EVERSPACE™

EVERSPACE™

View Stats:
TJM261 Jun 17, 2017 @ 11:05am
Mods?
Is the game going to support Mods at some point? I havnt done any R&D to see whats out there already but as I was playing the game I had the thought that this game with a Babylon 5 mod would be incredible. B5 universe even uses the same jump gate idea and with a few simple texture changes to the ships this would be an amazing engine for a game like that. Piloting a Star Fury in a massive battle with the shadows would be a childhood dream come true. /rant
< >
Showing 1-15 of 16 comments
rockfish_andi  [developer] Jun 19, 2017 @ 12:55am 
We can't promise, yet - but we will look into it and at least see how much effort it would require from our side - but it won't be soon as we're currently busy migrating to Unreal Engine 4.16 , implementing the hardcore mode and adding more controls options for VR. After that we will start working on a DLC first
DrKoopa Jun 19, 2017 @ 3:31pm 
https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project
This site explains a bit on adding mod support to UE4, and the game ARK is a good example of mod support done in UE4. I would LOVE mod support! People could add ships, reskin the game into star wars/firefly/start trek, add in multiplayer, add game modes, add/change weapons/mods/consumables/enhancements, and who knows what else. It would add a ton of relayability and general awesomeness that would increase popularity (and sales) dramatically!
TJM261 Jun 19, 2017 @ 6:04pm 
Totally, looking forward to the planned updates. Thanks for the info and keep up the good work guys!
Django Jun 24, 2017 @ 8:53am 
I Really hope the developer hold these Game Up2date with more Content, Ships and maybe a few good Dlc´s. Mod Support would be awesome. I really would be happy if we could add more Customized Music or such stuff.
Cocofang Jun 24, 2017 @ 12:47pm 
This game reminds me a lot of FTL of the general mechanics in place. Collecting stuff, traveling, the things you can do. The gameplay is ofc very different but the whole concept is very similar.

What made FTL really enjoyable for me, far beyond what the base game offered, were mods. Just from the single mod that disabled the enemy fleed closing in on you, I got hours, upon hours of entertainment of simply free roaming.

Everspace would be perfect for a whole lot of mods that FTL has as well. The amount of customization of the personal experience that these offer is huge, not to mention replayability. I would love seeing mods and skillful modders coming to this game.
EdisonTrent Oct 20, 2017 @ 2:56pm 
Originally posted by Count Cocofang:
This game reminds me a lot of FTL of the general mechanics in place. Collecting stuff, traveling, the things you can do. The gameplay is ofc very different but the whole concept is very similar.

What made FTL really enjoyable for me, far beyond what the base game offered, were mods. Just from the single mod that disabled the enemy fleed closing in on you, I got hours, upon hours of entertainment of simply free roaming.

Everspace would be perfect for a whole lot of mods that FTL has as well. The amount of customization of the personal experience that these offer is huge, not to mention replayability. I would love seeing mods and skillful modders coming to this game.
This ^
I keep seeing this game and wanting the beauty of it, but roguelikes that force you to lose everything you've spent time gaining, in an RNG reliant game, really sucks the joy out of a game for me.

I played FTL for all of a few hours before I got sick of dying, not because I bought the wrong upgrades or accidently spaced my crew, but simply because of things like not finding any stores for 3 sectors in a row or the only weapons available being missile based, but not having enough missiles to use them because I needed to upgrade my shields just to get to the store.

The Infinite Space mod made me love the game enough to put over 200 hours into the game, and seeing some sort of game mode or mod like that for this game would have me buying it instantly.
Mors Oct 20, 2017 @ 5:42pm 
Originally posted by Count Cocofang:
This game reminds me a lot of FTL of the general mechanics in place. Collecting stuff, traveling, the things you can do. The gameplay is ofc very different but the whole concept is very similar.

What made FTL really enjoyable for me, far beyond what the base game offered, were mods. Just from the single mod that disabled the enemy fleed closing in on you, I got hours, upon hours of entertainment of simply free roaming.

Everspace would be perfect for a whole lot of mods that FTL has as well. The amount of customization of the personal experience that these offer is huge, not to mention replayability. I would love seeing mods and skillful modders coming to this game.

Thanks for the info about FTL!

When I started to play it at release time, i got so fed up with the enemy fleet closing at you at speed that meant you will eventually fight for your life middle of game regardless choosing fastest route and usually random routes regenerated so that you didn't get any help or just....

Didn't know they have since then added modding support and such are there.

I wanted this game but just read that it has this same mechanism to force you speed up and limit changes for exploring.

I don't know how quickly the death comes in this game but surely I am having doubts that i would find the balance where they still exists and come and you feel continually forced to be hasty as some has written that you can't be extending dogfights.

I am seeking something below Elite Dangerous (too deep) and above emperor dying sun (too shallow).

When a freespace 2 got our, it was deep and fun. But in this time of life there is less time to spend so nice balance would be good.

I am going to search the enemy fleet mood for FTL, not to disable then totally if possible but really slow down so i can take a risk and do little exploration instead just hope there would be good stuff needed at front.

So my vote for a modding support... At least before game gets "finished" and developers move to New challenges.

And before that... A slider to readjust death speed somewhat to balance how player Experience it.
Mors Oct 20, 2017 @ 6:06pm 
Originally posted by EdisonTrent:
Originally posted by Count Cocofang:
This game reminds me a lot of FTL of the general mechanics in place. Collecting stuff, traveling, the things you can do. The gameplay is ofc very different but the whole concept is very similar.

What made FTL really enjoyable for me, far beyond what the base game offered, were mods. Just from the single mod that disabled the enemy fleed closing in on you, I got hours, upon hours of entertainment of simply free roaming.

Everspace would be perfect for a whole lot of mods that FTL has as well. The amount of customization of the personal experience that these offer is huge, not to mention replayability. I would love seeing mods and skillful modders coming to this game.
This ^
I keep seeing this game and wanting the beauty of it, but roguelikes that force you to lose everything you've spent time gaining, in an RNG reliant game, really sucks the joy out of a game for me.

I played FTL for all of a few hours before I got sick of dying, not because I bought the wrong upgrades or accidently spaced my crew, but simply because of things like not finding any stores for 3 sectors in a row or the only weapons available being missile based, but not having enough missiles to use them because I needed to upgrade my shields just to get to the store.

The Infinite Space mod made me love the game enough to put over 200 hours into the game, and seeing some sort of game mode or mod like that for this game would have me buying it instantly.

Second that!

The enemy fleet speed was annoying!
No change to make a single mistake as at begin the speed was more required and making a single wrong choice doomed your future eventually.

I loved rogue... The original and especially the Nethack.

And in any of these games you were punished in the manner how modern "rogue" games does.
In those games you died... Often, but never you were in feelings that you were forced to rush and sure because your clock said so!

The funny thing is that the idea in modern rogue games is like a closing room. Where room walls are squeezing you finally to death. While rogue should be about explorations and choices with permanent death. You do the mistake by decision or rushing, not that someone rushes you to do wrong decisions!

The difference is like someone punish you as you are wanted to fail in fear of punishment. And that you are offered change to succeed unless you do bad decision and you get punished.

Or as other analogy. Rogue is like a Solitaire, sometimes you just can't win.
Modern rogue is like solitaire where you are given time limit like 2 min to finish the game.

It is well known that speed or promised benefits if you are fast is making you to do wrong decisions.
And in rogue time was never a limit, you had all the time in world.

The some other RGP games does this correctly where you are free to go and poke around anyone, regardless of their capabilities to kill you. You wanted to die, you did. So decision was yours.

Then is this other type of story telling that you advance only when you are ready and enemies you face are "little challenging" but always not to difficult. Like "Borderlands" games did and it became boring!

So why these artificial limitations feels just so bad rushing you to death!

GiantPotato Oct 25, 2017 @ 8:11pm 
It seems clear that if mod tools are released, the first mod that gets made will be something that removes these time limits.

I like rogue games and survival games, but I hate that ticking clock. The stress is just too similar to my job to be enjoyable.

If mod tools aren't an option, then maybe some "tourist" mode? Anything that doesn't rely on managing minutes and seconds in order to succeed.
Last edited by GiantPotato; Oct 25, 2017 @ 8:11pm
Giraffasaur  [developer] Oct 25, 2017 @ 8:12pm 
Originally posted by GiantPotato:
It seems clear that if mod tools are released, the first mod that gets made will be something that removes these time limits.

I like rogue games and survival games, but I hate that ticking clock. The stress is just too similar to my job to be enjoyable.

If mod tools aren't an option, then maybe some "tourist" mode? Anything that doesn't rely on minutes and seconds.
There's a Glyph called Low Profile that removes the Okkar Forces threat.
GiantPotato Oct 25, 2017 @ 8:40pm 
Originally posted by Giraffasaur:
Originally posted by GiantPotato:
It seems clear that if mod tools are released, the first mod that gets made will be something that removes these time limits.

I like rogue games and survival games, but I hate that ticking clock. The stress is just too similar to my job to be enjoyable.

If mod tools aren't an option, then maybe some "tourist" mode? Anything that doesn't rely on minutes and seconds.
There's a Glyph called Low Profile that removes the Okkar Forces threat.

Nice. Well then that's clearly the best glyph, I'll try to find it.

But if I were the developer I would still consider introducing a "no timer" option from the start. Credit handicap could be huge, or even maybe you get no credits at all. But some people just need to take their time and get their bearings at the start of a game, otherwise they get stressed out.

Also, I am still totally in favor of mod support if it's feasible :)
Hunkulees Nov 26, 2017 @ 5:22pm 
I have to second this. I don't really enjoy the time limit either. I want to enjoy the sights, explore, and move on when i'm ready to move on. Having the option to simply untick this would be nice (rather than trying to unlock a glyph)
MehZhure Jan 1, 2019 @ 3:00pm 
Why not just kill off the Okkar when they show up? That's what I have been doing. Once they are dealt with, you have unlimited time.

The one thing that I don't like is that it has proven to be impossible to kill the huge capital ships even after completely disarming them. I even tried getting them to spawn right next to a blackhole...nothing. Made it hard as hell to disarm them so i could finish off the sector without being harassed continually...but no effect on the capital ships. The capital ships need to be killable. Extremely hard to kill...of course. But it needs to be possible. Maybe this can be included in a future DLC???
TJM261 Feb 21, 2019 @ 3:54pm 
The big capital ships are the ones I was talking about, this comment is also very old. The game has been balanced better since that post. Still waiting on mod support tho... this game has unlimited potential if they open it up for developers


Originally posted by MehZhure:
Why not just kill off the Okkar when they show up? That's what I have been doing. Once they are dealt with, you have unlimited time.

The one thing that I don't like is that it has proven to be impossible to kill the huge capital ships even after completely disarming them. I even tried getting them to spawn right next to a blackhole...nothing. Made it hard as hell to disarm them so i could finish off the sector without being harassed continually...but no effect on the capital ships. The capital ships need to be killable. Extremely hard to kill...of course. But it needs to be possible. Maybe this can be included in a future DLC???
kirhgoff Jul 27, 2019 @ 5:58am 
So the Okkar forces that arrive and spoil all the relaxation and star gazing are killable? I tried once, killed a bunch of ships but got a feeling that they are unlimited and there is no way to kill all of them and escaped.
< >
Showing 1-15 of 16 comments
Per page: 1530 50