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.
A quick note about the Hisshos, the mining rate for mining modules is not supposed to stack. So while it is a strong mechanic, it wasn't intended to be that strong. It's still interesting to stack mining modules though to get increased cooldown and probe duration.
@SaintIndus: thanks for the feedback, if a lot of players feel this way we'll look into reducing the number of Behemoths you can field, although from previous feedback it didn't feel like it was too many.
Yeah the decreased cooldown and increased duration isn't broken, since viable with a few other modules for a general support ship like against cravers i.e. the depeletion restoration module with it (if they can both affect the same planet) so while the craver system is razed you can restore the planets and still mine the resources. Btw the example screenshot, here is the end of the game.
Turn 82(81?) science victory on slow. I had 5 one planet colonized star systems outside of the home system. And with food to industry, industry to dust, and laws I had 150k empire wide science output.
Also propaganda infinite improvements do not calculate the industry gained from mining probes to their coversation rate, while the researchable infinite system improvements do.
Mother of god...that is some absolutely mind-boggling output for a single system. I can often get around 5k industry on a strong system in a fast game with normal methods, but am I reading that right? 66k ind? 41k dust? 70k science? *expletive deleted* that's a lotta resources...even the Riftborn are jealous of that IDS output.
A quick note about the Hisshos, the mining rate for mining modules is not supposed to stack. So while it is a strong mechanic, it wasn't intended to be that strong. It's still interesting to stack mining modules though to get increased cooldown and probe duration.
@SaintIndus: thanks for the feedback, if a lot of players feel this way we'll look into reducing the number of Behemoths you can field, although from previous feedback it didn't feel like it was too many.
Yeah the decreased cooldown and increased duration isn't broken, since viable with a few other modules for a general support ship like against cravers i.e. the depeletion restoration module with it (if they can both affect the same planet) so while the craver system is razed you can restore the planets and still mine the resources. Btw the example screenshot, here is the end of the game.
Turn 82(81?) science victory on slow. I had 5 one planet colonized star systems outside of the home system. And with food to industry, industry to dust, and laws I had 150k empire wide science output.
Also propaganda infinite improvements do not calculate the industry gained from mining probes to their coversation rate, while the researchable infinite system improvements do.
Mother of god...that is some absolutely mind-boggling output for a single system. I can often get around 5k industry on a strong system in a fast game with normal methods, but am I reading that right? 66k ind? 41k dust? 70k science? *expletive deleted* that's a lotta resources...even the Riftborn are jealous of that IDS output.
The food was around 10k-12k if I recall correctly from the planet output plus +30% from Devoted approval just had it coverted into industry at this point. Only influence was lacking, in theory if I had the religious party in power and had the 15% industry into influence propaganda law active, I would have gotten a ton of that too. HOWever that is currently bugged with not taking into account the industry gained from the mining probes. So I would get 100 influence instead of say 9.9k influence.
@SaintIndus: thanks for the feedback, if a lot of players feel this way we'll look into reducing the number of Behemoths you can field, although from previous feedback it didn't feel like it was too many.
I've started one game over weekend. It was really weird to build my first Behemoth before I even unlocked medium hulls. I had CP of 4, non upgraded small ships and a Behemoth. And it was surprisingly cheap, less than a wonder I if I recall correctly! And at that point I needed only 3 more techs to increase my empire Behemoth capacity and get another one!
I don't know, maybe it has to be that way to be balanced, but it really makes them look cheap and unimpressive. I'd expect them to be something like a mobile wonder: considerable commitment to build, mobile and powerful, yet destructible.
A quick note about the Hisshos, the mining rate for mining modules is not supposed to stack. So while it is a strong mechanic, it wasn't intended to be that strong. It's still interesting to stack mining modules though to get increased cooldown and probe duration.
@SaintIndus: thanks for the feedback, if a lot of players feel this way we'll look into reducing the number of Behemoths you can field, although from previous feedback it didn't feel like it was too many.
Jhell, I know it may be a bit hastly, but any chance we can see at least a fast hotfix for the Probe Stacking? Multiplayer is unplayable right now with how powerful hishos are thanks to the exploit (every wonder, great science advantage, etc...). Thanks.
This is a bit of a non-response, Frog. Will the Balance Mod be released soon? I'd assume there is more to go in it than what this fix requires.
If people are saying multiplayer is unplayable, which is reasonable given the probe efficiency stacking, it is deserving of a hotfix or G2G Balance Mod going live ASAP just with urgent fixes to begin with. It's the least that you can do for the MP community.
I don't mind Behemoths being available early given that at that point they are basically mining/research platforms. It was always weird that FTL civilisations could only build little ships until late game tbh.
After playing about 8 hours for hissho faction, i considered to write it. Amplitude studio, made us happy, as usual. I really like Endless universe, its a great space opera.
In my opinion, devs overdone working at this DLC.
Hissho has no disadvantages. I think this faction should be nerfed. Also this faction have no system limit for conquer. Begemot's influense is TOO big for game passage. Almost 1/5 of techs have turned into begemot's ones
(New ships dont have different skins bla bla bla you already heard it). Why empires can produce so many begemots? They are too cheap and overpowerful! Its endless' tech, so why its produses like a common corvette?? Price for respecialization is too cheap too. a separate word I want to say about Destroyers. They can fire every 10 turns(5 if tech reserched), and they can destroy whole system. Its too powerful ewen for endless tech ship.A single shot must costs at least 60 purpule and 60 green resource and 20 turns for rechaege to be balanced. In my opinion given a very large accent on this ships. Come on! its super rare aciens ships but they looks like plastic boxes! They must not give so much impact on gameplay, its must not be a key of gameplay. It must be like a ACE in your sleeve, like a powerful addition to your fleet. Thats all that i wanted to say, hope you guys have same opinion, discussions are welcome anyway.
Agreed, whole heartedly. Behemoths take up far too much of the tech tree, and come far too soon.
I thought the introduction of Behemoths would be a true End Game Changer, and honestly I thought we wouldn't even see them until "after" the old Endless Techs, like an entirely new outer circle of techs, where a stalemate or huge game could be cracked open by one side bringing a system killer into play.
But now my tech tree feels....well...weak. Not as full and rich of a tree to flesh out, and far far too Behemoth orientated.
Add in the removal of terraforming (see my other post recently) and the fact you're better off just skipping system building and colonization, and just mining instead....well.... it really just feels like a much emptier game.
I'd just like to know why core crackers and obliterators don't cause unhappiness. Looting or razing a system pisses your people off, but utterly destroying everything? No problem.
Brilliant question here actually. You'd think if looting and razing angers people, then the complete destruction of an entire star system should be truly enraging.
There's also a valid question to ponder, if this kind of galactic destruction shouldn't immediately cause all other races to have a huge negative reaction to whomever uses such a weapon, to the point where using it more than one should likely cause everyone else to declare war on the offending empire.
Imagine for example, the use of a nuclear weapon. No nation has used one against another nation since WWII. The absolute rioting of the people amongst ANY Western Nation using such a a weapon is a foregone conclusion. And if any other nation were insane enough to launch one, it's almost a guarantee we'd see the entire world turn on that nation.
I'd just like to know why core crackers and obliterators don't cause unhappiness. Looting or razing a system pisses your people off, but utterly destroying everything? No problem.
Brilliant question here actually. You'd think if looting and razing angers people, then the complete destruction of an entire star system should be truly enraging.
There's also a valid question to ponder, if this kind of galactic destruction shouldn't immediately cause all other races to have a huge negative reaction to whomever uses such a weapon, to the point where using it more than one should likely cause everyone else to declare war on the offending empire.
Imagine for example, the use of a nuclear weapon. No nation has used one against another nation since WWII. The absolute rioting of the people amongst ANY Western Nation using such a a weapon is a foregone conclusion. And if any other nation were insane enough to launch one, it's almost a guarantee we'd see the entire world turn on that nation.
K.
That was the mechanic from Alpha Centauri. If you used a unit with biological weapons (considered an atrocity) then the other factions would make economical sanctions to you. If you used a Planet Buster (a scifi version of Nuclear Weapon) then they all hated you for life.
I don't mind Behemoths being available early given that at that point they are basically mining/research platforms. It was always weird that FTL civilisations could only build little ships until late game tbh.
Indeed we have limited mega ships that are not the usual lets but them at the end of the tree.You know the part only about 5% of games ever reach.
Waiting for a modification that can remove begemots from the game
You can disable the Hissho DLC from the Content menu at the main game panel. However making a "no Behemoth" button with the Hissho faction would hinder them. They were inherently designed with the use of Behemoths to help their gameplay. It is like disabling the gene splicing from Horatio, or pirate portals from Vaulters...
behemots kinda ruined the game...all games now revolve around them and it's simply a waste to invest in other ships when 1 behemot can wipe all fleets with 1 button press. i don't even try to counter build lasers and kinetics anymore just focus on behemots get a 3-4 obliterators and start wiping right and left. citadels on big maps where you get many systems are useless. it ruined all the strategy part.
and 2 obliterator shots one after the other will destroy citadels and the system
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