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.
Starbound said: The middle tech in this bunch is barely visible because Inter-Species HR name tag is on top of it. A minor thing, I know. Just something to keep in mind when rearranging the techs.
Do keep in mind that the mod will at some point be removing most of the current Military techs to move the Ship hulls in to replace them. That will free up all of the space in Empire Development that's currently dominated by Ship hulls and their upgrades for these new techs.
I've worked on the two big Community Mods for Civ 5 (The original community mod and then Vox Populi).
My one point of wisdom on mods like this.....less is more.
It can be very exciting to do this work, and you can get the desire to change anything and everything. Avoid that temptation. Assume that the game is good for the most part and focus on exactly what you are trying to accomplish, but no more than that.
In other words, use a scalpel instead of a hammer.
I have seen months go by on debates around crazy adjustments and features that are in the spirit of a completely different mod, not one that is just focused on balance.
So I wish you luck in this endeavor, it looks like an interesting prospect.
Some of the of balancing changes have made Imperials the only major faction besides the vodyani that dont come with an extra bounas when on a planet of its prefered type (Teperate) Bring back some bonus influence points for Imperials when they are on a Temperate planet.
Political effect duration of building Military Ships reduced by 75%
[Localization]
Renamed Sterile to Hazardous
New technologies now have names
[Tech Tree]
6 New Technologies added (in Total)
-"Senate-Directorate Conclave"
-"Cultural Hegemony"
-"Galactic Nationalization"
-"Rapid Phase Transitions"
-"Advanced Placation Techniques"
-"Cosmopolitan Specialization"
Development is still active, I just thought this was a good point to share the current changes, The current plan for the next big update is to do the tech reshuffle, finish of the place holder stuff & add the ability to transfer food about for empire. But I'm sure other things will find their way in too.
What are your thoughts on the changes, what's good, bad or should be changed etc.
I started up a file as soon as the changelog showed up in my Steam account. Fast Sophons of course, to rush the new features.
First of all, the Academy system spawned with two MegaForges and two Agri-Worlds. This sounds awesome, except that there is no actual technology for colonizing those worlds as they are not normal planets, making the system permanently inaccessible.
"Five areas of FIDS Focus (See Chart)" - There is no chart provided.
Most of the new techs overlap with old techs. This is a particular issue with Cosmopolitan Specialization, which exactly eclipses the Diplomacy tech behind it.
There is no apparent pattern to the creation of Cosmopolitan worlds. This is likely in the "chart" you reference. Without the chart actually in-game this could get a bit too complex. Also, they cannot be selected right now; even with the correct Influence stocks to pay for their creation, I simply cannot click on the new Cosmopolitan terraforming options.
Normal terraformation does not appear to have been correctly changed, still referencing Fertile and such.
Finally, I'm still rather unhappy with the idea of dividing Food consumption into too many types. It's easy for players to understand that Basic Sustenance is a flat number per Pop and Food Waste is a percentage; Breaking Food Waste into multiple different names creates unnecessary extra confusion.
Stalker0 wrote: I've worked on the two big Community Mods for Civ 5 (The original community mod and then Vox Populi).
My one point of wisdom on mods like this.....less is more.
It can be very exciting to do this work, and you can get the desire to change anything and everything. Avoid that temptation. Assume that the game is good for the most part and focus on exactly what you are trying to accomplish, but no more than that.
In other words, use a scalpel instead of a hammer.
I have seen months go by on debates around crazy adjustments and features that are in the spirit of a completely different mod, not one that is just focused on balance.
So I wish you luck in this endeavor, it looks like an interesting prospect.
Thanks for the advice, hopfully the way this porject is set out will reduce the chances those issues arissing, I.E. It's about trying out things and blance is a secondary goal not the main focus so arguments (atleast between those developing it, if the team gorws that much should not happen)
Theodore wrote: Some of the of balancing changes have made Imperials the only major faction besides the vodyani that dont come with an extra bounas when on a planet of its prefered type (Teperate) Bring back some bonus influence points for Imperials when they are on a Temperate planet.
The update has added 4 new planets types that all produce influence and have the "Exceptional" Planet tag, What about +2 Influnce on Exceptional Planets?
PrivateJole wrote:
Nice, the terraforming seems interesting and I will definitely try it out this weekend
Hope you enjoy it! The Terraforming & yields were the big focues of this update and tock quick a while to design & code so hopfully the next update shall come much sooner.
IceGremlin wrote:
I started up a file as soon as the changelog showed up in my Steam account. Fast Sophons of course, to rush the new features.
First of all, the Academy system spawned with two MegaForges and two Agri-Worlds. This sounds awesome, except that there is no actual technology for colonizing those worlds as they are not normal planets, making the system permanently inaccessible.
"Five areas of FIDS Focus (See Chart)" - There is no chart provided.
Most of the new techs overlap with old techs. This is a particular issue with Cosmopolitan Specialization, which exactly eclipses the Diplomacy tech behind it.
There is no apparent pattern to the creation of Cosmopolitan worlds. This is likely in the "chart" you reference. Without the chart actually in-game this could get a bit too complex. Also, they cannot be selected right now; even with the correct Influence stocks to pay for their creation, I simply cannot click on the new Cosmopolitan terraforming options.
Normal terraformation does not appear to have been correctly changed, still referencing Fertile and such.
Finally, I'm still rather unhappy with the idea of dividing Food consumption into too many types. It's easy for players to understand that Basic Sustenance is a flat number per Pop and Food Waste is a percentage; Breaking Food Waste into multiple different names creates unnecessary extra confusion.
They only spawn in the academy system for testing proposes, I forgot to disable that
But I will look into the colonization issue, The planets are designed to only be terraformed to but there still is a chance to have them become uninhabited.
Sorry about the lack of the chart, Steam is refusing to let me upload any images to the workshop page & I forgot to post it here
(Click Image to see in full)
The Gas Terraformation is unlocked both ways for any faction with the "Rapid Phase Transitions" tech
With the "Advanced Placation Techniques" Tech you will be able to use Riftborn terraforms or non-Riftborn terraforms (depending if your Riftborn or not) at the small cost of influence
As for the tech overlap it should be fixed during the big tech shuffle will hulls moving into the military quadrant.
The Arable tag has been added for planets that did not have a biodiversity tag and the sterile tag was renamed to hazardous (as sterile just did not fit when half the planets had life) but fertile should still be in use.
The focuses are how the base planet yields are amended within the Terraformation tree.
The pros and cons (that I can think of) for splitting consumption up are:
Pros:
The Food Consumption is never seemingly an incredibly high number as its been split up,
The different types allow for improvements to seem more different E.G. one is -10% Opulent consumption and one -25% logistics inefficiently instead of all just being -X% food consumption
Cons:
As you say having many types can create confusion.
I believe the benefits outweigh the disadvantages but as with everything if its generally disliked it will be changed.
Cool. Now since the Terraforming options for these advanced worlds are still bugged, can we get their stats added to that chart as well so we can see them? I also suggest that players be inherently able to settle Advanced planets, on the basis that they have already been turned into highly life-supporting artificial arcologies.
I fired up a test game on UE, everything except galaxy on basic (medium/average/normal sliders) settings on Impossible difficulty, large spiral 8-galaxy, 8 players. 1.0.61 gold version. Unfortunately Horatio attacked me around turn 80 or so and my game froze up while checking a combat reply. Will see if I'll have time tomorrow or on next week to check out the terraforming changes in a bit more detail. However, a few visual things that I noticed in the brief game.
Wouldn't mind seeing the negative modifiers in all red text. The outpost and military capacity kind of stand out as they have same color as the bonuses. This makes the overview a bit messy. "From" and "to" is probably okay to keep as it is but the actual negative number and "Outpost" text in red would give a coherent look to the info sheet.
Then, I know the tech tree revamp is underway but one thing to keep in mind is the visual appearance. Case in point:
The middle tech in this bunch is barely visible because Inter-Species HR name tag is on top of it. A minor thing, I know. Just something to keep in mind when rearranging the techs.
Those aside, the other stuff looks good. Arable tag is a fine addition. Never checked out the official G2G mod so can't comment on the ground battle changes beyond the fact that Horato took a border colony from me in a single turn with some 4 ship fleet. No idea if it would've played out the same way in vanilla as well. Should keep up with the times I guess.
Wow there is a lot of text here ':) But I simply have a request for someone who an do modding better than I can because I have no knowledge of any kind of programming. I'm the kind of guy who liked to play Civ 5 with the biggest map and most people and put it on Marathon then Add a Mod that made all science 2x as expensive to essentially slow the game down 2x but still be able to build huge fleets and have it feel more like a war and that one unit wasn't such a big thing, but one piece in a huge army. If someone might be able to make a mod that is specifially just that, 2x science costs, I would be deeply greatful :) or at least show me how lol.
I really like the terraforming and the rest of the mod aswell. Its a bummer that you didn't get it to work with the colonizing of the new planet types, I imagine it's hard to fix.
So I noticed a big patch has rolled out and incompatibility issues have risen. Any update about progress on this? Just curious, seemed to have a lot of potential.
So I noticed a big patch has rolled out and incompatibility issues have risen. Any update about progress on this? Just curious, seemed to have a lot of potential.
I have not had much freetime for the past two months I getting a bit more soon which means I'll be able to work on the mod again soon, fixing issues & added features.
Thumbs up! I'll be sure to keep an eye on this. But I think it might be actually good to take a laid-back approach to this since official patches can easily break up stuff like right now. Probably the swarm missile patch would again mess things up so maybe it's better to do only some relatively minor tweaks and playtest those. Once official stuff slows down a little, more grand steps could be taken.
But like mentioned earlier in the thread, overall "less-is-more". I think it's a good philosophy with a project like this. Avoids burnouts, massive reworks when game gets patched etc.
But like mentioned earlier in the thread, overall "less-is-more". I think it's a good philosophy with a project like this. Avoids burnouts, massive reworks when game gets patched etc.
I don’t really post, or even lurk around here much, but I’m gonna throw in my two cents since you guys seem to be doing good work. Sorry if most of this has allready been suggested.
One of the most bang-for-your-buck changes insofar as making system development more powerful/interesting are some simple QoL improvements for population management.
Specialising systems appears to be a large focus here, and one of the biggest aspects of that is min-maxing minor population placement, getting the right pops into the right systems.
This is most certainly possible at the moment, but it can be a bit of a headache. I would suggest three simple changes to flesh out this aspect of the game.
First, increase starport size. Give a place to store populations on full systems to make moving populations en mass less of a four-six at a time piecemeal thing. If the consequences of having a larger starport is a balance concern, create a huge amount of storage only starport slots, incapable of shipping populations, but capable of holding them.
Second, buff logistic ships. let us increase their speed, let us assign military escorts, give them more visibility on the map (toggleable perhaps).
Third, change the starport screen for selecting what planet to send pops to so that is has the information we want in order to determine where we send pops.Namely planet types and types of pops already present.
I would really wish such aproject could, instead of being a seperate, be integrated into the main game and developed together with the game devs themselves.
It would be really nice if we could figure out some sort of in wish interested parties could help add features the developers want to add themselves but dont have time. Ultimately good devs think of the entire game when they consider making changes to some feature.
We might want to change thing X to be more "fun" but we do not know the engine and the details nor did we spend couintless hours thinking through the structure of the entire game.
Which is why IMO the best thing would be to use the ideas section to allow devs to incorproate ideas and then assign people from the community who are willing to help out while being overseen by the devs.
This might be too much to ask but I fear that much like in other games, making a mod without knowing the fine details of how the engine works or without having the input of someone who has been spending hours per day thinking about how changes effect the entirety of the polaying experience will result in a half baked effort.
IceGremlin
Scholar
God-Aristocrat Heroes: www.games2gether.com/endless-space-2/ideas/1105-academy-influence
IceGremlin
Scholar
26 600g2g ptsReport comment
Why do you report IceGremlin?
Are you sure you want to block IceGremlin ?
BlockCancelAre you sure you want to unblock IceGremlin ?
UnblockCancelStalker0
Newcomer
Stalker0
Newcomer
14 000g2g ptsReport comment
Why do you report Stalker0?
Are you sure you want to block Stalker0 ?
BlockCancelAre you sure you want to unblock Stalker0 ?
UnblockCancelTheodore
Newcomer
Theodore
Newcomer
12 700g2g ptsReport comment
Why do you report Theodore?
Are you sure you want to block Theodore ?
BlockCancelAre you sure you want to unblock Theodore ?
UnblockCancelVIPCyRob
Sentient Precursor Database in Disguise
I know a little about modding...
VIPCyRob
Sentient Precursor Database in Disguise
92 800g2g ptsReport comment
Why do you report CyRob?
Are you sure you want to block CyRob ?
BlockCancelAre you sure you want to unblock CyRob ?
UnblockCancelPrivateJole
Vodyani in Disguise
A memeber of the Church of the Dank Meme. I have replaced my right hand with a Railgun
PrivateJole
Vodyani in Disguise
58 600g2g ptsReport comment
Why do you report PrivateJole?
Are you sure you want to block PrivateJole ?
BlockCancelAre you sure you want to unblock PrivateJole ?
UnblockCancelIceGremlin
Scholar
God-Aristocrat Heroes: www.games2gether.com/endless-space-2/ideas/1105-academy-influence
IceGremlin
Scholar
26 600g2g ptsReport comment
Why do you report IceGremlin?
Are you sure you want to block IceGremlin ?
BlockCancelAre you sure you want to unblock IceGremlin ?
UnblockCancelVIPCyRob
Sentient Precursor Database in Disguise
I know a little about modding...
VIPCyRob
Sentient Precursor Database in Disguise
92 800g2g ptsReport comment
Why do you report CyRob?
Are you sure you want to block CyRob ?
BlockCancelAre you sure you want to unblock CyRob ?
UnblockCancelIceGremlin
Scholar
God-Aristocrat Heroes: www.games2gether.com/endless-space-2/ideas/1105-academy-influence
IceGremlin
Scholar
26 600g2g ptsReport comment
Why do you report IceGremlin?
Are you sure you want to block IceGremlin ?
BlockCancelAre you sure you want to unblock IceGremlin ?
UnblockCancelVIPCyRob
Sentient Precursor Database in Disguise
I know a little about modding...
VIPCyRob
Sentient Precursor Database in Disguise
92 800g2g ptsReport comment
Why do you report CyRob?
Are you sure you want to block CyRob ?
BlockCancelAre you sure you want to unblock CyRob ?
UnblockCancelVIPGroo
Enthusiast Survivor
May the force of Auriga be with you, young Padawan !
VIPGroo
Enthusiast Survivor
51 400g2g ptsReport comment
Why do you report Groo?
Are you sure you want to block Groo ?
BlockCancelAre you sure you want to unblock Groo ?
UnblockCancelStarbound
Pixel Lifter
The more you know the less you know you know.
Starbound
Pixel Lifter
4 000g2g ptsReport comment
Why do you report Starbound?
Are you sure you want to block Starbound ?
BlockCancelAre you sure you want to unblock Starbound ?
UnblockCancelilovemnms
Space Spark
ilovemnms
Space Spark
29 400g2g ptsReport comment
Why do you report ilovemnms?
Are you sure you want to block ilovemnms ?
BlockCancelAre you sure you want to unblock ilovemnms ?
UnblockCancelPrivateJole
Vodyani in Disguise
A memeber of the Church of the Dank Meme. I have replaced my right hand with a Railgun
PrivateJole
Vodyani in Disguise
58 600g2g ptsReport comment
Why do you report PrivateJole?
Are you sure you want to block PrivateJole ?
BlockCancelAre you sure you want to unblock PrivateJole ?
UnblockCancelStarbound
Pixel Lifter
The more you know the less you know you know.
Starbound
Pixel Lifter
4 000g2g ptsReport comment
Why do you report Starbound?
Are you sure you want to block Starbound ?
BlockCancelAre you sure you want to unblock Starbound ?
UnblockCancelVIPCyRob
Sentient Precursor Database in Disguise
I know a little about modding...
VIPCyRob
Sentient Precursor Database in Disguise
92 800g2g ptsReport comment
Why do you report CyRob?
Are you sure you want to block CyRob ?
BlockCancelAre you sure you want to unblock CyRob ?
UnblockCancelStarbound
Pixel Lifter
The more you know the less you know you know.
Starbound
Pixel Lifter
4 000g2g ptsReport comment
Why do you report Starbound?
Are you sure you want to block Starbound ?
BlockCancelAre you sure you want to unblock Starbound ?
UnblockCancelDEVKynrael
Red Survivor
DEVKynrael
Red Survivor
39 400g2g ptsReport comment
Why do you report Kynrael?
Are you sure you want to block Kynrael ?
BlockCancelAre you sure you want to unblock Kynrael ?
UnblockCancelMadGAD
Beginner Newcomer
Dont be afraid of future.
MadGAD
Beginner Newcomer
23 000g2g ptsReport comment
Why do you report MadGAD?
Are you sure you want to block MadGAD ?
BlockCancelAre you sure you want to unblock MadGAD ?
UnblockCancelNarcolembia
Newcomer
Narcolembia
Newcomer
15 600g2g ptsReport comment
Why do you report Narcolembia?
Are you sure you want to block Narcolembia ?
BlockCancelAre you sure you want to unblock Narcolembia ?
UnblockCancelFather
Newcomer
Father
Newcomer
2 100g2g ptsReport comment
Why do you report Father?
Are you sure you want to block Father ?
BlockCancelAre you sure you want to unblock Father ?
UnblockCancel