ENDLESS™ Space 2

ENDLESS™ Space 2

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ENFER Reloaded
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TYPE: Extension
CONTENT: AI, Gameplay
File Size
Posted
Updated
2.600 MB
Nov 7, 2023 @ 6:45am
Oct 14 @ 12:24pm
52 Change Notes ( view )

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ENFER Reloaded

Description
TL DR: An AI mod that fixes and improves lots of things to make the AI play their cards better.

The good news: This is a TRUE AI mod. The mod itself only contains a DLL file, no XML at all.
The BAD news: sadly is not working as a subscription.

If you want to use the DLL mod, check out this Discussion Topic with the details of install and uninstall. Basically, is replacing the AI Core DLL file.

Compatible with the latest official version 1.5.60, ESG, Excellent Space 2...

Bugfixes

I fixed 80+ different issues on the AI side, from nearly insignificant to game-breaking issues.

These are the most impactful I successfully fixed:

AI is not able to attack fleets under systems of their own influence (yes, check out latest showcase screenshot...).

There's one specific instance I could spot the AI can get stuck in "Playing" when trying to advance to the next turn: retreating from a battle, landing on another system and trying to move again.

AI got the system production locked forever half of the time when using an infinite resource conversion improvement (IE 3D Printing).

When an enemy has more military than the AI, most of the time their motivation to build ships drops dramatically. (That's why peaceful AIs almost always have very little military).

Improvements

There are 120+ improvements, this is a condensed list with the most important.

Faction specific

Lumeris can use Shadow Banking, to lower dust inflation.

Cravers now can use their sacrifice slave action, Feeding pits, to raise approval or food output.

Nakalim is able to build Temples, Resurrect colonies, assign relics to fleet heroes. Also will not go crazy with science at the beginning due to their trait.

Volyani has improved leecher management, can Evacuate Minor faction systems, will raze enemy systems to place their own Arks, won't spam Holy Proliferation mindlessly.

Riftborn is able to use Fabricated forces when on really low manpower.

Hero Management.

Now the AI will we able to re-assign their heroes to better systems or fleets.

AI will be much more consistent assigning heroes to their main combat fleets.

AI will prioritize assigning senator skills to heroes aligned with their current leading political parties.

Will also prioritize heroes to fill empty leading parties from the market, or in new academy heroes.

AI will assign their governor heroes to their most important systems available instead of just in system acquisition order.

Technologies.

These technology improvements are now implemented: Siege Modules, hero/ship part of the marketplace, curiosity detection strength, extra population buildings.

Lots of improvements in Behemoth research, IE not researching improvements for behemoths types they are not using at the time.

Some adjustments, like more interest in researching ship upgrades, better Movement Improvement understanding, better resource needs understanding.

Improved and expanded trade route related, over-colonization and buyout tech interest.

Diplomatic Enhancements

AI will not ask for tribute if they don't perceive themselves as stronger in military.

AI will think twice before opening a new war front unless they feel superior.

Lots of internal checks and minor bugfixes to avoid many dead ends in diplomacy logic (IE not asking peace/alliance to Cravers...).

Building

Better building flow, able to queue several ships or extra stuff after a buyout.

AI can build special buildings like curiosity rewards, and ship upgrade improvements.

Better placement of unique buildings and wonders, and more motivation.

Will use resource planet improvements (IE: Slag and Sludge Center) on needed resources.

Fleet Management

General improvements in fleet pathing, and more responsiveness.

AI will reasign fleets to their mission much better.

Assisting invasion fleets will likely wait for the main military fleet to arrive first.

Much better assesment of danger, AI will prioritize defense a bit more.

Ship Design

No more invisibility/detection modules on carriers, better colonizer priorities, minor optimization in module slot type selection.

Now invader role support ships, colonizers, arks, leechers and rooters will not equip weapons and armor with strategic materials.

All Behemoths and Carriers, will not equip special weapons like boarding pods, and EMP interference Weapons. Same with medium ships heavy mounts.

Others

Greatly improved the analysis and planning for Luxury need regarding system upgrade recipes.

Reworked and greatly expanded the AI law management, now evaluates almost any law.

AI now understands and evaluates all hacking possibilities and all ground battle strategies.

Better victory progression, added default victory choices for Hissho (Supremacy) and Umbral Choir (Economic).

AI will pre-emptively create invader fleets when everything is calm, and will have more motivation into assisting invasions with them.

Better repair/retrofit logic, with proper hero handling.

Version 3.14:

Fixed AI not committing on attack when is target front., Lots of minor tweaks, and minor fixes.

Version 3.14 and earlier:

All the detailed information is moved into the Change Notes
Popular Discussions View All (3)
32
May 17, 2024 @ 1:21am
How do these changes impact the AI?
ninakoru
29
1
Oct 7 @ 1:20am
Install and uninstall Instructions
ninakoru
0
Nov 10, 2023 @ 8:12am
About Behemoths and Invader fleets
ninakoru
279 Comments
ninakoru  [author] Nov 8 @ 5:32am 
Unfallen has pretty broken stuff going, like unlimited approval and strong boosts with allies, but most AIs just are warmongers, so... xD
_m_a_ Nov 8 @ 4:49am 
I think Unfallen needs extra boost or two. I play 8 player games always which generates most balanced galaxy. I don't take AI's as follow:

UE: I always play as UE simce.
UC: Disabled DLC. Too much of a headache and micromanagement.
Vodyani: I hate the voice acting of her. Sounds like she is ready for org*sm rather than Space dominion.
Sophons: I prefer Vaulters as Science faction over Sophons.
Hissho: I prefer Cravers as warmonger faction over Hissho.

So yeah, Unf almost always lags behind.
ninakoru  [author] Nov 8 @ 4:06am 
Unfallen yeah is also usually a poor performer, but sometimes do quite well with RNG. Needs better vineship management. Horatio and specially Riftborn are often top performers, but that's on vanilla (but in ESG will likely also be the tops)
_m_a_ Nov 8 @ 3:51am 
I played few games including the ESG mod. It feels like Horatio, Cravers shines out quite well while Unfallen lags behind. Nakalim also snowballs if RNG is good enough.
ninakoru  [author] Nov 8 @ 3:36am 
Well I did put a lot of work to make every faction competent. Sophons now are quite decent, can out-tech you really easy. Vodiany and Hissho usually not perform as well as others, but sometimes due to RNG could be top AI players too.
_m_a_ Nov 8 @ 12:15am 
Which AI is challenging (Hard Difficulty ESG) with the mod? Do you have any suggestions? In my games i exclude Sophons, Hissho and Vodyani (also UC but i don't use the hacking DLC anyways)
Bruce Oct 30 @ 11:27pm 
Huge congratulations Ninakoru! 👏 Your dedication, creativity, and hard work have clearly paid off. It’s awesome to see your contributions officially recognized by the developers and now becoming part of Endless Space 2. Truly well-deserved!
Fulano Oct 30 @ 1:49pm 
Interesting, thanks! I wondered if there would be more improvements in the mod still that they wouldn't add or weren't able to add. Seems like now it's time to test some updated vanilla ES2 I guess to see how the updates worked.
ninakoru  [author] Oct 30 @ 7:58am 
Ufff, there's no short answer.

If you're playing ESG forget about changing into patch preview, probably will mess things up with ESG.

If playing vanilla, well, I've sent all the major fixes, and many improvements, but ENFER still has some special hacks and other reworks I just couldn't send to Amplitude confidently, that makes AI better.

But stock AI on patch preview will be leaps and bounds better than previously, not incapacitated anymore, ENFER still gives a competitive edge, but not "needed" as before. Also right now there are new AI features that are not currently in ENFER (I'll update the thing when preview goes into official).
Fulano Oct 30 @ 7:07am 
So is this mod still going to be needed after this new update?