viewable in battle Bug where team matchmade battles always use small funds has been fixed Veteran unit speed upgrades are now working The ‘Hold firm´ clan speciality has been fixed The ‘Scares enemies´ clan speciality has been fixed Bug where matchmade battles sometimes result in incorrect battle type has been fixed Occasional soft lock in ‘opponent found, arranging battle´ has been fixed Various fixes to the matchmaking system and networking code Ability to delete hero units has been removed. Ability to clone veteran units has been fixed Bug where players randomly drop ELO points has been fixed 4 new multiplayer maps: Aki Hida Mountain Flood Plains Sanriku Ria Link to comment Share on other sites More sharing options...
Rom_110 Posted May 10, 2011 Share Posted May 10, 2011 Ha oui c'était le patch qui devait sortir dans les 15 jours après la sortie du jeu. *tousse* Enfin vaut mieux tard que jamais! *part tester la bête* Link to comment Share on other sites More sharing options...
Odyssee Posted May 10, 2011 Author Share Posted May 10, 2011 Ouais enfin une bonne nouvelle Link to comment Share on other sites More sharing options...
Simon76 Posted May 11, 2011 Share Posted May 11, 2011 Il est tout simplement énorme ce patch ! Mais bon au moins sa fait plaisir , sa montre que les développeurs pensent à bien corrigé les erreurs du jeu pour nous offrir quelque chose de qualité . Link to comment Share on other sites More sharing options...
Rom_110 Posted May 11, 2011 Share Posted May 11, 2011 Sega les pousse à sortir leurs jeux trop tôt. Résultat : les jeux sont blindés de bugs et compagnie. Corollaire : patches en série après la sortie du jeu. Link to comment Share on other sites More sharing options...
Tehnloss Posted October 5, 2011 Share Posted October 5, 2011 (edited) Il y a peu l'extension "Rise of the Samurai" est sorti. Je vous la conseille vivement. C'est une nouvelle campagne qui prend pour cadre la guerre du Genpei (400 ans avec le Sengoku Jidai). En plus des unités logiquement différentes il y a pas mal de modification de gameplay. Tout d'abord la religion est remplacé par l'allégeance à l'un des trois grands clans, est cette allégeance redevient aussi important qu'était la religion dans Medieval 2: Total War, le Shogun est beaucoup moins présent, les arbres technologiques sont nouveaux. Il y a aussi de nouveaux agents, mon préféré étant le Junsatsushi, il permet de propager la culture du clan et à la capacité de corrompre les généraux et les villes adverse (avec un prix et un pourcentage de réussite variable selon le rapport de force, l'allégeance du territoire à corrompre). En bref, pour 7€ ça vaut vraiment le coup (j'ai presque plus pris mon pied sur cette extension que sur la campagne d'origine). http://store.steampowered.com/app/34344/ Edited October 5, 2011 by Tehnloss Link to comment Share on other sites More sharing options...
Simon76 Posted October 5, 2011 Share Posted October 5, 2011 Très interessant, je vais voir pour me procurer cette extension. Link to comment Share on other sites More sharing options...
Coasterwars Posted October 6, 2011 Share Posted October 6, 2011 J'me suis commandé le collector, j'ai hâte de mettre la figurine de Takada sur mon étagère :cool: Link to comment Share on other sites More sharing options...
Rom_110 Posted October 6, 2011 Share Posted October 6, 2011 J'hésite à prendre ce DLC tout de suite. En ce moment je suis surtout sur RO:2 et d'autres jeux. Tehnloss => Il y a un Shogun dans cette campagne? Tu dis qu'il est "moins présent" alors que je pensais qu'il n'y en avait pas du tout à cette époque (il y avait l'Empereur mais pas de Shogun). Et que c'est justement cette lutte entre les clans Taira et Minamoto qui avait mené à la création d'un "gouvernement samouraï" avec à sa tête le Shogun. Mais je me trompe peut-être, ça fait longtemps que j'ai pas révisé mes classiques. Link to comment Share on other sites More sharing options...
Tehnloss Posted October 6, 2011 Share Posted October 6, 2011 Ils parlent de l'empereur dans le jeu, j'ai commis un abus de langage. Link to comment Share on other sites More sharing options...
Rom_110 Posted October 6, 2011 Share Posted October 6, 2011 Ok, ma mémoire n'est donc pas si trouée que ça. Link to comment Share on other sites More sharing options...
Tehnloss Posted December 13, 2011 Share Posted December 13, 2011 BAAAAAAAAANZAAAAAAAAAAIIIIIIIIIIIIIIIIIIIIIII! http://www.totalwar.com/shogun2/fall-of-the-samurai Link to comment Share on other sites More sharing options...
Simon76 Posted December 13, 2011 Share Posted December 13, 2011 Juste énorme ! Il me le faut ! Link to comment Share on other sites More sharing options...
Odyssee Posted December 14, 2011 Author Share Posted December 14, 2011 Il a l'air vraiment pas mal Link to comment Share on other sites More sharing options...
Rom_110 Posted December 14, 2011 Share Posted December 14, 2011 Ouais, j'ai été vraiment content de cette annonce car, à mon avis, c'est le tremplin pour un prochain Total War centré sur le XIXè siècle. Ce serait trop bon! Link to comment Share on other sites More sharing options...
Tehnloss Posted December 14, 2011 Share Posted December 14, 2011 Espérons que c'est le tremplin pour un prochain Total War centré sur Rome. Link to comment Share on other sites More sharing options...
Simon76 Posted December 14, 2011 Share Posted December 14, 2011 Nous verrons bien. Link to comment Share on other sites More sharing options...
Rom_110 Posted December 14, 2011 Share Posted December 14, 2011 Espérons que c'est le tremplin pour un prochain Total War centré sur Rome. Un Rome II me plairait aussi. Mais je rêve aussi d'un TW sur le XIXè avec une carte mondiale. Link to comment Share on other sites More sharing options...
Tehnloss Posted March 20, 2012 Share Posted March 20, 2012 Total War Shogun 2 et son add-on Rise of the Samurai sont à 75% http://store.steampowered.com/app/34330/ Voici une preview de l'expendanlone "Fall of the samurai" : EPIQUE ! [yt] [/yt] Link to comment Share on other sites More sharing options...
Tehnloss Posted March 22, 2012 Share Posted March 22, 2012 Fall of the Samurai . . . :mad: . . . BEST GAEM EVAR . . . je retourne jouer . . . Link to comment Share on other sites More sharing options...
Rom_110 Posted March 25, 2012 Share Posted March 25, 2012 Bon alors Tehnloss, plutôt Shogun ou plutôt Empereur? Link to comment Share on other sites More sharing options...
Tehnloss Posted March 25, 2012 Share Posted March 25, 2012 J'ai commencé avec le clan Shimazu, du coté impérial. Link to comment Share on other sites More sharing options...
Rom_110 Posted March 25, 2012 Share Posted March 25, 2012 J'ai fait de même. Je suis très content qu'il n'y ait plus le système de construction bridé par la production de riz de l'opus original. La nouvelle utilisation de la marine est awesome. >] Que du bon! Link to comment Share on other sites More sharing options...
Simon76 Posted March 25, 2012 Share Posted March 25, 2012 Moi aussi j'ai commencer aujourd'hui même. Vive l'Empereur ! Link to comment Share on other sites More sharing options...
Tehnloss Posted September 28, 2012 Share Posted September 28, 2012 Creative Assembly vient de sortir des outils de modding pour le jeu. Total War > alles. Link to comment Share on other sites More sharing options...
Tehnloss Posted September 30, 2012 Share Posted September 30, 2012 75% sur Shogun2. Et surtout 75% sur Fall of the Samurai http://store.steampowered.com/app/201271/ Pas besoin du jeu original pour y jouer, je vous le conseille fortement. C'est le Total War le plus avancé chronologiquement (deuxième moitié du 19e siècle) gatling, ironclad, fusil à verrou et katana. (avec une faction Saga) Link to comment Share on other sites More sharing options...
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