ENDLESS™ Space 2

ENDLESS™ Space 2

ESG Mod - 1.6
769 Comments
Zombieslayer1444 Sep 16 @ 12:39pm 
Noticed that with the minor factions growth law, it seems Guardians figure out how to grow.
cigarking Sep 14 @ 9:09am 
Question...was the Advanced Node Analyser intended to never be able to generate Orichalcox or Quadrinix? In vanilla you can do this, depnding on the node you orbit.
Dęąth Viper Sep 6 @ 2:03am 
Noticed a small localization error. Not sure which one is real and isnt, but the "devoted" trait shows 30% max when in the empire view and 15% max when in the planet view. Which one is correct?
ivivaj Sep 5 @ 9:09pm 
hi, i just started a new game as horatio and activating esg laws on a new game reverts faction specific ecologist laws (all hands dictum, power to the people) to their non faction specific version. not using any other mods. deactivating esg laws and starting a new game makes those laws faction specific.

support is appreciated! thanks for the mod
Captain Cobbs  [author] Sep 5 @ 7:09pm 
@Khalid V Zhane Something like that would be ideal, but the modding system isn't open enough to let us make changes like that unfortunately :(

@WOLF1028 Glad it's working! If you still want to use endless moons load it before ESG and everything should work fine
Khalid V. Zhane Sep 5 @ 11:27am 
Not for a money-farming exploit, but to emphasize competition in the market and make it an additional battlefield. Not a harmless shop.
Khalid V. Zhane Sep 5 @ 10:13am 
A suggestion 🤔 maybe make it so that when buying/selling resources on the market, the price doesn’t spike within that same transaction in such an extreme way. Perhaps the change could be reduced with a cap, and the price increase/decrease would only be applied after the transaction is complete, or on the following turn. Basically to allow for better 'market manipulation': buying low, selling high, etc. Maybe cap the amount of resources per transaction. Once you hit the limit, you’d have to make another transaction — and in that next one, the price would already be updated.
WOLF1028 Sep 4 @ 8:45am 
I figured out it was endless moons. It prevented all the resources from appearing.
Captain Cobbs  [author] Sep 4 @ 1:11am 
Are you using any other mods? Can you send me your diagnostics?
Brettmonster77 Sep 4 @ 1:08am 
Keep getting stalled at loading screen when in a fight.. not sure if its this mod? I've tried all my others.
Captain Cobbs  [author] Sep 1 @ 6:30pm 
@bretons If you're interested in providing a save I'm happy to investigate, however, during my last few tests I haven't encountered this so it might just be something on your end.

@redirishlord I appreciate it! Sorry for the late response, but I'm glad you're enjoying the mod

@WOLF1028 I believe the game will cap you on certain galaxy sizes, something outside of the mod's control. I'd recommend making sure you aren't playing on a Balanced galaxy size and have balanced galaxy generation disabled, if the map is too small sometimes the game can't create a "region" for the luxury resource to spawn in.

@Khalid V. Zhane Hmm, I'll double check thanks for pointing that out
Khalid V. Zhane Aug 31 @ 6:36am 
Hi. The changelog says Lunabarxes has been changed to an Ecologist, but it still shows up as a Pacifist to me.
WOLF1028 Aug 31 @ 6:30am 
Someone said this mod allows you to select ALL luxury nodes, but when I set it to all; it still only give me the standard amount for the map. I've tried different size maps, but I only get all common luxuries and only 4 of each uncommon and rare. I test this with Shift+f2, but maybe the luxury still spawns on a planet?

How do I get ALL luxuries? I'd rather have more rare and uncommon than all of the common.
redirishlord Aug 10 @ 1:18pm 
@ Capt Cobbs: Thanks for your excellent work & the tip re- balanced maps, using the reg maps I get fully resourced galaxies.
* I load Endless Moons b4 ESG and Mdel's ESG+ collection after.

@ the whole ESG team: Grateful thanks for this, even for single player fans this is a great overhaul. I'm extra thankful for;
Galaxy Generation: full featured & stable choices.
Traits: you've included the best/most available & balanced it well.

Tip for single player: Big Bros & Poacher traits pair nicely with Eternal War, just be sure to answer all the discovery pop-ups at start & make all those first contacts. The tribute will start flowing like you're Rome :~)
bretons Aug 9 @ 1:29pm 
Has anyone noticed the AI only uses beam weapons? Even in the pre-battle screen it states some ships are using kinetic weapons until you view the kinetic/energy weapon balance. Then it show the enemy only uses beam weapons
Captain Cobbs  [author] Aug 8 @ 9:15pm 
@Leo & @x05 Disable balanced galaxy generation in the galaxy settings, then set the galaxy size to something that doesn't say (balanced)

@slimer91 There's a lot of new lines that need to be translated, you're welcome to friend me either here or on discord @captaincobbs and I can help explain what needs to be done in greater detail.

@Girakul Yes, I am working on a series of bugfixes for amplitude right now.
Girakul Aug 8 @ 7:47pm 
Is another ES2 update actually coming?
x05 Aug 8 @ 2:32pm 
Also seeing no Strategic Resources on planets besides starting ones, using mod console to reveal everything
slimer91 Aug 8 @ 11:41am 
Hi. I could do translation into Russian. I hope there are lines that need to be translated. Or do I just need to check old Russian files with new English?
Leo Aug 7 @ 6:49am 
im not sure if this is a bug or if im just missing something but strategic resources like titanium and the like are not spawning, at all, so i cant progress in any match some help / advise please.
Captain Cobbs  [author] Aug 6 @ 2:01am 
@Уладзимир
Hello, we no longer have a russian translator, so if anyone is interested, I am happy to explain how to fix the issues with system naming. The AI issue is mostly a vanilla issue, and from what I recall the next ES2 update should fix that. I'm glad you're enjoying my mod, sorry the russian translation isn't finished :)
Уладзимир Aug 6 @ 1:59am 
Добрый день, Капитан Коб, подскажи пожалуйста есть ли планы исправить название систем на версии с русским языком, и подскажи пожалуйста игровой интелект ботов падает с уровнем сложности или все же растет?
Просто заметил что на сложности (Сложная) ИИ комбинирует флот против моего, а на сложности (+1 от этой) он тупит и гоняет корабли по 2 шт и все.
P. S. Спасибо за твой труд, мы с моим другом залипаем в Endless именно с твоим модом, получая много ярких эмоций.
Captain Cobbs  [author] Jul 29 @ 4:56pm 
@Azerah Unfortunately it's a bug with how the game reveals things, rather than anything I have control over. Glad you're enjoying it!

@Morgrim Well, I have no idea what's causing it then, but I'm glad it's working for you
Azerah Jul 29 @ 1:38pm 
Hello, when generating a map with the "well founded" trait, I have this bug where no notifications appear to say wich minor species are in my constellation, instead I received only one notif about a random minor civilisation anywhere else on the map.

Got no problem with it, I just wanted to report it.

Thanks for the good work man.
Morgrim Jul 27 @ 10:11am 
@Captain Cobbs I don't know what the glitch was that prevented me from being attacked, but I deleted all the game folders in AppData and all the folders containing my save games. I did a clean reinstall and it works as expected now. Thanks.
Captain Cobbs  [author] Jul 25 @ 4:13pm 
@Morgrim Can you send a save + diagnostic, this has happened in the past but it shouldn't be happening now

@ID Dragnil If you're interested in translating, feel free to friend me and we can talk out what needs to be done :)

@Celepito I've never really been in charge of combat stuff so I can't speak as to why this change happened, but if you're wanting to change it you are welcome to go to the github, then write a design outline, the old guy who did combat is no longer working on ESG and we're always down for community contributions.
Celepito Jul 25 @ 3:55pm 
From the full changelog, specifically back form the 1.5 version:

"Fighter AI is adjusted so that all Fighters will attack enemy ships (rather than protecting against enemy bombers)"

While I disagree with this change, the tooltip when hovering over the center part of a Tactics Card (so the shield, lightning bolt, and and >|) still mentions that the card sends all fighter to defend, attack, and split 50/50, respectively. This caused some confusion on my part.

I would just generally argue to bring that split back, as currently only 'Closed Airspace' allows to put Fighters on defense, and I'm not sure they even work there due to the above AI change.
Morgrim Jul 25 @ 4:22am 
I'm playing without any other mod. Small map and the other factions dont declare war on endless difficulty even with neighbour systems touching my borders and me having no army ships :(
ID Dragnil Jul 20 @ 3:33am 
how can we help to translate ?
Celepito Jul 18 @ 2:58pm 
Aw, okay, thanks for the quick reply ;-;
Captain Cobbs  [author] Jul 18 @ 2:56pm 
@Tbond11 I'll note that down and ask around why that's the case, if there's no reason for it to be like that I'll change it back.
Captain Cobbs  [author] Jul 18 @ 2:33pm 
@Calepito oops that might've been autogenerated, it's not possible

@Sin K We don't have French translation unfortunately, so anything untranslated appears as the raw localization string.

Missiles don't have projectile health scale since they instead get number of missiles scaling iirc, I was never really involved with combat but that's what I remember the conversations being about.
Celepito Jul 18 @ 2:29pm 
So, um, when setting the Galaxy size to Exceptional, the ESG-added tooltip says "Exceptional galaxy size is recommended for 14 players". Is there even a way to set the player/Major Faction count up to 14? I can only ever do 12, even with only ESG enabled.
Sin K Jul 16 @ 11:41am 
Quick question guys

I noticed that on missile weapons, the projectile health does NOT scale with module size multiplier, is that intended ?

As it stand, missiles are better used on small ships, to have more modules, otherwise putting missiles on a x8 slots sounds like the best wait for it to be completly nullified by size 1 flak systems.
Sin K Jul 15 @ 9:57am 
Update from Previous message :

The issue was indeed caused by my game beeing French.

It was surprising that a mod branded as "stable" would be this much of a mess, I should have guess that there was a problem on my part.

Please note devs, that when the game is set in another langage than English, it messes up descriptions display significantly.

If that wasn't a know issue, please fix it by forcing the display of descriptions in all langages to be the same, or just warn us that it only works with the game set as English.

Thanks for the mod btw.
Sin K Jul 15 @ 9:51am 
This mod is very much unplayable for me

I don't know if it's an isolated issue on my part, but many description comes with texts like :

%ShipDescriptor3
or
%LawEffect15

All of the news laws that ESG brings have this problem and are thus unusable, because I can't know what their effects are.

For game options, alsmost all settings that ESG brings are displayed with the %Setting format, except that is was manageable because the variable names were explicit.

However, many, MANY things are displayed that way and basicaly makes the mod unplayble.

I must mention that my game was in French and that may have a role in it. I'll test in English just in case.
Tbond11 Jul 13 @ 4:27pm 
Gonna sound a bit silly, but I noticed that the stars for home systems are set to random, i've had multiple different Sophon stars from artificial to even binary at one point.

Is there a way to keep home system stars vanilla? Nothing insane, just a minor nitpick
Captain Cobbs  [author] Jul 1 @ 1:41pm 
@Dizzy Ioeuy The fixes that ESG didn't already have from that mod have all been added recently, choose one or the other.
Dizzy Ioeuy Jun 29 @ 2:59pm 
are the community fixes mod pretty much in this mod too or should that mod be loaded as well?

ty
Captain Cobbs  [author] Jun 27 @ 5:12pm 
@movement pessimist Yup, that setting is largely why 1.6 is still in "beta", but it's a huge pain to separate it into its own mod.
movement pessimist Jun 27 @ 8:02am 
I did have it enabled and did a little bit of testing without it after writing that post. Looks like that setting is the issue after all.
Captain Cobbs  [author] Jun 27 @ 12:38am 
@SamSki the default settings are what are recommended
Captain Cobbs  [author] Jun 27 @ 12:38am 
Do you have balanced galaxy gen enabled?
movement pessimist Jun 26 @ 8:21pm 
There seems to be a bug with duplicate strategic deposits spawning on the same planet. If your home system starts with deposits discovered then once you research some technology (xenolinguistics in my case) subterranean curiosities will appear with the same deposits. Also the same thing happens throughout the galaxy in general and eventually you will run into duplicated deposits. They do yield the resource but don't seem to provide their pop bonuses. I tested with just ESG enabled. It might be intended I guess, but I didn't see anything about it on the changes page.
SamSki Jun 23 @ 12:55pm 
Are there any recommended generation settings for balance?
Captain Cobbs  [author] Jun 19 @ 7:01pm 
@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 Jun 19 @ 3:18pm 
- "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).