ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
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更新:2024 年 7 月 21 日 @ 下午 2:56
Xeryx 發表

V1.052 see Release notes or README
V1.052
Minor update.
Extended Galaxy Settings, by Timmeh, and Teraform Away, by Ninakoru, are now mandatory prerequisite downloads for Redux.

I am including some minor fixes for them so they work properly in Redux.
Included GUI fix for Extended Galaxy Settings, so the academy and minor factions show properly. (shout out to MegaPoggy for making it so easy for me to do!)

Included industry file to remove annoying errors in the logs Teraform Away

Just make sure to load them before Redux, and I will see you in the fall. Have a great rest of your summer!

更新:2024 年 7 月 21 日 @ 下午 2:54
Xeryx 發表

V1.052 see Release notes or README

更新:2024 年 7 月 21 日 @ 下午 2:31
Xeryx 發表

V1.052
Minor update.
Extended Galaxy Settings, by Timmeh, and Teraform Away, by Ninakoru, are now mandatory prerequisite downloads for Redux.

I am including some minor fixes for them so they work properly in Redux.
Included GUI fix for Extended Galaxy Settings, so the academy and minor factions show properly. (shout out to MegaPoggy for making it so easy for me to do!)

Included industry file to remove annoying errors in the logs Teraform Away

Just make sure to load them before Redux, and I will see you in the fall. Have a great rest of your summer!

更新:2024 年 7 月 21 日 @ 下午 2:28
Xeryx 發表

V1.052 see Release notes or README

更新:2024 年 7 月 21 日 @ 下午 2:24
Xeryx 發表

V1.052 see Release notes or README

更新:2024 年 7 月 21 日 @ 下午 2:21
Xeryx 發表

V1.052 see Release notes or README

更新:2024 年 6 月 30 日 @ 上午 11:49
Xeryx 發表

V1.051 see Release notes or README
Updated minor and Academy factions, they get their own special bonuses for ground combat and some penalties were not done properly.

Increased Hero BASE leveling from 25xp to 40xp (x Game Speed) becasue Heroes just level up too fast.

These changes were made in the Registry.xml
Some minor Academy Changes; Changed the "Role Ending" and the "Bidding Ending" triggers from 5 turns to 2 turns because 5 is too far out to be helpful. Increased the "War Reparations" base dust payment amount from 5 to 10.
Slightly increased the Action Role Relation rewards to 30;25;20;15;15;10;10;5;5;5;5;5 and have decreased the Auction time from 20 to 10 turns(x Gamespeed Multiplier), in order to reduce the impact of the auction on the AI.
Increased first time the Role auction happens from 20 to 30 turns (x GameSpeed) This is to also to reduce impact on the starting AI. You may not like this one as I reduced the Nakalim influence bonus down from 15 to 10 when trading systems as it was a bit too powerful. Especially, when combined with winning an auction.

更新:2024 年 6 月 25 日 @ 下午 5:37
Xeryx 發表

V1.05 see Release notes or README
V1.05
Major overhaul of ground combat troop handling. Not quite sure how I can explain it all here, but understand I want more realistic conquering of colonies and prevent steam rolling of systems because that is not the goal of this mod.
I also wanted to remove the monotony of the Rock Paper Scissors routine. Technology levels will make a bit more of a difference by affecting your tactics in multiple ways. So you will see many of the numbers scale now in both good and bad ways.

I am not done yet, as this is merely the second phase of ground combat re-balancing, and I am focusing on troop deployment and troop base availability. I may go further with this later but for now this will be a good place to start testing.

Defenders on the planet have doubled Defending Base troop availability and now have Deployment limits enforced for different tactics.

Attackers, your default base troop deployment moved to Blitz, it no longer gets a bonus as this is to balance the troop deployments between the Ships and the System forces because it was very skewed towards the ships.
The other attacking actions take reductions in manpower overall but retain other good bonuses. Other troop deployments are based on technology eras, so Early techs will not be able to deploy as many attacking troops per turn, as the later eras.
This affects Rally, Rise and Bombard tactics.

All base defense troops and refill rates have been increased, and those improvements will be worth it now.

Building damages to scale with the amount of BASE Attacking and Defending bombardment damages that will be inflicted, it is a small but needed change. Another big change is Defensive (local Resistance) recruitment has been changed to 2 pop = 1000 troops.
The per planet bonus deployment for a system was 200 per planet, it is now 300.

Fleet siege ratings have increased to 10 Per CP to ensure the AI can cope with invasions, until I can get to balancing modules.

I have added the registry to the mod, as I have some stuff in there that will need fixing. For now, I am adjusting the fleet size scaling, as it was too large for the game. I will have to adjust the star lanes later as that will be a huge job.
This will help the camera shots as well, as they were all too "zoomed in" because they are fixed and the ship size is not.

Please play close attention to all diplomacy and also check to make sure your system actions are all working correctly. I was unable to test me getting invaded because I ran out of time. Enjoy!


V1.048
Restored the High Serenity programs bonus' to original values.
Diplomacy had a few relation state issues, this affects your available buttons and trade routes, fixed issues in multiple files.

更新:2024 年 6 月 15 日 @ 下午 2:39
Xeryx 發表

V1.047
Core Crackers have been revamped as I don't like they have no other weapons. Since, it is a pretty expensive ship to make and the AI seems to be able to cheat when building them so I am removing some of the requirements.
Squadrons are still banned and you need to install the weapons first, then the core cracker, due to how the code restrict the GUI.

Market is done for now.

更新:2024 年 6 月 14 日 @ 下午 12:12
Xeryx 發表

V1.046
Tweaked Careful sweeping as I made it too powerful, now at 125 from 50, 250 was too much.

Tweaks to the Blast Effect Battery module, as I do not believe any weapon is 100% effective, It can also be defeated by flack as well. It is now not as accurate at far range and I have tweeked the timing so that it can ride in after the other missiles, but bumped up its damage.
I may revamp it one more time but we will see how this works first. (EMP will be next)

Kinetics are 1.0 second faster on cooldown.

Lowered resource requirements for system shield to 150 each resource 350 was too high.

This one is for you Skummeh, removed overcolonization system reductions and replaced with a malus' for the human player, which is what makes the population more unhappy when over populated. Endless is 50% down to normal which is 10% that includes overcolonization and over-pop,
If you need more of a penalty let me know Skummeh! This should really help since the Happiness is so outrageous from the get-go and I have already lowered other bonuses by quite a bit.
You guys should now really be able to pick a difficulty level that suits you. The game obviously has some imbalances and Redux hopefully will address them properly.

BTW a new Enfer has been released that fixes a bunch of fleet operations and mission draws, it is a major update, make sure to get it too.

I probably made some other tweaks but may have missed writing them down.