ENDLESS™ Space 2

ENDLESS™ Space 2

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ENFER Reloaded
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TYPE: Extension
CONTENT: AI, Gameplay
File Size
Posted
Updated
2.594 MB
Nov 7, 2023 @ 6:45am
Mar 21 @ 11:38am
49 Change Notes ( view )

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ENFER Reloaded

Description
TL DR: An AI mod that fixes and improves lots of things to make the AI play their cards better.

The good news: This is a TRUE AI mod. The mod itself only contains a DLL file, no XML at all.
The BAD news: sadly is not working as a subscription.

If you want to use the DLL mod, check out this Discussion Topic with the details of install and uninstall. Basically, is replacing the AI Core DLL file.

Compatible with the latest official version 1.5.60, prepatch preview, ESG...

Bugfixes

I fixed 80+ different issues on the AI side, from nearly insignificant to game-breaking issues.

These are the most impactful I successfully fixed:

AI is not able to attack fleets under systems of their own influence (yes, check out latest showcase screenshot...).

There's one specific instance I could spot the AI can get stuck in "Playing" when trying to advance to the next turn: retreating from a battle, landing on another system and trying to move again.

AI got the system production locked forever half of the time when using an infinite resource conversion improvement (IE 3D Printing).

When an enemy has more military than the AI, most of the time their motivation to build ships drops dramatically. (That's why peaceful AIs almost always have very little military).

Improvements

There are 120+ improvements, this is a condensed list with the most important.

Faction specific

Lumeris can use Shadow Banking, to lower dust inflation.

Cravers now can use their sacrifice slave action, Feeding pits, to raise approval or food output.

Nakalim is able to build Temples, Resurrect colonies, assign relics to fleet heroes. Also will not go crazy with science at the beginning due to their trait.

Volyani has improved leecher management, can Evacuate Minor faction systems, will raze enemy systems to place their own Arks, won't spam Holy Proliferation mindlessly.

Riftborn is able to use Fabricated forces when on really low manpower.

Hero Management.

Now the AI will we able to re-assign their heroes to better systems or fleets.

AI will be much more consistent assigning heroes to their main combat fleets.

AI will prioritize assigning senator skills to heroes aligned with their current leading political parties.

Will also prioritize heroes to fill empty leading parties from the market, or in new academy heroes.

AI will assign their governor heroes to their most important systems available instead of just in system acquisition order.

Technologies.

These technology improvements are now implemented: Siege Modules, hero/ship part of the marketplace, curiosity detection strength, extra population buildings.

Lots of improvements in Behemoth research, IE not researching improvements for behemoths types they are not using at the time.

Some adjustments, like more interest in researching ship upgrades, better Movement Improvement understanding, better resource needs understanding.

Improved and expanded trade route related, over-colonization and buyout tech interest.

Diplomatic Enhancements

AI will not ask for tribute if they don't perceive themselves as stronger in military.

AI will think twice before opening a new war front unless they feel superior.

Lots of internal checks and minor bugfixes to avoid many dead ends in diplomacy logic (IE not asking peace/alliance to Cravers...).

Building

Better building flow, able to queue several ships or extra stuff after a buyout.

AI can build special buildings like curiosity rewards, and ship upgrade improvements.

Better placement of unique buildings and wonders, and more motivation.

Will use resource planet improvements (IE: Slag and Sludge Center) on needed resources.

Fleet Management

General improvements in fleet pathing, and more responsiveness.

AI will reasign fleets to their mission much better.

Assisting invasion fleets will likely wait for the main military fleet to arrive first.

Much better assesment of danger, AI will prioritize defense a bit more.

Ship Design

No more invisibility/detection modules on carriers, better colonizer priorities, minor optimization in module slot type selection.

Now invader role support ships, colonizers, arks, leechers and rooters will not equip weapons and armor with strategic materials.

All Behemoths and Carriers, will not equip special weapons like boarding pods, and EMP interference Weapons. Same with medium ships heavy mounts.

Others

Greatly improved the analysis and planning for Luxury need regarding system upgrade recipes.

Reworked and greatly expanded the AI law management, now evaluates almost any law.

AI now inderstands and evaluates all hacking possibilities and all ground battle strategies.

Better victory progression, added default victory choices for Hissho (Supremacy) and Umbral Choir (Economic).

AI will pre-emptively create invader fleets when everything is calm, and will have more motivation into assisting invasions with them.

Better repair/retrofit logic, with proper hero handling.

Version 3.11:

Lots of fixes and better behemoth economic management.

Version 3.10 and earlier:

All the detailed information is moved into the Change Notes
Popular Discussions View All (3)
32
May 17, 2024 @ 1:21am
How do these changes impact the AI?
ninakoru
20
1
Feb 4 @ 5:12pm
Install and uninstall Instructions
ninakoru
0
Nov 10, 2023 @ 8:12am
About Behemoths and Invader fleets
ninakoru
235 Comments
SpookyBooty Apr 12 @ 6:42pm 
Can we have the minor factions attack you if you're at war with them? Currently they just stay there n dnt attack you at all even if you're at war with them.
SOIMiMozO Apr 9 @ 5:04pm 
I don't really know a single 4x strategy where AI behavior would be easy to get to. I kinda expected the C part, I just thought maybe you have any recommendations on where to start. Maybe some good theory reading or something.
ninakoru  [author] Apr 8 @ 12:18pm 
Nah, sadly most of the stuff has to be hacked in, as there's a quite limited exposure for elements to mod, and you need some advanced knowledge of C#, lots of patience and an excellent skill in figuring things out and solving problems... Not the best game to get into AI modding.
SOIMiMozO Apr 8 @ 11:34am 
Hey, amazing mod! Thanks a lot for your work, made the game much more alive. Night and day difference!

This actually rekindled my idea to do something myself. So I wanted to ask if you happen to have any recommendations on manuals or any information on AI modding for ES2 and in general? My coding experience is kind of a basic one, but I still would love to try.
ninakoru  [author] Apr 8 @ 10:06am 
Nah, Riftborn and Horatio are naturally high performers due to how handicaps work, and how Horatio get a lot from many pop, and how Riftborn focuses in industry.

I'm not working on the AI mod right now. I tried really hard to make other factions to perform better. I'm happy with the results but sure could be further improved.
Lightjolly Apr 7 @ 8:59am 
You working on any other factions? Your Riftborn and Horatio are insane currently lol, you fed them steroids for breakfast lol
ninakoru  [author] Apr 6 @ 3:28pm 
yeah, both work well together. This mod in particular works well with any mod / no mods.
Lightjolly Apr 6 @ 3:15pm 
Does this go well with your excellent space mod?
Heartbreak One Apr 5 @ 1:16am 
hot damn this really fixes the AI. many thanks.
ninakoru  [author] Mar 19 @ 2:15pm 
That's an issue with the handicaps, not an AI issue. Early on, except cravers & hissho that instead declare war on them, they end spending a lot of influence on minor bribes, because they don't get access to powerful laws to spend influence on, no diplomatic deals... all is left: bribing minors. They get free influence per pop, so...