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.
it is important for the multiplayer that you have to think about what you play. If not you set in all the traits for your race and all races will have then 20+ traits.
As expected, single player custom faction fun is curtailed for the 10% of people who do multiplayer. Not really a fan of this sort of thing...
Description: The Event "Babies not Bombs" adds 1 population on an outpost that is not a colony yet (should still have 2 turns to go). This also triggers a warning that the outpost is contested. On next turn the outpost will change to a colony (1 turn sooner then it should) with only 1 population (the one added) and missing my faction population.
Steps to Reproduce: Load the game and inspect outpost "Traitor's Reach". You can load the save from a turn before and hit "end turn". I always got the same incorrect extra population placement.
Reproducibility: 5/5
Expected Behavior: Population should be added on colonies not outposts.
it is important for the multiplayer that you have to think about what you play. If not you set in all the traits for your race and all races will have then 20+ traits.
Disable it for KI and Singleplayer would be not bad.
by creating a race you have now a count for traits . You allowed 8 and you can choose 8 and save but the race then showed as invalid.
With 7 it works so change the count to 7 or let the 8 be playable.
ccmaster
PS : good idea with the count have had more then 20 the last races I build
PSS: you should remove all the traits for races they could not us. Example : Riftborn / Ship Bound could take Black Thimb but dont us Food.
And the other 100 :P
I have to say, this is the single thing I hate the most with the new system. Hate it. I so desperately want the 'trait count' to be an option that can at least be disabled or ignored in single player games, and likely I'll search for a mod first thing which disables this if I can.
Played around 80 turns in large 8 player galaxy. Performance is great, input lag is almost 100% gone. Great work and fastastic game in general!
One thing I did notice (maybe new with 1.016, maybe not!) is that the game uses memory in a way that I would diagnose as a leak:
Turn 78, examined in Resource Monitor: 5945KB commit, 4580 private
Save, exit, and re-load the game: 3989 commit, 2146 private
I figure maybe I should play some turns because many structures could be created during AI turns that would not "leak" but hang around until you exit.
Several turns later: 4719 commit, 2886 private.
I know tracking down memory leaks in Unity is trickier than other programming environments but still.. you are going to get lots of posts of "game performance degrades over time" as the high memory usage causes swapping, etc.
I verified the game files and reinstalled the game, twice. I am also unable to to start a new game (https://www.games2gether.com/endless-space-2/forums/65-general/threads/26986-preview-version-1-0-16-test?page=1#post-242054) and the game is crashing while alt-tabbing from the main menu (https://www.games2gether.com/endless-space-2/forums/65-general/threads/26986-preview-version-1-0-16-test?page=1#post-242054).
Had none of those problems on the previous patch and by changing the branch back to 1.0.11 all is working fine again, including the savegame.
I'm also on an old AMD apu/gpu so maybe some related issues are creeping back?
Yes this is definitely weird, unless one of the optimizations (we did some stuff on the improvement of influence circles) is not working. I have looked at the diagnostics file, but I see no error and it feels cut short, maybe because the game crashed. Can you send the Output_log file of the crash please?
Cheers
I meant the output_log of the crash when starting the game, not the output_log of the crash where alt-tabbing, whic I already have.
edit : tried without succes few common workaround : drivers/win7 updates/compatibility mode/admin mode ... by the way @AmpliMath, if you are hostage from a guy called E. M. just ask for help, I know he could come to force you to work on sunday ;p
Hi again :)
I try the create new game/load workaround. The game is loaded. If I make a new save, the new save don't crash the game, but it's a endless loading and need a kill -9
Summary / Title: Game hangs, then crashes, when trying to exit to desktop from the main menu
Description: The game hangs after clicking "Exit" and then confirming. You see then see the main menu image, without the options, but it's forever stuck there. Only way to exit is then to al+tab or ctrl+alt+del.
Steps to Reproduce:
1. Load the game
2. Click "Exit"
3. Click "Confirm"
Reproducibility: 5/5
Expected Behavior: To gracefully exit to the desktop
The AIs in my game don't seem to be passing laws properly, judging by the fact I'm in 1st place for passing all parties' laws while having only passed 1 party's:
During heavy battles especially with advanced weapon modules, the GPU usage and framerate is spiking a lot! I'm not sure wether it happens with the Unfallen empire or since this preview build...
my spec
i7 3770k
GTX 980 TI GAMING
12 GB RAM
SSD
WINDOWS 10
Thanks, we will check with the graphics programmers.
Hi again,
So I have discussed this and it is a very complex problem. We are still looking into this.
Cheers,
Thanx for the great job!!! I will keep finghers crossed for this one! ;-)
Would like to mention gamebreaking feature you've introduced:
Vodyani heroes have ability that gives 1 flat FIDS / level to everyone in empire. That resulted in every of my population unit producing extra 26 FIDS, way too much for a single ability. Had to abandon the game, becouse it became waaay too easy).
OK we will look into it. You had me very worried at first, I thought the game was freezing / crashing!
HI, I've reached turn 142 with this preview build.
here are my thoughts so far:
I'M PLAYING ON SERIOUS DIFFICULTY. COLOSSAL SIZE MAP. 8 A.I. PLAYERS
the good:
- game performance has increased tremendously! I am playing on colossal map size (that's really a big one) with 8 A.I. players and at turn 142 it's really smooth!
- A.I. are building better equipped fleets and do reaserch command points as it should! Turn 142 thay already have 22 Command points (at least some of them)
the bad:
- voydiani A.I. are broken. The A.I. playing this faction has still 4/4 command points and basic ships
- some bugs with missions (late will report)
the odd:
- I have rarely seen any A.I. fleets in this game....... I've explored almost the whole map throwing many small ships here and there... what is happening??? When I declare a war on empire, they immediately ask me for truce almost every turn......
I attacked the unfallen and was taking one system after another... turn by turn. then suddenly they defended their system with one very powerful fleet and destroyed mine (much weaker)
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