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 have finished one 125-turn game (normal, Sophons) and written a list with bugs, suggestions, questions, strange things and other :)
Sorry for bugs in this thread, but the detection of bug sometime too hard. Maybe some of them isn't bugs, and some other things are bugs ))
I hope the development team will read it and my work wasn't a waste of time.
Battle.
BUG. My detector ( 27at / 18def / 420hp ) fought with an attacker ( 9at / 26def / 505hp ) and have changes 1 vs 2. I won that battle. This estimation was strange.
Battles ARE REALLY simplier than it was in “Endless Space 1”. I (and a lot of players) hate that a majority of space strategies make battles too primitive. I hope you will improve battles, add something – formations, various tactics, different orders for squads – anything. Please, be better than your concurrents, who make space strategies for little kids :)
BUG. Players can’t see current speed of animation, but can regulate it…
BUG. I always saw a tip “You used this tactic in 0% of battles”. It doesn’t work.
BUG. If flot consists of 4 or more ships, it will be divined by 2 or more squads with random assignment. It would have been OK, if players had been able to choose tactics for each squad or at least one tactic for both squads. But players can choose only long-long, short-medium or medium-short. It’s awful because a half of my ships useless in short distance, and I can’t cancel it!
It would be nice if you focused a camera on blowed ship or fleet with it, because usually players don’t see it and just notice that one or more ships disappeared.
If a player started to plan a battle, he can’t cancel it. It’s just preparing, why not?
Common.
It's not clear why I have 2 races on start, when I chose only Sophones. And why some planets have 1 race, others can have additional minor and major race. There should be some explanation of it.Common. There are double dashes in some descriptions.
When a turn started and player activate an event, other events have be minimized. It’s annoying to minimize them all every turn.
Diplomacy.
Current attitude of other races formed by a mystic way. A player can’t understand why they think thus. There should be an interpretation of it.
Players can’t interact with minor races through diplomacy screen, he must find it on the map. It’s strange.
“Forced truce” is a great idea, but should be some explanation why it was started by government and how long can you have a war with different government types and parties. I had 60% militarists in my senate and my war was over after less than 10 turns.
BUG. The estimation of dust and resource is COMPLETELY broken. I saw: 2 units of redsang are better than 3-30 units, but worse than 53 (maximum); 1 unit of darkglitter is equal to 54 (maximum) units; it doesn’t want to get 1 titanium for 1000 dust or all player’s resources, but agree to give you 2000 dust for 2 units of 2 resources; and other strange things. I got 240 mushrooms for 1 redsang and 1 wine, for example.
Empire.
Player can’t see full description of uninterrupted law like “Oracul”, but other laws can be examined.
BUG. Players can’t look at a planet which didn’t colonized by him. Unfounded restriction.
There isn’t any tip how to use luxury resources untill you learn technology for it. They look like a trash until it.
There isn’t a way to reduce expenses except destroying of improvement or ships.
The influence outcome is extraordinary in Era III, and a player don't have smart way to spend it. However, this resource have big unrealised potential for the game.
Are you going to make an opportunity to build something on the moons, asteroids, suns or in open space? I hope you are. It’s always interesting.
2 worlds of other race dominated by my 8 worlds, what have summary influence much more than their influence. Looks like if a player have one very influenced world, it will cover all galaxy without any problem – it just need some time. Too simple.
Planets.
It’s necessary to see how different types, climates and anomalies of planets have an influence on planet’s outcome. Now it’s a black box. There should be a tip when you point to an outcome (like +3 industrial = 1 base + 1 tundra + 1 anomaly)
BUG. Ice planets have crazy outcome of food. Seriously? Food into the eternal ice? Not science?..
Why colonization of jungle or steppes is harder than tundra or arctic? The majority of living creatures won’t be agree with you :)
It’s slightly strange that player can migrate ALL population of planet to other planet without any time or money cost.
BUG. I built Trade Company Subsidiary in a separated world (without links to other systems), but it didn’t work at all, just blocked a slot for it.
“Solar Security Operations Base” is a mystery building, which can be built anywhere and make its job? And if a player have 2, his trade income will raise +100% or +125%? (addition or multiplication)
Ships.
Upgrade are very expensive! For example, one upgrade was 3.2 times more expensive than industrial cost of whole ship, when I just added some new modules on free slots. I think it should be: Cost = industrial cost (new modules – 0.5 * removed modules) * n, where 0.5 <= n <= 2.5. It’s more realistic and reasonable.
Will you leave identical models for detectors and attackers? There have two different roles and should have two differenct designs.
Repair is really expensive. Why not add another way to repair them by using system industry?
There isn’t any anti-missile defense even in Era III. Usually the defence methods appear soon after offence methods.
Technologies.
Empire improvements don’t have description like planetary improvements. It seems a bit raw.
It doesn’t understandably how to buy an improvement while you don’t learn a big part of the tech tree.
Will you add more weapon, defence and support modules? The choice doesn't impress for this moment.
War.
BUG. When siege is cancelled, the empire income and research points won’t refresh until some other changes (but only visible numbers, it works correct)
You can’t mark a fleet as waiting for 1 turn. Only continuous actions or movement.
BUG. Your “forced truce” can be eternal, if you don’t move your army from borders of the former enemy. I had waited for more 5 turns with status of truce “0 turns left” before finding it out.
BUG When creating a new ship a Vodyani I was able to add a movement module by double clicking on it and it didn't take up any slot (but speed was increased). And then I could add another module to the free slot to gain even a bigger boost in speed.
BUG Why if you play Lumeris, you have -5 approval on Atoll planets? I mean, they are born and evolved on that kind of planet, and they hate it? Seems a little strange... They seems to hate even their homeworld (also -5 approval).
BUG Why if you play Lumeris, you have -5 approval on Atoll planets? I mean, they are born and evolved on that kind of planet, and they hate it? Seems a little strange... They seems to hate even their homeworld (also -5 approval).
Maybe they just really hate it there. Just because it's home, doesn't mean it's wanted.
Thanks for the list, it is useful :). I can give you some answers on the Diplomacy section:
Diplomacy.
Current attitude of other races formed by a mystic way. A player can’t understand why they think thus. There should be an interpretation of it.
Actually it is! Well at least we tried . Check the screenshot below:
If you hover over the attitude in any notification or in the negotiation screen, the tooltip should give you several reasons of why the AI has said attitude towards you. It's a bit rough for now but we're working on it!
“Forced truce” is a great idea, but should be some explanation why it was started by government and how long can you have a war with different government types and parties. I had 60% militarists in my senate and my war was over after less than 10 turns.
BUG. The estimation of dust and resource is COMPLETELY broken. I saw: 2 units of redsang are better than 3-30 units, but worse than 53 (maximum); 1 unit of darkglitter is equal to 54 (maximum) units; it doesn’t want to get 1 titanium for 1000 dust or all player’s resources, but agree to give you 2000 dust for 2 units of 2 resources; and other strange things. I got 240 mushrooms for 1 redsang and 1 wine, for example.
This is one of the most difficult things to balance for us with the AI - we were currently having some technical changes on the system, and we're now going to be able to tweak it again - and hopefully fix the issues you mentionned!
Thank you for your attention and answer :) About diplomacy:
1. I thought that colorful slider under it show their attitude. Like:
And it should have some good tip about why they think this way, like (+10 trade, -20 colonies, -15 old enemy). By the way, will interracial trade be added to the game? Or it available with advanced diplomacy options? And what about "dust per turn"?
2. OK, thanks for your link )
3. Perhaps, will bea simple system good enough? Like every goods have a value = constant for this commodity * coefficient of current need, and coefficient have different value for different amount. Like this:
And AI can show what it wants. It's outdated to force a player to guess what his trade partner wants. Why don't highlight by color or tell it? And how much. It will be a good step forward. Click-cancel-cycle for each resource is boring game experience.
Thank you, SeerRus, your thread is great and thanks to all of commentators. I laughed much!
BUG. If flot consists of 4 or more ships, it will be divined by 2 or more squads with random assignment. It would have been OK, if players had been able to choose tactics for each squad or at least one tactic for both squads. But players can choose only long-long, short-medium or medium-short. It’s awful because a half of my ships useless in short distance, and I can’t cancel it!
To Devs: I even did not noticed there is an option to split fleets.
There are double dashes in some descriptions.
To Devs: Yes, this is very annoying.
BUG. The estimation of dust and resource is COMPLETELY broken. I saw: 2 units of redsang are better than 3-30 units, but worse than 53 (maximum); 1 unit of darkglitter is equal to 54 (maximum) units; it doesn’t want to get 1 titanium for 1000 dust or all player’s resources, but agree to give you 2000 dust for 2 units of 2 resources; and other strange things. I got 240 mushrooms for 1 redsang and 1 wine, for example.
To Devs and all: I believe the issue will be settled anyway when Marketplace is implemented. Because you cannot implement Marketplace if AI cannot estimate prices it is willing to pay for goods.
Empire.
There isn’t a way to reduce expenses except destroying of improvement or ships.
You can also unassign heroes, but if buildings could be "turned off" instead of being sold it would settle the problem.
BUG. Ice planets have crazy outcome of food. Seriously? Food into the eternal ice? Not science?..
Why colonization of jungle or steppes is harder than tundra or arctic? The majority of living creatures won’t be agree with you :)
It’s slightly strange that player can migrate ALL population of planet to other planet without any time or money cost.
1. To SeerRus: Actually, you can see a justification for Arctic planets food focus in the description.
2. To SeerRus: The reason for the fact that colonizing a specific planet type requires a tech is because in this universe planet types have specific negative traits that are not always connected with their climate. I recall something like extreme electromagnetic fields. It may be a bit illogical sometimes but the Devs did a great job and this is really a discovery for 4X. You can find such justifications in the descriptions of either techs or planets.
3. To Devs and all: Let me tell you a story of The Little Deuyivan That Could NOT.
A Little Deuyivan lived with his family in an Evil Gas Giant. The Evil Gas Giant was very unfavorable to the Little Deuyivan and to Papa of the Little Deuyivan, and to Mama of the Little Deuyivan, and to the whole Deuyivan population. And every Deuyivan hated the Evil Gas Giant and suffered from depression.
Once upon a time a Good Craver came and said: "Dear Deuyivan, little and big alike, let me teleport you to a next planet. It is so beautiful and there are butterflies (actually, not; they are consumed) and no hurricanes there". And so did the Good Craver.
Since then the Little Deuyivan was watching the Evil Gas Giant through a window and kept hating it. And hated his new home a little bit too.
Such is the story ofThe Little Deuyivan That CouldNot Stop Hating due to his overwhelming depression.
Summary: why do my pops suffer from disapproval caused by a colonized uninhabited planet?
Repair is really expensive. Why not add another way to repair them by using system industry?
To Devs: it is also strange how repair modules (and one battle plan) work: I can repair a ship right after a battle but cannot repair it otherwise with the same module. This forces players to do "trash fights" just to repair. Nonsense. It will be better from a game design point of viewto have ships repaired with turns passed. Otherwise, total repaired fleet HP should depend on CP of the destroyed ships if it is implied that ships use wreckage as materials for repair - but this cannot work if you lost the battle.
There isn’t any anti-missile defense even in Era III. Usually the defence methods appear soon after offence methods.
To SeerRus: as it was already said, kinetic weapons stop missiles. I had a missile carrier vs several smaller kinetic ships; the calculations favored me. I killed none, they killed mine.
You can’t mark a fleet as waiting for 1 turn. Only continuous actions or movement.
To Devs: another issue is that whenever my "sleeping" ships encounter a ship of other empires entering the same system I get a notification. That's very annoying if you play for militarists and want an approval boost.
You can also unassign heroes, but if buildings could be "turned off" instead of being sold it would settle the problem.
Yes, it would be great decision! And this one can be realised easily (IMHO).
strange how repair modules (and one battle plan) work
Yes, I've seen simular thing in a lot of space strategies, and it was always unrealistic. I love your idea about utilization of wreckage, it should be realized. And very slow repair can exists too into friendly or neutral systems, where a fleet can find resources for it.
p.s. Sotnik, thank you for your interesting answer )
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