ENDLESS™ Space 2

ENDLESS™ Space 2

ESG Mod - 1.6
724 Comments
Captain Cobbs  [author] 5 hours ago 
@IlliaJ I appreciate the reports on things like this! I'm working on vanilla right now so I won't be able to work on this immediately, but it's been added to my list of things to do when I'm finished. Thanks!
IlliaJ 9 hours ago 
- "Enhance Dust Halo" (anomaly) doesn't have an icon when in building queue (just blank white slate).
- Same for Nakalim's "Sublime University" system improvement, although this doesn't seem to have an icon to begin with (at least in-game).
IlliaJ Jun 18 @ 5:18am 
Noticed a few things with Laws Population Collection Bonuses:
1)1) Xirmisala Law displays code in place of effects (when displayed in the laws menu).
1)2) Also, Xirmisala 20 pop Collection Bonus adds both a passive effect (+0.5% dust per Xirmisala on Empire) and a law (+50% Dust on Unique Planet Systems).
2) Bhagaba just add their effects without a Law (maybe it's intended, I wouldn't know).
3) Galvran, Niris, Eyder, Kal'Tik'Ma, Sefaloros 20 pop bonus doesn't display law effect in "Collection effect" tab.

To an earlier comment about bugged Nakalimn trait:
1) Just to have it written, there's a stronger version of this trait, and the same comments apply to it (doesn't diplay influence and name is broken).
2) Pilgrim's trait that grants Science on Anomaly also has no localisation when choosing in custom faction menu.
3) There's a trait that grants Approval on Sterile which also has no localisation.
Captain Cobbs  [author] Jun 15 @ 4:53pm 
@Drasher velk.ca I'd recommend putting on some siege modules (the ones that increase manpower damage when orbiting), then sieging the system for a few turns. If you put a few on the defender/coordinators in your fleet the invasion will go a lot more smoothly.

@IlliaJ Thanks! Added to the list
IlliaJ Jun 15 @ 2:24pm 
I noticed that "Xeno Anthropology" technology has a unique effect for Vaulter affinity (FIDSI bonus while under Colonisation Cap instead of Colonisation Threshold), but it doesn't have an icon signifying that afinity (like techs with ships).
Drasher velk.ca Jun 14 @ 8:13pm 
Longshot question, I'm used to vanilla and whenever I try to siege enemy systems always have consistent/difficult sieges. What is the strategy to quickly and efficiently take systems in this balance mod? Do I just focus on stacking as much ion cannons etc with less attention towards manpower ships? Thank you!
mdel Jun 9 @ 11:50pm 
@EnergoPul Probably a long shot but if you happen to also be using the "Initially Destroyed Worlds" mod in conjunction with ESG, please be sure to use the ESG-specific version. What you've described can be caused by that combo as there are certain anomalies the game can't render properly when placed on destroyed planets (that ESG spawns on them). Of course it could also be something else entirely :)
Captain Cobbs  [author] Jun 9 @ 9:08pm 
@savior2go I appreciate it! I'll add that to the list, thanks for the report

@EnergoPul I've never even had it lag when doing that, you might need to lower your graphics settings if the game is running that poorly.
EnergoPul Jun 6 @ 11:08am 
It causes the game to freeze and crash - this happens when my seeker arrives at a neutron star (a special node), the viewing radius increases by 2 times, and then the game freezes and stops responding
savior2go May 29 @ 10:12am 
At first, I want to thank you for this great mod. I enjoy it very much, and it makes Endless Space 2 even better than it already is, but much better balanced. However, I encountered an unfortunate bug when I play with the Lumeris. The "Pay It Forward" law does not appear in the Pass Laws screen. You usually get that law when you complete the "Solo Quest: Chapter 2. A Matter of Influence," but I played three different rounds, and every time it is not available after completing the quest.

I am only using the ENFER Reload mod alongside ESG 1.6, so I guess it's an issue with the ESG mod. If needed, I can provide screenshots or logs to help illustrate the issue. I just wanted to report that.
Captain Cobbs  [author] May 27 @ 4:33pm 
@Ondrugs hahaha fair enough, the main issue I had with the vaulters was that they are given a lot of buffs to expand as much as possible but the argosy is designed to make you prioritize a few ideal systems, I tried to redesign the buffs they got to make you cherry pick the systems you colonize with a certain tolerance for getting unlucky. What do you find is more micro intensive? Personally, I find it to be a lot less micro intensive.
Ondrugs May 27 @ 4:56am 
@captain cobbs I am sorry for that question, I get that Nakalim were prolly OP depending on how we played the game, but how or what was OP about the Vaulters and how did this balancing improve them or is this mod just made for people which had not enough micro management in the main game?
Captain Cobbs  [author] Apr 26 @ 1:16am 
@ZauRasK someone recently fixed all these issues in russian, they'll appear in English but they won't use localization tooltips :)

If anyone is interested in translating the mod a bit more into Russian that would be much appreciated
ZauRasK Apr 26 @ 12:21am 
@Captain Cobbs, After I wrote to you, no more errors occurred, and I don't know why yet. Thanks for your help!
If there are changes in the Russification, I will be very grateful, because it is not very comfortable to play as in the pictures)

[img] https://imgur.com/Elx1EdO [/img]
[img] https://imgur.com/SqiYckW [/img]
Captain Cobbs  [author] Apr 20 @ 7:15pm 
@kirillnexus2288 That's something that has been on my list of things to do, it should be getting fixed in the next little bit.
Captain Cobbs  [author] Apr 20 @ 7:15pm 
@ZauRasK we have some fixes incoming for the russian language. Can you send me your diagnostics so I can diagnose the problem?
ZauRasK Apr 20 @ 1:49am 
Hello. I am trying to use your mod (some mod resources are not translated into Russian) and the RU version. In both cases, I get an infinite loading of the game. The game version is V 1.5.60 S5 GOLD-PUBLIC. No other modifications are installed. What do you advise to do?
Thanks
kirillnexus2288 Apr 18 @ 1:15am 
Hello, please explain why the economic victory conditions are always 2.5 million? Regardless of the size and speed of the game.
Captain Cobbs  [author] Apr 14 @ 1:09pm 
@Estoc Bestoc - No, but all the fixes should already be present in ESG

@IlliaJ Thanks!
IlliaJ Apr 14 @ 1:38am 
@Captain Cobbs , no problem and good luck with your finals!
Estoc Bestoc Apr 13 @ 8:26pm 
@Captain Cobbs is ESG compatible with Community Fixes?
Captain Cobbs  [author] Apr 13 @ 1:42pm 
@IlliaJ Thanks! That's been added to my todo list, sorry for the late reply I've been busy with finals!

@SOIMiMoZo The AI is exempt from any of the diplomacy overhaul changes, they have vanilla costs and only the standard version of declare war. They theoretically can give warnings but I don't think the AI knows what to do with it. Not quite sure how to fix this issue but I've done what I can to alleviate it.

@Nobukado I'm so glad you're enjoying the mod! You're welcome to send bug reports as issues on the github, post them here, or friend me and send them as DMs.
Nobukado Apr 13 @ 1:03pm 
Best mod ever. I'm a fool for not having downloaded this until recently.

I don't want to join Discord in order to share feedback/bur reports. Can I share feedback (bug reports) somewhere else?
SOIMiMozO Apr 12 @ 8:58am 
Hi, guys, thanks for the great mod! Really revived the game for me.
Just an observation:
I've noticed that AI is often very reluctant to declare wars on me. Could it be related to the increased cost of diplomatic actions? I thought it maybe just does not have enough influence to declare surprise wars most of the time. And I rarely get any warnings from anyone but most aggressive AI, and even then war rarely comes.
IlliaJ Mar 26 @ 5:30pm 
I've noticed that Nakalim Approval trait has a broken description when choosing it on a custom faction (displays its "code" name, plus "missing GUI element"), and by looking at the code, it adds +1 Influence, which isn't displayed (I think the effect works in-game, but I'm not 100% sure).
Honestly, almost feels like Nakalim pops are a bit overtuned, with how usually easy it is to maintain high happiness.

Also, the Long and Propitious Seasons anomalies don't display Science they now add when displayed in custom faction maker, and Long Seasons should cost zero points since it's a mixed anomaly now.
Captain Cobbs  [author] Mar 26 @ 12:02pm 
@TanukiAlarm try turning off Balanced Galaxy Generation and using a non-balanced Galaxy Size. Sorry for the slow reply.

@The Spirit of Depsair would you happen to have a file I could replace ours with? Thanks for your help :)
The Spirit of Despair Mar 25 @ 10:38am 
Greetings, Devs. I have some typo fixes for you.

ES2_Localizations_Settings:

Line 16: 175% (orig. 125%)
Line 223, 225, 227, 229 - Its probably 40%, 30%, 20% and 10% lower than default (orig. 60%, 70%, 80% and 90%)
Line 289, 293: need swap
Line 325, 329: same as previous
TanukiAlarm Mar 21 @ 4:07pm 
@wakystuf In my past 3 games, all on fast, none of my systems have any strategic resources. Like no planets generate any of any kind :/
wakystuf  [author] Mar 19 @ 11:44am 
@Paupiette I think you may need to set the # of luxuries setting to "All" if you are seeing that issue. I believe that will solve it.

@PWF912 I don't believe you can delete the "base" designs once you unlock them

@TanukiAlarm Depends on what you mean. Resources will scale more significantly with gamespeed (so there will be more of them on Fast than in vanilla Fast). Consumption of strategics to build many buildings is certainly higher than in vanilla, however.
TanukiAlarm Mar 15 @ 9:05pm 
Is it part of the balancing that strategic resources are heavily reduced?
PWF912 Mar 11 @ 7:06am 
When I explore anomalies which get a reward ship(its name is flame, cog, bodkin or something) and research 'mercenary contracting' in military technology in the middle of the game, then its ship button appears in system construction window and can build it. I don't want to use it so trying to delete ship design but there's no reward ship design with its name in military status tab. Is it a problem with my mode?

My mode list : Endless Anomalies 1.1.3 , Deep Space Mining
[] Paupiette Mar 11 @ 4:25am 
Recurring problem since months: I possess luxury deposits (they appear in systems) which do not appear in my luxuries list. Therefore, I cannot use them to upgrade my systems. Right now it's Benthic gems and proto orchid.
Captain Cobbs  [author] Mar 10 @ 1:47pm 
Can you elaborate on your issue
PWF912 Mar 10 @ 7:44am 
Hello. How can I delete anomaly reward ships(flame, bodkin, cog) in my planet construction queue?
Captain Cobbs  [author] Mar 5 @ 10:04am 
@fins Slow speed is the closest to vanilla normal speed
fins Mar 5 @ 9:54am 
ESG still feels fast to me even if I change the game speed back to normal. What game length/settings would you recommend I pick to get something more similar to vanilla normal speed?
Captain Cobbs  [author] Mar 4 @ 1:49am 
@Nefrangir Thanks for the report, I'll look into it asap :)

@IMATRiiX Turn off Balanced Galaxy generation and use a non-balanced galaxy size
IIMATIRiX Mar 4 @ 12:04am 
Hi there doesn't seem to be any luxary or strategic resources spawning anywhere is this a know issue? i have tried multiple starts with different settings and nothing...
Nefrangir Mar 3 @ 5:01pm 
Hello,
I'm not sure if this is unique to me, but I've noticed that the AI is obsessed with coilguns. All their ship designs seem to be inundated with coilguns and no other weapon type making fleet battles a breeze...
Daskal Feb 28 @ 7:00am 
Bingo!
Thanks so much.
Captain Cobbs  [author] Feb 27 @ 9:01pm 
Ahaha sorr,y. So, basically, Number of Recommend Players * 10 is the number of systems in a galaxy, and colonization cap is recommended to be something like Number of (Number of Systems / Number of Players) - 4.

So like, Large recommends 6 players, that is 60 systems. You are playing with 4 players, that's 15 nodes per player. If you subtract 4, which is 11, that's what I'd recommend you adjust the setting to.

I might move it back to being a multiplier rather than a flat increase in the future, which will make calculating it easier, but hope that helps.
Daskal Feb 27 @ 6:55pm 
Thanks for the quick reply. I'm still a bit confused because I still don't understand how to calculate the value per the tool tip, "However, if you are playing with more or less players then recommended, it is advised that you adjust the setting accordingly".

Perhaps there is no rule of thumb for "accordingly"?
Captain Cobbs  [author] Feb 27 @ 1:08pm 
So, roughly speaking, each galaxy size is going to generate something like 10 systems per recommended player count, excluding isolated nodes. You are intended to get 6 for yourself, get +4 from techs, and any extra is intended to be obtained via competition.

So, you can basically just do the math, 10 * Number of Players Systems will be generated on average. Your +4 colonization cap from techs doesn't scale with galaxy size (and it won't ever be, it's balanced for the default situation I just mentioned). I'm not sure if there's enough options on the slider for really unbalanced ratios, but that's the basic principle behind it.
Daskal Feb 27 @ 12:03pm 
Question on Colonization Cap modifier. Understood that recommended rivals ratio to galaxy size is 6. Is there any rule of thumb if you aren't using the recommended rivals? e.g. Huge is 10. If using 5 Rivals with Huge (1/2 recommendation) should cap then be doubled? Or something along those lines ...
Captain Cobbs  [author] Feb 26 @ 10:29am 
Glad you're enjoying!
ascrollerscorner Feb 26 @ 2:51am 
Thank you sir, your mod is now up and running on my 'stand-alone, off-line' system, and I am enjoying learning all the new research, and exploring the upgraded maps and plot lines.
Captain Cobbs  [author] Feb 25 @ 1:42pm 
1.6's branch is named "Development-1-5-1", since it was originally intended as an update to 1.5, and also is not fully released yet.
ascrollerscorner Feb 25 @ 1:22pm 
Captain Cobbs, thank you for the direction to GitHub, after finding and checking all links on the 'manual installation' page, I am unable to find the link to download the code for version 1.6 of your mod. I did find the link to all the other version of the mod, but not 1.6, also most of the pages on the GitHub site for your mod seems to be 3 to 4 years old.

So I ask again, where can a player that has purchased endless space 2 from steam and is trying to play the game with ESG 1.6 installed on their system, not steam, download the current mod?
Captain Cobbs  [author] Feb 24 @ 4:45pm 
Ok, sorry, I was busy yesterday and didn't get the chance to respond fully.

We've investigated all of these things over the years, none of them are possible unfortunately.
Captain Cobbs  [author] Feb 23 @ 11:56am 
No to all