ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
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Opdatering: 29. maj 2024 kl. 8:49

V1.04
This version officially pulls us out of beta, despite the lack of feedback.

Difficulty levels needed to be toned down a bit as there is no need to have the Human player killed in under 25 turns, even on Endless. I have given a small bump to the human on normal level in happiness and over-colinization threshold.
I forget to mention that I slowed down the AI hacking by 10% per level plus, plus cut the AI bonuses in surplus processesing power. I want to like Pnumbra, but it has lots of issues and can be a real pain for the player if not an expert player.

Flak is working much better and not as OP, missile will get through and overwhelm defenses, so they are not useless now.

I would like your input on a cool name for the mod so give me a shout out.

Opdatering: 28. maj 2024 kl. 21:20

BV1.035
BASE ship adjustments covering all faction ships.

Removed carrier (-2) movement penalty and lowered hit points by 2000. Re-instated and adjusted generic hull size evasion (max 10%). Added 6000 health points, 200 life force storage, and doubled the Vodyani mothership Manpower. This should prevent such easy defeat and should lead to more system invasions and help Mother-Ship longevity.
Slight adjustment to manpower for the classes of ships by giving defensive ships 20% more manpower for support of the fleet. Added 500 HP to the Medium Support ship as it did not follow the 50% HP rule. Big bonus, upped the Hero ship's HP by 1K (@25%). They should be tougher than the small class of ships but below medium
BASE HP for the Obliterator, Juggernaut and Battleship have all been adjusted. The Obliterator is a specialized weapon and would have even less armor than a Juggernaut (due to the structural reinforcement needed for the missile launcher) and I feel this should be its vulnerability. New base HP numbers: Obliterator 15k, Juggernaut 24K, and the Battleship is 48K.

Did some final adjustments to the ship and hero markets. I hope you enjoyed the good times selling ships for profit, due to my error. Market prices for Ships and Heroes should be set correctly now. But there could still be some issues I need to look for.

No more Flak, Jack! Scared ya, well Flack is half the power it used to be, and work like as it was meant to be.

Opdatering: 27. maj 2024 kl. 20:17

BV1.034
I forgot to include my Plasma Beam tweaks in the last release, They are more powerful and so are their specials, making them more useful overall.

Difficulty levels, I did some wizardry with the help of NinaKoru to re-align them properly for the level for the AI. Normal should be a normal game where the AI challenges you but you can still win by using good tactics. Each level after that should start really becoming quite harder. If you were on an Endless level, Well this might hurt a bit now.
It is sad that the AI has to have large bonuses in order to function properly, but it wouldn't be the first 4x game to do so. You will notice a slower pace to the game. Now a Huge game should actually last abot 250-300 turns vs the old 150, like it used too.

You should see the AI doing much better now overall, there are still be problem races, but I am seeing a marked improvement. The Angry Birds have had some tweaks to help them too.

Opdatering: 27. maj 2024 kl. 20:06

BV1.034
I forgot to include my Plasma Beam tweaks in the last release, They are more powerful and so are their specials, making them more useful overall.

Also to explain the Difficulty levels, I did some wizardry with the help of NinaKoru to re-align them for the AI. It is sad that the AI has to have large bonuses in order to function properly, but it wouldn't be the first game to do so. You will notice the pace a the game to be about half of what it was, because somewhere along the line everyone got used to one turn production.

I like a slower paced game where I can actually enjoy the fruits of my labor. So now a Huge game should actually last about 250 turns vs the old 150. You should see the AI doing much better now overall, there will still be problem races, but I will get to them eventually. I did do some work on the angry birds so hopefully they can do better. Your difficulty level should shift at least one level back because Endless should be super hard now.

Fortunately the AI is also getting better and as I go through files I find and fix issues daily hopefully more fixes will balance out the game.

Opdatering: 27. maj 2024 kl. 10:02

BV1.033
Go get the newest release of the ENFER AI, it was just updated again and makes some phenomenal changes to the AI, and make sure to like and subscribe to our mods because we are literally busting our humps to fix this game.

Now, I know how Alice feels, because here is another rabbit hole. I have been working on the difficulty levels to get them more in line to what actually works decent at the lower levels, basically shifting and expanding the difficulty levels, and I am sure they will need to be adjusted again later, but I have other things to adjust first
before I fine tune the difficulty levels because there is actually more I would like to bring in.

"Do it for Science" they said! Science needed some changes in its scaling because the late side of things was too easy. I have also fiddled with the base formula to prevent potential overflow errors and adjusted its discovery factor. It was actually easier than fiddling with production.

Markets, there is one problem with markets, which I was not aware from the AI side of things, but the AI is not a grand master chess player, in case you haven't figured that out. It also spends money like a gen-Z-er and because of this the higher costs of the Ships and Heroes is preventing it from buying them when expensive.
It will buy them when prices come down though, and honestly I am ok with that overall, but what I am not ok with is the Player that buys them really cheap and exploits their power. The AI has plenty of boosts at its disposal at the higher difficulties. For now, I am going to leave it as is because I know the power of heroes and instant ships being summoned across the galaxy.
Hopefully, in the future, the AI can be fixed where it can save some money. There does seem to be two issues with the ship market, occasionally a ship cost goes to 0, and the other types of ships are absent (vanilla issue).

Opdatering: 27. maj 2024 kl. 9:55

BETA 1.033 see Release notes or README

Opdatering: 19. maj 2024 kl. 13:18

BETA 1.032 see Release notes or README

Opdatering: 10. maj 2024 kl. 16:24

BV1.031
Small update to put in compliance with the community update overlooked the fact my files were overwriting some of the changes as I get more and more files involved, thanks to Ninkoru for his work and help with that. There will be a few more fixes this weekend I am sure, but we are roughed in and need to play to see how it goes.

Opdatering: 10. maj 2024 kl. 9:46

Pretty long list,
Fixed a missile range issue. Fix Ship market had two swapped values for demand and adjusted rate. Fixed rate of beams.

I forgot to mention that all weapon salvo shots, like number of pulses, beams, missiles according to their graphic. If it shows a 2 that is what it fires. The exception is the swarms.

Production is increased quite a bit, not only do I find it annoying that high tier techs only take one turn to complete, but it goes against the whole turn based game principles. For now, they are 1.5 to 2x increased, I am pretty sure I missed some somewhere so it will need another pass, later. I also randomly changed the mineral requirements for building because it seems that they 80% of them use resource 3&4, ludicrous. You will also find the amounts increased in most cases, as we need to spend those minerals on something. I did tone down some of the high tier production bonuses because they were extremely high.

Speaking of minerals and luxury items. I have been playing with pretty low values overall with galaxy generation, and I see an extreme imbalance in the production bonuses. Those are nerfed now too.

Happiness! I feel the most important happiness needs to be the galaxy size, Therefore, I needed to nerf most of the LAW bonuses, especially for the Republic! Which has far more bonuses than you realize. Typically over 50% better than democracy, and I don't think that is balanced well at all. I have adjusted the Laws because they are the largest contributor to imbalance. Typically, they are now cut in 1/2.

If you guys could start a new game this weekend so we can see how the balance is, I would appreciate that.

I am also once again playing around with the market, this time we are going to try an extremely large pool of stock. This will take quite a bit of time to get right. Since resource generation is now cut down and the use cases has gone up, this should help a lot. But it really depends on how good the AI can adapt.

Tell me how you guys feel about the vanilla science overall.

Opdatering: 10. maj 2024 kl. 8:46

BV1.03
Pretty long list,
Fixed a missile range issue. Fix Ship market had two swapped values for demand and adjusted rate.

I forgot to mention that all weapons salvo shots, like number of pulses, beams, missiles according to their graphic. If it shows a 2 that is what it fires. The exception is the swarms.

Production is increased quite a bit, not only do I find it annoying that high tier techs only take one turn to complete, but it goes against the whole turn based game principles. For now, they are 1.5 to 2x increased, I am pretty sure I missed some somewhere so it will need another pass, later. I also randomly changed the mineral requirements for building because it seems that they 80% of them use resource 3&4, ludicrous. You will also find the amounts increased in most cases, as we need to spend those minerals on something. I did tone down some of the high tier production bonuses because they were extremely high.

Speaking of minerals and luxury items. I have been playing with pretty low values overall with galaxy generation, and I see an extreme imbalance in the production bonuses. Those are nerfed now too.

Happiness! I feel the most important happiness needs to be the galaxy size, Therefore, I needed to nerf most of the LAW bonuses, especially for the Republic! Which has far more bonuses than you realize. Typically over 50% better than democracy, and I don't think that is balanced well at all. I have adjusted the Laws because they are the largest contributor to imbalance. Typically, they are now cut in 1/2.

If you guys could start a new game this weekend so we can see how the balance is, I would appreciate that.

I am also once again playing around with the market, this time we are going to try an extremely large pool of stock. This will take quite a bit of time to get right. Since resource generation is now cut down and the use cases has gone up this should help a lot. But it really depends on how good the AI can adapt.

Tell me how you guys feel about the vanilla science overall.