ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I don´´t know if it is a bug or I didn´t see the cause of it but I encountered something strange.
This is the map of the galaxy in my current Craver game. I´m red and wanted to attack the Sophons (green) because they are close to winning (I wasn´t paying attention). The are at war with the Vodyani (light blue). But at the next turn I get the message that the Sophons are defeated and there whole empire just vanish.
1) Starting a new game as the Cravers. Their home system has 5 Militarists and 2 Religious representatives, but the Senate screen shows all 7 as Militarists. I don't think this is working as intended.
2) Also taking a closer look on the population growth, even though the Cravers grow twice as fast as the minor race (Kalgeros), I keep getting Kalgeros pop instead of Cravers!
Maybe the mechanism behind which pop is next to "pop" needs another look? And more explaining.
I don´´t know if it is a bug or I didn´t see the cause of it but I encountered something strange.
This is the map of the galaxy in my current Craver game. I´m red and wanted to attack the Sophons (green) because they are close to winning (I wasn´t paying attention). The are at war with the Vodyani (light blue). But at the next turn I get the message that the Sophons are defeated and there whole empire just vanish.
Also it seems that even if a planet is depleted I still get bonus FIDS...
And it seems that most of the events regarding the political landscape have text that doesn´t fit in the "text box".
And that happend to me once . The militarist law would stay in place until I abolished it.
Hi Teslaflux,
We are aware of this issue :)
We have identified what is causing it and we're working on it!
Something similar happened to me.
Cravers next to my empire (was playing Lumeris), suddenly dissapeared, and a message telling me they were defeated appeared. I considered various possibilities:
- Defeated by another faction, and I wasn't aware. I consider it improbable, because nobody else raised its score for long.
- Defeated by minor faction (highly improbable)
- Auto-eaten due to its affinity and pop traits, plus they weren't agressively playing (normal difficulty).
SUGGESTION: We gotta really improve the camera angles during battles. :) Also, the white coloration of the initial weapons look really, really bland. There's no "heat" to them, so to speak.
It would also be cool if we had a "follow cam" like a 3rd person view of a ship that we could look around with the mouse, zoom in & out, and hop from ship to ship by pressing Spacebar.
If the free camera had a Homeworld-style focus mechanic that would be the best I think
SUGGESTION: We gotta really improve the camera angles during battles. :) Also, the white coloration of the initial weapons look really, really bland. There's no "heat" to them, so to speak.
It would also be cool if we had a "follow cam" like a 3rd person view of a ship that we could look around with the mouse, zoom in & out, and hop from ship to ship by pressing Spacebar.
SUGGESTION: We gotta really improve the camera angles during battles. :) Also, the white coloration of the initial weapons look really, really bland. There's no "heat" to them, so to speak.
BTW something else I noticed (and apparently I'm not the only one) is that the Vodyani are the easiest race to invade.
When my fleet enters their system were an Ark is present, I can only invade the planet, not start a space battle! WTF Why???
If anything the Ark should act as a defensive platform against invading ships foremost, THEN if the space battle goes south, make the invasion of the planet possible.
Insult to injury, they destroy your ark without even fighting it just by the act of capturing the nearly defenseless system. A change making an ark block a siege/ground invasion is sorely needed. Either that or severely buff their earlygame planetary defense capability with some faction perks, then make an orbiting ark contribute to any ground defense by lowering the enemy invasion manpower by some percentage high enough to encourage the strategy of destroying the ark first.
I couldn't agree more.
Right now if you don't want to get invaded as Vodyani, you have to dislodge your Arc before the invaders arrive.
It turns into a stupid mini-game where; your Arc gets rekt if you're not on time, or the invader fleet gets surprised by your Arc (suddenly) guarding the system.
Honestly I don't like to be tested on my reflexes in 4x games, but I'm not sure how others feel about this.
Wyrx wrote: Greetings I have no idea if this is a bug or if its intended: Playing as the Lumeris, when outfitting the Meos-Class ship, I noticed that upon placing a module in the Defense/Support module slot which is located around the bridge(?) of the ship, the production cost suddenly includes the need for a single unit of Orichalcix and Quadrinix, among its original requirements. This does not occur when I fill the rest of the modules. Is this normal? Has anyone else experienced this or is it just me?
Any module?
Confirmed, there is not really a tooltip or explanation listed at this special slot yet.
But it seems that these unique/extra slots for more advanced ships can only be outfitted with the use of higher strategic resources.
I think this is totally intended, as these extra slots will make your ships way more powerful.
Wyrx wrote: Greetings I have no idea if this is a bug or if its intended: Playing as the Lumeris, when outfitting the Meos-Class ship, I noticed that upon placing a module in the Defense/Support module slot which is located around the bridge(?) of the ship, the production cost suddenly includes the need for a single unit of Orichalcix and Quadrinix, among its original requirements. This does not occur when I fill the rest of the modules. Is this normal? Has anyone else experienced this or is it just me?
Greetings I have no idea if this is a bug or if its intended: Playing as the Lumeris, when outfitting the Meos-Class ship, I noticed that upon placing a module in the Defense/Support module slot which is located around the bridge(?) of the ship, the production cost suddenly includes the need for a single unit of Orichalcix and Quadrinix, among its original requirements. This does not occur when I fill the rest of the modules. Is this normal? Has anyone else experienced this or is it just me?
Here's a summary for some of my suggestions about race balance:
Cravers
1) Should be able to consume foreign pop in their Empire for a growth increase.
2) Minor faction populations in their Empire shouldn't vote. Cattle don't vote.
3) It seems to me that depleted planets have the same FIDSI output with undepleted ones. Maybe it should be at least 20% lower.
4) They should receive half the penalty for overexpansion.
Vodyani
1) Their systems should be immune to invasion. Or at least don't lose the Ark if they lose the ground combat.
2) They should receive the overexpansion penalty as normal.
Lumeris
1) The cost increase for buying out outposts should be more steep.
Also the chance to sell those outposts and making a profit out of it, should increase as well. I found that most of the time the AI doesn't even offer half of what I payed to build it.
I haven't yet found anything wrong about Sophons. Except maybe they should start on a cold planet.
Sometimes when the player gets to do a quest, the reward shown is not clear enough. For example there are still many luxury items that I'm not yet familiar with and it's not explained what is gained by completing the quest.
In many cases there is no clear outcome for failing the quest either.
My suggestion therefore is to add a little bit more info in the quest screen. Let us see what the resources are by hovering the mouse over the icons, and also let us know what the repercussions are for failing the quests.
You know, Dictatorship also has 7 representatives per system, no matter how many people live there or how many planets are colonized.
Having said that, I still don't understand exactly how the Vodyani pop count works.
For example in a game I had a homeworld with 3/3 pop in 3 planets each, a 2nd system with 1/3 pop in 1 planet, and a 3rd system with 2/3 pop in 1 planet.
Why does my tooltips say that my empire count is 6?
You had 6 pop because like I said each Vodyani pop is multiplied per planet in the system.
That's why you just had 3 pops in the homeworld that were able to oversee work in 1 slot of all planets in the system and ended up with 9 working slots. Add the 1 pop from another system and 2 from the final one and you have 6 pops total while working 12 slots.
Why this is so isn't really explained in the game right now but I hope some flavourful explanation will be added in.
I don´´t know if it is a bug or I didn´t see the cause of it but I encountered something strange.
This is the map of the galaxy in my current Craver game. I´m red and wanted to attack the Sophons (green) because they are close to winning (I wasn´t paying attention). The are at war with the Vodyani (light blue). But at the next turn I get the message that the Sophons are defeated and there whole empire just vanish.
Also, I have found if I go AFK, when I hit "end turn", it just says pending and never proceeds. I like to go afk and play a turn or two between other activities.
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