ENDLESS™ Space 2

ENDLESS™ Space 2

Community Fixes
107 Comments
Emrakul Oct 8 @ 12:22am 
god damn it.
ninakoru  [author] Oct 7 @ 12:48am 
Hi! not sure (probably not) if that's even moddable, this mod just alters the simulation part of the game.
Emrakul Oct 6 @ 4:33pm 
hey there; since i bought this game nearly ten years ago a consistent visual bug has bothered me which as never been addressed: any weapon with a dual turret seems to only fire one shot per barrel when using any energy based weapon. has this, or any other fix addressed this issue? projectiles when rapid firing alternate between barrels, so its possible that the shots also alternate but I've never seen it happen.
NightingaleSong Sep 20 @ 10:05am 
Is the only way to "fix" Isander's gambit to just deactivate academy quests?
Seek and Find Aug 10 @ 6:44pm 
The battle tactic "Hopeless" operates counter to it's description, which states: "if you plan to group your ships into a single flotilla" This is impossible with larger fleets, since each lane/flotilla has a minimum cp of 4.
Thrax Aug 3 @ 12:16am 
God bless you ! Thanks !:steamhappy:
Dizzy Ioeuy Jun 29 @ 12:16am 
TY
ninakoru  [author] Jun 28 @ 10:45pm 
Excellent Space 2 has all of community fixes, so it would be redundant.
Dizzy Ioeuy Jun 28 @ 9:00pm 
need to load this with your excellent space mod or is it included in that?
The Viral Divinity Jun 1 @ 9:10pm 
Nvm, firsthand I can say it does not.
The Viral Divinity Jun 1 @ 8:30pm 
Since this is basically just a bugfix compilation, does it work with ESG?
Ghoulvarine May 18 @ 6:37pm 
Thanks. Having this on made the game flow much smoother for me in terms of stuff actually making sense.
ninakoru  [author] May 18 @ 6:32pm 
yeah, has everything on prepatch preview plus a new round of fixes of thing I found lately.
Ghoulvarine May 17 @ 1:25am 
I've gotten ES2 just last year but didn't really bother with fixes. Is this the version that is more complete than the preview patch from the beta list? I only got interested in it now because of the preemptive bombing values staying the same for each stage of military quadrant but I'm sure other fixes listed here is a welcome addition too.
ninakoru  [author] Apr 30 @ 6:12am 
It's on the beta branch, the prepatch preview version. (Well, some of it). There's a single case of endless end of turn fix, related to pirate lairs and multiplayer. The patch never gone official, I guess it was because another fix about the academy bugging out the competitive quest lategame couldn't be fixed.
Myriads Apr 29 @ 6:40pm 
Wasn't this mod added to the game by the devs on the last patches? If it hasn't, can it stop the game fromg etting stuck on pending turns and be unable to start the next turn?
ninakoru  [author] Mar 27 @ 2:21pm 
Nope, happens the empire class is possibly the largest on the game, if you want full compatibility, you need to edit the empire class from community fixes and make the changes there. You also need to change "dustInflation" in the market class to be fully effective (the reduction/removal).

I recommend you "Excellent Space 2", has community fixes embedded and has a balance pass. Also dust inflation is much lower there.
Numenor Mar 27 @ 1:26pm 
Sorry this a newbie question, but I would like to use this mod, but also remove / reduce Dust inflation.

Am I able to just copy the inflation line into a new file and reduce the value without needing to copy and edit the entire SimulationDescriptors[Empire].xml? That way I can maintain maximum compatibility with any updates you make?
[Ω]OSFox Feb 15 @ 7:29am 
@ninakoru thank you for your had work.
Suggestion: is it possible to stop getting notifications about hero that already succeed all skills? Or maybe implement a level cap where hero can't get more exp above a certain level. I need some workaround, because it's really annoying on the late game stage. Would really appreciate if you somehow fix that :D
ninakoru  [author] Feb 10 @ 8:46am 
AFAIK no, the main problem with some mods is that are incompatible between them, but any combination of DLC active is not a problem I heard off.
Hoiyet Yettoi Feb 10 @ 4:19am 
Thank you for all your hard work!

I wanted to ask someone who understands how mods work - is there any risk of bugs when using mods and disabling certain DLCs? For example, this mod specifically - is there any risk of incompatibility if I use it while playing a game with some DLCs disabled?
Xeryx Jan 28 @ 7:40am 
What would the community do without you! Thanks for the updates!
Smitty2k1 Jan 27 @ 5:36am 
Thanks for your continued support!
ninakoru  [author] Jan 2 @ 8:37am 
Both in the Change Notes, also a "NEW:" on the lines on the description. These were two very minor changes I was just lazy to add up, thinking on the potentially new official release, but as is taking forever to go out of prepatch preview... here it goes.
ashbery76 Jan 2 @ 6:16am 
Back.
Skummeh Jan 1 @ 6:44pm 
It's in the Change Notes:

Added missing Gjallarfire weapon target priority for Behemoth.

Fixed two instances of minor faction ship designs with non-existent name (due to wrong letter case) on ship modules.
Apeth Jan 1 @ 3:18pm 
WHATS IN THE UPDATE?
ninakoru  [author] Jun 30, 2024 @ 11:55pm 
Not tested with ESG. Should be compatible, but probably 80%+ of the fixes are overwritten and handled in ESG anyways.
ESG support?
BLACKHUNTER Jun 18, 2024 @ 1:21pm 
thank
ninakoru  [author] Jun 15, 2024 @ 12:36pm 
Yeah, you have a point.

I'll consider into reverting the changes and keep all the fixes together until goes official.
FearSunn Jun 15, 2024 @ 10:27am 
Oh I see now. Nice to see your mod made into official game release. Congrats!
But don't you think it is a little bit premature to remove most of the fixes from your mod, since majority of the players (including myself) are not using test branches and rely on official release (and automatic update by the Steam). Now we have a situation when such players (not using test branch) are left with unfixed game (since your mod does not fix them anymore).
ninakoru  [author] Jun 15, 2024 @ 9:18am 
FearSunn Jun 15, 2024 @ 8:44am 
I am sorry... what is "prepatch preview" you are referring in recent update change notes? Is it the current game version?
ninakoru  [author] Jun 13, 2024 @ 5:44pm 
Yes, almost all of it, except the two latest additions.
ashbery76 Jun 13, 2024 @ 2:51am 
Was this all added in the official beta?
ninakoru  [author] May 30, 2024 @ 5:52pm 
To retrofit you must also need to repair the ship. Nothing to do with the mod.
zbhalokiller117 May 30, 2024 @ 5:13pm 
So im trying to upgrade my hero as vaulters and it shows to cost to be about 400 but when i try to apply design it says it will cost 1300
ninakoru  [author] May 22, 2024 @ 4:30am 
Hi, you could share any save to reproduce this error?
Lovebus May 22, 2024 @ 2:35am 
Sorry, they are called "Research Retreats" for the Nakalim.
Lovebus May 22, 2024 @ 2:33am 
Magnetic scale generators are bugging out on completion in my Nakhalim games. The building finishes construction, is considered done (in the list of built improvements), but it doesn't leave the build queue. It stays red with the exclamation point and has some UI issues when dragging it around. You cannot move it to the end of the queue, and trying to load corrupts it.
ninakoru  [author] May 21, 2024 @ 2:35pm 
I don't know about that. I'll check it later but any save would be of huge help.
Razarak May 21, 2024 @ 1:38pm 
Anyone know if the Riftborn "Scrap Kings" Law was ever fixed, or perhaps fixed in this mod? It used to be that getting it as a quest reward would result in it not being available for use. It's pretty far in the quest progression so I haven't tested it in a few years since the devs only put it as an "in progress" fix on the forums.
ninakoru  [author] May 8, 2024 @ 4:42am 
Thanks to @The Crucible another error fixed, this time with laser and beam fire rates.
ninakoru  [author] May 5, 2024 @ 6:44am 
Nope, there's nothing about that. You have all the details in the mod description.
Gruzonator May 5, 2024 @ 6:18am 
does this mod fix the issue with ignorable truce? (it's an old bug in the base game, you can just close the truce popup and press "next turn" forever)
The Crucible May 3, 2024 @ 10:13pm 
Awesome, thanks ninakoru and Ludren
Ludren May 3, 2024 @ 11:23am 
Can confirm that the bug is fixed, thank you
ninakoru  [author] May 3, 2024 @ 7:54am 
Ludren has already sent me the save file and how to reproduce, seems the MP fix was causing problems due to lack of pathing info on the temporary effect, even when it was disabled.

I have fixed it and updated the mod. Let me know if it works on your end @The Crucible @Ludren. (It should work properly now).
ninakoru  [author] May 3, 2024 @ 3:58am 
add me to friends on steam and send me there a google drive link with the file, for example :)