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I do understand that if one wishes to revamp the previously mentioned most recent main DLCs, then the ESG mod may be the go to.
But at the same time, the thing that the Enhanced Space brings more of the good stuff from ES1 makes this mod more interesting to me.
Enhanced...
ESG...
What is the third?
You're aware of i.e. hero skill trees are not finished, yet? I don't remember what other content stayed unfinished, but I did translate the mod to german language, so at the time Kuma (the modder) was still active, I was "up to date", when it comes to the mechanics and content of the mod. And I really liked it. But sadly it seems to have been abandoned by Kuma - he will have reasons for - I'm sure. Anyway, it's worth to check out the mod. AI feels more challenging and Kuma did a lot of really cool and interesting changes.
Unless by unfinished, you mean unbalanced.
Or maybe it's some specific hero type I haven't encountered yet.
Perhaps those are heroes offered by Awakening and Penumbra DLC? Not sure so far, as long as both DLC were released in 2019. So i doubt, its only them. As long as I understand, you have a game running Enhanced Space 2 activated. This case you easily can check out on marketplace, what class and/or faction skills of heroes are left unfinished (no need to buy them, for to check out their skills). If I remember correct, you don't need to skill them first, for to see some of them are bugged.
Did recheck the workshop comments and found this one:
Edit: By the way, you can add the following mods 1. and 3. to Enhanced Space 2 (what is usually not "friendly" in case of other mods):
1. Endless Legend Population
2. Enhanced Space 2
3. Endless Moons 2.8.9
Be aware, another order of mod-activation will cause trouble ingame. I have to add, that the modder Kuma wasn't happy about the idea to play Endless Moons 2.8.9 with Enhanced Space 2 same time - for balancing reasons.
The system improvements, although feeling more like in ES1 are kinda poorly designed. The reasoning behind flat bonuses in early game improvements was that your empire would have a small population at that point... Or rather your fresh new system. So having flat industry or science bonus was just to help you kickstart or make the system more effective.
The heroes huge cost causes them to need you to heavily invest into dust production, which causes it that your empire needs to constantly research towards having more dust. Unlike in ES2 where the dust aspect could be totally ignored, because as long as you have enough dust "who cares?". Only certain empires or types of playthroughs were about stocking up on dust, but if heroes now cost like 256 dust on lvl 9, then it becomes a ridiculous chase for more and more dust either through scrapping of ships or constant improvements.
Considering the fact that their early game skills don't really do that much, it makes it so you sometimes think about putting them on the unemployed state.
Another criticism I would have is that the skill tree is very restrictive. Heroes in Endless Space 2 where extremely flexible, having the ability to either heavily specialize in one function, but sometimes it feels more effective to make a hero be able to do both administration and fleet combat.
Switching heroes between these two is actually encouraged in mid to late game, as your heroes gain access to skills that lessen their minimal employment time, thus allowing you to shuffle them around more easily.
Heroes are also kept from being broken, because late game skills are rarely that powerful and are usually about making the hero more convenient "setting dust cost to 0" or "allowing the hero to be assigned outside empire's sphere of influence, good for deep space scouting".
The planet types is an interesting change, but the thing is that it does not feel like populations were adapted for this.
Sophons benefit from cold planets, the four armed karate guys (that was kinda racist) benefit from fertile, but there are no longer that many fertile and cold planets. Most planets are temperate and mild.
THIS IS REALISTIC.
Although... Not really. Out there in space, most planets would be harsh and craggy or whatever... Aka. SUPER BAD. Like, look at our Solar System. Most of it is complete garbage. Who the ♥♥♥♥ wants to live in on Mars? Oh, what? You like sand in your eyes?
https://www.youtube.com/watch?v=VdMUWstqbXI
Or maybe you would like to live on Venus? The boiling soup planet? Or maybe you would like to inhabit one of our 4 gas giants, where the only surface... Is GAS.
https://www.youtube.com/watch?v=A0uFmiwY4uQ
The only thing you're doing is making most populations useless. At this point, I should just gather around Pilgrims, cause they have the highest base science production and further this science production is made bigger thanks to common anomalies.
Planets are supposed to have something about them that allows them to be made to work, in this mod planets usually just suck. And that's good.
I like when planets are terrible. That is the fun part. But at the same time, this kinda renders one of the most important part of the game "racist system of shuffling around populations to make them work" cause apparently no race can really adapt, all of them just float around like atoms. I'm not sure if this is racist or realistic anymore. We were never to space and never met any aliens. But at this point, I think this is kinda dumb. Anyway, what was I saying?
I forgor.
These kind of technologies are crucial to keep these kind of low-science agressive races in check. Theoritically United Empire, Horatio, Cravers and Vodoyani, if they were in a 1v1 against Sophons, with this kind of balancing, they would just be able to immediately fly into the other player's home system, kill him and ♥♥♥♥ off to eating dinner in a matter of 50 turns.
Although this is untested.
Lowered industrial cost for system improvements meant to help Sophons in the early game was replaced with more probes. Which is redundant tbh... And kinda broken. You can literally scan half the tiny galaxy by sending just a bunch of probes. If you have a hero with probes and a -100% probe cooldown, then you can just spam those and know everything you need to know. The +40% food on systems which was crucial to late game and high expansion, and also really lore friendly and interesting... Was replaced with just... More science? Which is super... Super... I dont even know how this got past the critcism at all, I guess there were no real Sophon mains in the community to test this back then.
Also, strategic resources being more common, but at the same time more scarce... The fact that you need them to do pretty much anything is a neat idea. But at the same time, not every faction needed to have strategics in the original game. If you tried really hard, you could probably get around without even researching Hyperium or Titanium. And just focus on Adamantium. If you found like a barren or lava planet with a rich adamantium base, you could just get that and give that to ships and also get some cool improvements and pretty much dominate mid game. That was balanced, because barren and lava planets are garbage, so having been forced to colonize them in order to get a cool thing... Is poetic and neat.
But now we all need ♥♥♥♥♥♥♥ hyperium and titanium. You can't get around without it, cause all the basic improvements that used to be pretty much for free in ES2... Now cost more time and resources... Which you will need, if you want to benefit from your population and systems.
Kinda... Kinda weird, ngl.
Also... Percentage increase is always broken. If you have an increase by 5%, that is going to give you like... 20 industry per 400 industry... Which doesn't sound like much. But at some point, you are going to get like 2k industry out of nowhere. This is why Behemoths are a dumb idea. Having just a cheap thing float in the sky and give you 50% bonus FIDSI for basically nothing is ♥♥♥♥♥♥♥ dumb as hell, boi.
But maybe I just don't know.
So the fact that basic improvements give you now bonuses to one aspect of FIDSI for a small exchange in natural resources is... Has extreme potential to be game breaking.
Another thing is that the Chain Gang was made kinda mandatory, considering the fact that both the "gain more military per food" and "gain more military by sacrificing a population unit" were rolled into one.
Also the second stage of the tech tree is pretty much ENTIRELY MANDATORY. You will need all four of those, because they contain the only 2 early to mid game defense improvements and both tanks and airplanes.
Tanks and airplanes being available in the early game is a neat idea, but then it kinda... Well... Streamlines the race in technology if it comes to invasions, probably making it wholy reliable on spamming those overpowered invasion modules.
But I should check that.