ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
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Update: Apr 16, 2024 @ 7:35pm

BETA 0.91 see README
Fixed my flipped penetration numbers on the missiles, and also lowered a few of the damages, to more evenly scale in the range plus adjusted some crew kill numbers and finally decreased the fire rate, due to increased penetration

Update: Apr 16, 2024 @ 7:33pm

BETA 0.9 see README

Update: Apr 14, 2024 @ 11:06am

BETA 0.9 see README
V0.9
Changed armor and shield penetrations to equal a 100% split between the two. ALL weapons will still retain their "flavor" for their purpose but there were some glaring issues that needed resolved.
I found that when I build balanced fleets and the AI skews toward on direction or the other it gives me a significant advantage.
The AI seems better at building more balanced ships, but this will ensure that the AI can always so some damage to the player.

The new rule for REDUX is no percentage will exceed a 20/80 split. This will ensure all weapons can at least do some damage through the defenses because no defense is perfect.
This also sets things up for my future development ideas. Plus, it will increase the feeling of more epic space battles by eliminating total one sided superiority.
That should only happen unless you are many levels above your opponent. Ship repairs will also be more common place.
Here are the new splits.

- Beams split S30/70A; lasers S20/80A;
- fixed the ratio for missiles as it was extremely nerfed 10% armor penetration?; Missiles S60/40A; Swarms S65/35A.
( we will need to keep a close eye on this damage they cause. My reasoning behind this split is these are self guiding missile that will defeat defenses much like bombers )
- Rail Gun is S50/50A split.
- Spacecraft; Energy squadron Bomb S40/60A and Fighters S30/70A Regular Bomber S60/40 Fighter S70/30A and Boarding pod are now S50/50A
Speaking of spacecraft I had to re-balance their damages due to the Ship mounts multiplying them so they are lower.

Increased Boarding pod speed to 50. Cooldown is also 30 seconds. (I am thinking about having a limit of 2 per ship because they really can be too powerful if abused.)
Increased swarm missile damage to 40 50 60 and made them all 12 shots.
Lowered LR missle damage by 25% because it skews the AI in building more rounded ships, plus they should not be more powerful than bombers.
Lowered beam crew damage to 3 from 5 and missile to 5, boarding pods are also lowered by 5 overall but closes the gaps.

Update: Apr 13, 2024 @ 9:20am

Initial release BETA .8
V. Beta 0.8
This is a mod I have wanted to do for a long time, but it currently is in its early beta stages. I could use your help with feedback and finding other areas of the game that are unbalanced. Be patient as I have just returned to playing the game, and I am just learning the files, which can take a bit to find out how they work and where they are. Fortunately, the setup is very similar to Battletech which also uses the Uni-engine.

Unfortunately, I don't have time today to write out a super detailed README of all the changes I have done, and the game does not reflect all of them. All the stats will be reflected but the special section as I have to figure out those sections.

* Gave more planets for colonization based on map size and lowered downward pressure by 20%
* Lowered Sophon omniscience to 30/20/10%.
* Implemented 10 turn elections.
* Added my own color Palatte, that is easy on the eyes.

I have asked permission for use of Jaylo's and Kuma's textures, but they have not responded and haven't been on for a long time, so we will see.

Weapons Rebalance
For now, no weapons will have an accuracy above 90%, and I will lower them more later when I implement my other plans.
Rail guns - Changed purpose to be Long Range decimators, like a battleship gun. They do not ignore shields and armor like it will say. It is a shield 75/25 armor split between them. I have not changed the other weapons penetration levels yet, but one of the problems with the game is its use of absolutes, a flawed concept.

Swarm missiles are shorter range missiles that do more damage now, so they are actually not just a flack jacker.

Fighters and Bombers are very much under development, and I have some more things to figure out on their mechanics. I have doubled their sizes and effects, but hopefully not the damage. The mounts are supposed to do that, but I may need to tone them down, but I have not had time to test their balance.
Fighters and bombers will get a bonus for attacking ships and the larger they are, the more it is, but Fighters should not be attacking them unless it is the last thing on the list for them to do. You will need t watch their behaviors to see if there is anything weird and let me know, because I know how to tweak it.
They are now better at dodging flack because they are piloted. I have also increased their speeds a bit as they were just to slow to be effective.

The Plasma/Laser no longer has the medium range as the strongest, as that was dumb. They go 50/70/90 from long to short range. They are going to be hard hitters
but I feel like the shield and hull splits need some adjustment later.

Beams/Laser lowered accuracies in other ranges a bit 90/80/70 Long to short, but it has the highest long range accuracy.

Missile receive a bit of an accuracy boost along the other ranges 90/60/30 long to short. Since, they are susceptible to flack, I do not mind.

Boarding pods no long can be launched at Long Range.

The other big thing I adjusted is how the AI chooses what to go in what slot. I have lowered the values to not be so ridged because you have to have some flexibility in positioning your ships to the cards. So hopefully, this will lead to well-rounded battles after the AI gets its fleets developed. That is something I noticed a lot in the numbers. There were a lot of absolutes with certain conditions. A 1 which equals 100% was used when a 5 or 50% boos would have been sufficient. Essentially, overriding all other considerations to help the AI make better decisions, in this case where to slot a ship.

I have not changed any other stuff overall, but will eventually go over AI ship production, and the Ships themselves to make sure they are good to go.

I don't have any more time today to be more detailed than this, If I think of something later I will add it to the README, so make sure to check it as that is what I will primarily update for the changes.

I hope you enjoy this journey, but just understand I am also running a business and the spring and summer are very busy for me and I may not have much time to play! That is your job. There should not be any bugs that break the game. But the behemoth texture mod doe increase the load into the game a lot. I will look at fixing that soon. For now enjoy blowing stuff UP! I welcome constructive feedback, only.

-Xeryx

Update: Apr 12, 2024 @ 2:22pm

Initial release BETA .10

Update: Apr 12, 2024 @ 2:14pm

Initial release BETA .10

Update: Apr 12, 2024 @ 2:04pm

Initial release BETA .10

Update: Apr 10, 2024 @ 8:24pm

Initial release BETA .10

Update: Apr 10, 2024 @ 8:21pm

Initial release BETA .10

Update: Apr 10, 2024 @ 8:09pm

Initial release BETA .10