ENDLESS™ Space 2

ENDLESS™ Space 2

ESG Mod - 1.6
808 Comments
Valrik 6 hours ago 
Hi there. Great mod !!

Still, there is a graphic glitch in the tech tree with the newest patch. Playing vaulters, I see vaccum portection tech partially medling with hardship bonus incentives.
_m_a_ 10 hours ago 
Hey Captain Cobbs as for preference do you suggest for 8 players:

1- Medium Size Galaxy with x1.1 systems generated
2- Large Size Galaxy with x0.9 systems generated
Settings are
4 planet overcolonization limit
More curs. + anomalies
Way more planets per system
Perhaps slow speed for larger map

Thanks.
The Viral Divinity 18 hours ago 
@spooky_oh_no

Seems to be the case overall, I've had the same issue playing Choir
spooky_oh_no Nov 5 @ 7:26am 
Playing as the vaulters, the blue probes and the yellow probes have their cooldown values switched when applied to a ship-- and the cooldowns/amount are inconsistent, capping at 4 probes regardless of module amounts on ships.
Bällchenball-Prolet Nov 3 @ 1:15pm 
There is something I don't understand about the after-batte statistics screen:

I have an Attacker with a base value of 4400 shields as shown in the ship-building UI.
I was using the power to shields tactic, the enemy ( 2 pirate ships, pirates difficulty normal, game difficulty impossible) the turtle tactic. There were no apparent special modifiers in the system.

My ships shield got completely depleted in the battle (at least that's what the visual simulation showed), so I would expect the after-battle statistics to show "Damage absorbed by your shields:" to be at least 4400.
But thats not the case - it is only shown to have absorbed 1855.

Does anybody know why this is the case? I'm not sure if this is ESG-specific or an issue in vanilla, too.
wakystuf  [author] Oct 31 @ 9:01pm 
@Double Corvid. ESG does scale probes with gamespeed, so it may be that the probe stock on endless is getting capped at 3/4. I'll look into it to confirm that's what is going on and round it up if so.
Double Corvid Oct 31 @ 4:20pm 
As the Lumeris, my probes aren't going above 1 on endless speed. It stays at 1/2 probes, saying that it's fully charged. Interestingly, the probes take 4.7 movement to launch rather than the expected 3.5, unless this is something else ESG has changed that I was unaware of as I just started using it and the change log is vast. Any help?
BLACKHUNTER Oct 31 @ 9:07am 
the squadrons figthers 3 and 2 bomber for moduls????
Captain Cobbs  [author] Oct 30 @ 11:15am 
Hey everyone! I believe ESG 1.6 is compatible with the newest patch that just dropped, feel free to leave any bug reports here.
Bällchenball-Prolet Oct 28 @ 2:48pm 
The population traits that are based on anomalies (eg. the pulsos +5 science on planets with anomalies) are currently broken and don't work at all.
_m_a_ Oct 27 @ 1:26am 
Yes i did for my major faction. Or the settings exclude major faction? (Custom Faction as United Empire affinity)
Captain Cobbs  [author] Oct 26 @ 11:55pm 
Have you reached 20 pops in a faction? It should appear in the list
_m_a_ Oct 26 @ 11:46pm 
No, i mean it's turned on. But i can't see the laws inside senate/laws screen.
Captain Cobbs  [author] Oct 26 @ 11:26pm 
it's a setting in the lobby when you're creating a game
_m_a_ Oct 26 @ 10:01pm 
Which law? I can't find them. (Turn: 90)
Captain Cobbs  [author] Oct 26 @ 2:39pm 
If you turn "Collection Bonus Laws" setting off, they are just passive effects, no laws needed. If the setting is on then you need to enact the law for the effect
_m_a_ Oct 26 @ 1:42pm 
How does "Collection Bonus Laws" work? I played the ESG lot but, didn't realized that i need to enact law to get those pop bonuses.

Do i need to eanct laws for bonuses to work?
wakystuf  [author] Oct 26 @ 7:53am 
Some of the special coordinator module bonuses will apply fleet-wide but others are flotilla-specific
_m_a_ Oct 25 @ 2:24pm 
Having one coordinator is fine for whole armada fleet (30+ CP) (Put it on the middle lane as ai use that lane %70) if i remember correctly the vanilla game had same bonuses for both tier or the vice-versa effect on tiers. If it's intentional then it's fine. I just simply couldn't recall that the bonuses were like that before.
wakystuf  [author] Oct 25 @ 12:24pm 
@ _m_a_
The small ships are protectors/defenders, so have a higher % defense bonus. The medium is the coordinator which has value separate from defending (primarily unique modules that only they can access, such as the lock-on). The medium one is more like "support" than pure tank.
Captain Cobbs  [author] Oct 24 @ 3:28pm 
We replaced it with the planet size slider, in our server poll beforehand we had 0 responses of people saying they used the galaxy age slider.
Leya Oct 24 @ 2:03pm 
Just curious, and also i guess wondering if i can change it in a file anywhere, why did 'age of galaxy; setting get removed?
_m_a_ Oct 18 @ 8:54pm 
UE small defender ship has %20 defense bonus while medium size defender ship has %10 defense bonus (from modules). Isn't it supposed to be other way around as we seen for attacker ships (%10 to %20 respectively) is this intended? Why i should build medium defender? Its cost 3cp and has inferior bonus? Thanks
Captain Cobbs  [author] Oct 16 @ 11:26pm 
They're pretty good they're just not exciting, they just have a lot of passive stuff, great ships, great skill tree, and a lot of cool bonus stuff from their quest
SpookyBooty Oct 16 @ 11:22pm 
Is it just me or does Sophons still need a buff? I feel like they still aren't as good as everyone else.
Veltaros Oct 15 @ 3:58pm 
@Shardey are you in an alliance? Some victory types like science and economy scale up with alliance size, if you are in one then that means your ally will have to research some of the techs as well. If you have all four researched and leave the alliance you should win on the spot
[☆] AresOfThrace Oct 15 @ 9:55am 
Adjusted the weights. Now the AI is kicking my ass ._.
[☆] AresOfThrace Oct 14 @ 3:42pm 
K, thanks. Will have another look at it.
Captain Cobbs  [author] Oct 14 @ 11:49am 
We'll include it in an official update, but there should be a file called ModuleDefinitions[Coilgun].xml, the AI gains in there are overturned
[☆] AresOfThrace Oct 14 @ 7:03am 
@Captain Cobbs: Ninakoru mentioned a XML where the weapon weights for the AI are defined. Could I just reduce the weight value to 0 for e.g. coilguns, or is it more complicated than that? Looking for the XML right now, but never done any ES 2 modding and not sure what it is called.
Captain Cobbs  [author] Oct 13 @ 7:48pm 
LOL okay it might not be scaling properly, I'll look into it
Shardey Oct 13 @ 7:07pm 
Is the Science victory condition borked somehow? It demands that I research 6 techs of the Endless, but there are only 4 in the whole tech tree. I researched it all but that wasn't enough to win a science victory. Hard difficulty, if that matters.
Captain Cobbs  [author] Oct 13 @ 6:38pm 
@AresOfThrace Oops, I'll let nina know, maybe we messed up the AI values or something.

@IlliaJ Late response, but you should post those on the Github Issues, after I finish the ES2 Patch I'll be working on ESG again and going through that whole list.

@Lumin Can you post your diagnostics for me please? What are your game settings, sometimes the balanced galaxy generation can do that

@Zombieslayer1444 whoops, I'll add that to the list

@cigarking Yes, I wasn't involved with those changes but I believe so

@ivivaj Can you elaborate? I'm not sure what you mean
[☆] AresOfThrace Oct 13 @ 5:57pm 
Gave it a try. Really impressive AI, only problem is it uses coilguns* on it's ships almost exclusively when playing with ESG.
[☆] AresOfThrace Oct 13 @ 9:27am 
Alright, thanks. WIll give that a try.
Captain Cobbs  [author] Oct 13 @ 5:34am 
@ AresOfThrace Try downloading ENFER reloaded, while singleplayer isn't our main target audience, the AI should be excluded from the diplomatic changes.
[☆] AresOfThrace Oct 13 @ 2:33am 
Is anybody esle having issues with the AI being totally brainded with this mod? I mean, even worse than vanilla? I had cases where they said "We are going to declare war on you!" but then never followed up with an actual declaration (Guess they couldn't afford it), but still sent invader ships to "attack" my planets (which were then stuck in orbit doing nothing until I kille dthem).
IlliaJ Oct 5 @ 11:49am 
1) I think that Sheredyn population should add Empire Manpower instead of Garrison. They are an (even more) Aggressively Militarist development of United Empire, so a defensive donus seems redundant. Should probably be just +3 Manpower (weakest Manpower trait) as Imperials/Mezari only add +1 Industrly/Science.

2) In Custom Faction Traits, Hissho Population is displayed in a different way from every other population (specifically, it only shows "+1 Hissho on home planet" whereas others show population's Politics, Yields and description).
Lumin Oct 2 @ 2:21pm 
hey i have this issue where the game is stuck on "launching game" whenever i try to make a new game, the settings dont matter, i dont have any mods installed, i have all the dlcs on except the hacking one
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