ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
Se afișează 11-20 din 81 intrări
< 1  2  3  4 ... 9 >
Actualizare: 10 iun. 2024 @ 10:17

V1.046
Long distance (not a zero range, there are 2 flacks) has been the single most difficult weapon to balance, but I think we have got it done now. Missiles can finally be effective at range if multiple ships have them, or you have multiple launchers.
As in real life flack is not that effective but since this is the future and space we will pretend it will be more effective. As in any game, balance is important, and fortunately we have science to back our claims.
To give you an idea of how improperly balanced vanilla was, LD flack was actually 4x more effective than the weapon itself. Redux changes this so LD flack is now lower accuracy (older changes) the Flack ammo now does 1/2 damage
against missiles, and 1/4 damage against squadrons due to their maneuverability. The reason I needed to fix this is that Special weapons like the AOE NUKE and EMP Missiles were completely ineffective.
So don't think you are immune to missiles anymore, you are not. You will need more mounts, ;) you are welcome!

Steam feedback is welcome, so stop on by, and also don't forget to favorite and like the mod to show your appreciation for my countless hours of work.

I am still working on ship markets it should be in the next release.

Updated the Steam page in numerous places.

Actualizare: 9 iun. 2024 @ 21:59

V1.045
Long distance (not a zero range, there are 2 flacks) has been the single most difficult weapon to balance, but I think we have got it done now. Missiles can finally be effective at range if multiple ships have them, or you have multiple launchers.

As in real life flack is not that effective but since this is the future and space we will pretend it will be more effective. As in any game, balance is important, and fortunately we have science to back our claims.

To give you an idea of how improperly balanced vanilla was, LD flack was actually 4x more effective than the weapon itself. Redux changes this so LD flack is now lower accuracy (older changes) the Flack ammo now does 1/2 damage
against missiles, and 1/4 damage against squadrons due to their maneuverability.

The reason I needed to fix this is that Special weapons like the AOE NUKE and EMP Missiles were completely ineffective. So don't think you are immune to missiles anymore, you are not. You will need more mounts, ;) you are welcome!

Steam feedback is welcome, so stop on by, and also don't forget to favorite and like the mod to show your appreciation for my countless hours of work.

I am still working on ship markets it should be in the next release.

Actualizare: 8 iun. 2024 @ 20:19

V1.044
Added Ninakoru's inflationary fix so that doesn't get too far out of control. Changed base missile salvo prefabs because I really hate them.
Swarm missile 3 changed to #2, base missiles techs 1 & 2 Remain normal, and 3-5 are now Strat1 (Blue)(I will fix the tech tree display later).
This is just the visual when fired that has changed, nothing else. Fixed the AOE NUKE weapon effect on ship sizes. Also slowed down boarding pods and missiles a bit more.

Added difficulty factor for the human @ Endless -2 (-1 Hisso) and -1 Impossible for Over-colonization threshold.

Looks like I need to do some more work on ship markets as they are not replenishing.

V1.043
HERE YE,HERE YE, XERYX now proclaims new changes for laws of the Universe! (this is what we call having fun)
Your basic govt laws are free maintenance, therefore they can't be too powerful. Since ENFER AI will now actually use laws other than freebies, there needs to be some balance to not only reflect the level
but to have appropriate cost. Don't worry, I am not going too crazy on this, but one thing that really irritated me was the blatant OP of Republic. Just because Republic loses one representative is no excuse either because you can manipulate
the law system to your favor by really swaying the public, democracy cannot. Therefore, Republic will get the bump in science, due to govt secrecy. Democracy will get the money bump due to more consumerism.
There just has to be some differentiation, otherwise why would anyone ever anything other than Republic. The free laws will be a little less powerful than they were, this excludes for the BASE POWER laws.
However, the actual trade value will be around the 50% mark instead of 65% in most cases. None of the normal laws will cost more than 3* per pop. There are also some laws that cost more that will get some boosts, to make sure they are worth it.

Obviously, there were some really powerful laws out there, but there only gave the human advantages, until the new ENFER.
The biggest issue I see with the laws currently is they cost too much at the highest tear, so I am knocking down the law costs one star. This should allow the AI Allies to make trade and science agreements but also use all the laws it needs to.
These are the reasons that the game needs an overhaul for balance and is why the whiny human players win so easily, because devs hate to hear all the complaining (JOKE for those that don't understand). LOL
Hopefully, these adjustments will allow the new Enfer changes to affect the AI factions in a much more productive way!

Actualizare: 8 iun. 2024 @ 20:14

found error

Actualizare: 8 iun. 2024 @ 20:07

V1.044
Added Ninakoru's inflationary fix so that doesn't get too far out of control. Changed base missile salvo prefabs because I really hate them.
Swarm missile 3 changed to #2, base missiles techs 1 & 2 Remain normal, and 3-5 are now Strat1 (Blue)(I will fix the tech tree display later).
This is just the visual when fired that has changed, nothing else. Fixed the AOE NUKE weapon effect on ship sizes. Also slowed down boarding pods and missiles a bit more.

Added difficulty factor for the human @ Endless -2 (-1 Hisso) and -1 Impossible for Over-colonization threshold.

Looks like I need to do some more work on ship markets as they are not replenishing.

V1.043
HERE YE,HERE YE, XERYX now proclaims new changes for laws of the Universe! (this is what we call having fun)
Your basic govt laws are free maintenance, therefore they can't be too powerful. Since ENFER AI will now actually use laws other than freebies, there needs to be some balance to not only reflect the level
but to have appropriate cost. Don't worry, I am not going too crazy on this, but one thing that really irritated me was the blatant OP of Republic. Just because Republic loses one representative is no excuse either because you can manipulate
the law system to your favor by really swaying the public, democracy cannot. Therefore, Republic will get the bump in science, due to govt secrecy. Democracy will get the money bump due to more consumerism.
There just has to be some differentiation, otherwise why would anyone ever anything other than Republic. The free laws will be a little less powerful than they were, this excludes for the BASE POWER laws.
However, the actual trade value will be around the 50% mark instead of 65% in most cases. None of the normal laws will cost more than 3* per pop. There are also some laws that cost more that will get some boosts, to make sure they are worth it.

Obviously, there were some really powerful laws out there, but there only gave the human advantages, until the new ENFER.
The biggest issue I see with the laws currently is they cost too much at the highest tear, so I am knocking down the law costs one star. This should allow the AI Allies to make trade and science agreements but also use all the laws it needs to.
These are the reasons that the game needs an overhaul for balance and is why the whiny human players win so easily, because devs hate to hear all the complaining (JOKE for those that don't understand). LOL
Hopefully, these adjustments will allow the new Enfer changes to affect the AI factions in a much more productive way!

Actualizare: 8 iun. 2024 @ 20:04

V1.042 see Release notes or README

Actualizare: 5 iun. 2024 @ 15:46

V1.042 see Release notes or README
HERE YE HERE YE, XERYX now proclaims new changes for laws of the Universe!
Your basic govt laws are free maintenance, therefore they can't be too powerful. Since ENFER AI will now actually use laws other than freebies, there needs to be some balance to not only reflect the level
but to have appropriate cost. Don't worry I am not going too crazy on this, but one thing that really irritated me was the blatant OP of Republic. Just because Republic loses one representative is no excuse either because you can manipulate
the law system to your favor by really swaying the public, democracy cannot. Therefore, Republic will get the bump in science, due to govt secrecy. Democracy will get the money bump due to more consumerism.
There just has to be some differentiation, otherwise why would anyone ever anything other than Republic. The free laws will be a little less powerful than they were, this excludes for the BASE POWER laws.
However, the actual trade value will be around the 50% mark instead of 65% in most cases. None of the normal laws will cost more than 3* per pop. There are also some laws that costs more that will get some boosts, to make sure they are worth it.

Obviously, there were some really powerful laws out there, but there only gave the human advantages, until the new ENFER.
The biggest issue I see with the laws currently is they cost too much at the highest tear, so I am knocking down the law costs one star. This should allow the AI to not mainly make trade and science agreements but also use all the laws it needs to.
These are the reasons that the game needs an overhaul for balance and is why the whiny human players win so easily, because devs hate to hear all the complaining (JOKE for those that don't understand). LOL
Hopefully, these adjustments will allow the new Enfer changes to affect the AI factions in a much more productive way!

Actualizare: 3 iun. 2024 @ 15:49

V1.042
This should be the last difficulty level change for awhile, these are easier than the last version.
The goal though is to make all the levels releavent for players, otherwise there is no point of having so many.
Normal, has a few minor benefits and if you don't like them, then move to hard.

Did some minor adjustments to speed settings.

Actualizare: 31 mai 2024 @ 11:33

v1.041
Minor adjustments to the Behemoth Maximum health to bring it back up to the levels needed as it is MAX health.

Added increased rooting speed for Unfallen and more colonizable planets for Hisso to higher AI difficulty levels. Toned down the Endless FIDS bonuses.

Actualizare: 31 mai 2024 @ 10:25

V1.041 see Release notes or README