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 love the vody, and im having happiness problems on planets, anomalies that affect one planet are affecting my entire population multiple times, i had 2 system both mutinous for no reason besides meteor strikes, them i researched the tech that resolved that, nothing happens, only the saints and sinners law saved me. Now about the mod, i have not tried it yet, but i will get it and see, i do not like mods that get directly into factions, but playing on endless difficult some times... They need some sort of reliable early game, that's all. either start always with 3 or 4 planets ( yes that's how shit their start is without minors ), or first Ark having a super low cost, or the production/essence production modules having lower prices too.
Anyway i will try the mod, i like they using food but less need say.
Sorry guys, but I am new to ES2 so I must be missing something.
I just played (with no mods) a United Empire game on hard, and now a Vodyani one (also on hard), and comparing the two the Vodyani seem...incredibly more powerful and completely unbalanced.
Also, I am expanding like a madman (I have 4 full fleets, 3 with a hero, while 1 is half leechers half ships generating some 4000 faith/turn with tier 3 stuff) and there seems that I can expand without any repercussions whatsoever to happiness since the beginning of the game (maybe it's a bug?).
Yes, the start was a bit tougher, and I had no manpower at first (I don't attack systems, I siege them until they have 0 manpower and then Blitz them), but with a minor faction nearby I leeched them to generate insane amounts of faith.
Also, the Religious faction has always been on the government (as well as laws that provide extra faith), so that my arks need 0 modules for faith.
Given that they get +4 to FIDSI that becomes +8 with the boost, they have insane generation of everything (i am on turn 200 and have very few things to still to research), and given that they also have a super strong ship protecting each system (with minimal maintenance), and given that they generate a lot of people with faith (up to 5 five in one go), I thought they needed some serious nerf.
So, is it me, or are other faction even more insane? (or do I need to play at a much higher diff setting)?
Thank you for the kind words as always plutar and Numi. I am doing my best and it's thanks to feedback from you and others that the mods can get to the state where they are improving play to this level, and I do hope the devs will take notice.
This mod and the combat mod are absolutly much better and more balanced than the current state of the game. Unfortunatly the general distrust of people think enabling a mod in mp allows the player who asked to use it gives them a distinct advantage. Its why mods in multiplayer are always so difficult even the g2g balance mod from back in the day. The botton line is these mods should be included into the main patch for the game to increase the willing player base and also it would taje vodyani out of the broken status in mulyiplayer which would be wonderful. Aitarus and his work on vodyani and combat make a better experience that imo should be in the live version of the game!
Indeed! I can't play Vodyani without it and wouldn't even touch them in a multiplayer game if the mod wasn't there. I truly hope the devs has checked the mod to steal some ideas for a future patch, as it's not so much about making Vodyani OP as just bringing down the curve of being completely UP majority of the time and a pain to play.
Vodyani is severely under-represented (just check overall achievements of all players owning the game and anything Vodyani related is at the bottom of the factions and not by a small percentage) and yet one of the coolest factions in the game I see a lot of players wanna play, but get turned off from continuing (either the faction or the game) cause they're so hard to play right.
This mod and the combat mod are absolutly much better and more balanced than the current state of the game. Unfortunatly the general distrust of people think enabling a mod in mp allows the player who asked to use it gives them a distinct advantage. Its why mods in multiplayer are always so difficult even the g2g balance mod from back in the day. The botton line is these mods should be included into the main patch for the game to increase the willing player base and also it would taje vodyani out of the broken status in mulyiplayer which would be wonderful. Aitarus and his work on vodyani and combat make a better experience that imo should be in the live version of the game!
Multiple Ark designs support. Select 'Ark' from the drop-down menu in ship designs. NB: if you choose Ark, then another hull, the ship designer freaks out. Close and re-open the session to create a different ship.
Ark FIDSI modules can once again be stacked, up to a maximum of five of any combination per Ark. They all now attract a strategic cost (10 when slotted), to be similar to equivalent era system improvements
Deactivates broken Vodyani system development approval
God bless, ugh sorry Virtuals bless you :D Damn i am so going to test that now!
Multiple Ark designs support. Select 'Ark' from the drop-down menu in ship designs. NB: if you choose Ark, then another hull, the ship designer freaks out. Close and re-open the session to create a different ship.
Ark FIDSI modules can once again be stacked, up to a maximum of five of any combination per Ark. They all now attract a strategic cost (10 when slotted), to be similar to equivalent era system improvements
Deactivates broken Vodyani system development approval
The only complaint I have about this mod is it's apparently not compatible with Custom Vodyani that aren't using Shipbound or Other Custom Race's Shipbound... but that's a pretty minor complaint for me seeing as Vodyani are one of my two favorite races to play (and now giving me some actual competition between Riftborn, not just aesthetically but gameplay-wise.)
I was alerted to what may be a way around this that I'll consider looking into, but my focus is not custom faction support since it is meant to be a Vodyani revamp for the base faction and to serve in part as a blueprint to show the devs what can work.
natanstarke wrote:
They need some sort of reliable early game, that's all. either start always with 3 or 4 planets ( yes that's how shit their start is without minors ), or first Ark having a super low cost, or the production/essence production modules having lower prices too.
Regarding reliable early game, I'm told that it feels better with the mod since I slightly upped the initial Essence from system modules and the first leech modules. There is a limit however as to how far I can go without breaking good starts even further. You are right that the ideal solution would be to code it so that you always start at X distance to the closest minor, and so that Vodyani always have the same amount of starting planets colonised. This cannot be modded, however, so will need dev attention.
The only bad news I have currently is that I am encountering some issues with the multiple Ark designs due to the way the new Ark hull appearances work, it is affecting some enhanced hulls.
Just to add something, which surprised me in my multiplayer playthrough with my friend new to ES2, as we were winning our long game, Vodyani AI was the first one to pull out carriers followed by Cravers. I took a screenshot of this first battle cause honestly I've never faced them with carriers in vanilla, so it excited me! There was more battles I didn't take screenshots of, one with 3 carriers that blew half second fleet without a hero.
You might want to check out http://steamcommunity.com/sharedfiles/filedetails/?id=1232683114 or the more extreme http://steamcommunity.com/sharedfiles/filedetails/?id=1233946283 which make systems (as far as I can tell) between 3 (for the first mod) or 4 planets minimum, 5 still being the cap.
Now, the Vodyani Rework mod... I absolutely love it. No longer am I shackled by the burden that is Chain Gangs, my population can naturally grow manpower and Arks can have more meaningful addon choice than 'All Must Tithe x5'. The early essence generation is a bit of a concern (for some reason the module shows +50 Essence but I was only getting +20 per turn?) but as the game goes on I can properly decide between Ark Generation or Population Growth (Essence Levies being an incredible boon that lets me sacrifice influence growth I'm not concerned with for much more needed Essence) Virtual Triage and Endless Assemblies are much better for the Vodyani in character.
The only complaint I have about this mod is it's apparently not compatible with Custom Vodyani that aren't using Shipbound or Other Custom Race's Shipbound... but that's a pretty minor complaint for me seeing as Vodyani are one of my two favorite races to play (and now giving me some actual competition between Riftborn, not just aesthetically but gameplay-wise.)
My favorite faction are Vodyani (if that is not obvious :D) and i spend most of game, if not all, playing vodyani. Searching for the best tactics, strategy, tricks and etc. Althought i found some good gameplay patterns it was not enough, so i was messing with black magic which lead me to this - Vodyani Rework. This my friends is a step in the right direction! Removing all growth from food and all food attribute replacing with manpower, this good sir - Aitarus fixed tons of problems. What he took a close look into is what religious faction is all about and it is about INFLUENCE and he made a conection between those two - Essence and Influence (in a right way). I suggest every Vodyani player test it. Share your thoughts and spread word so this mod can be concidered as a foundation of a Vodyani rework. Some thing might be op in your opinion and something might still be missing with this mod, but i still think it is way from what we have on a live servers. Sadly it is a problem for me to play multiplayer with this mod, because almost everyone declines downloading this mod (for a different reasons i do not know), to say how it is vs real people not only AI. Vs AI tho this mod felt insanely good.
Hum... I have not tried any mod for ES2 yet, but I guess it will be the first one I try.
It's really good, even for the AI as demostrated! Having tried Aitarus other mods before Vaulters xpac, which balances things such as combat and victory conditions, I'd recommend those as well when they get release again. He's done really well at rebalancing things.
I just wanted to add, that I've been playing a Serious game with a friend of mine who's completely new to the game, and everything is going smoothly, kinda! I find a great system at the edge of the middle near the other spiral of a 2 spiral galaxy, and Vodyani is just nearby. I grab it as the portal nut I am and believe I can defend it. The Vodyani says they're not happy with me taking it, but I think "It's just Vodyani AI, pfft!".
For around 70 or more turns the Vodyani has been harassing me, sending leechers, medium fleets, heroes, an ark that had the same weapon power as my fleet and destroyed the system twice (was too occupied dealing with two other factions and pirates everywhere, also protecting my friend) and they've become quite a threat. So much that they started next to Cravers yet the Vodyani AI is beating them and I kept getting messages from the Cravers begging to help them and join our alliance, even if the Cravers got higher score. I notice there's a few hunting grounds near their territory.
All in all, while I've played about 2 games with this mod not playing as Vodyani, the AI was doing better but not on such a grand scale as in this match, which could explained with not that good starting positions. It's truly amazing seeing it though and I'm so happy getting to fight them without just stomping leechers and small ship fleets of theirs, with weak arks about.
I'm looking forward to the mod update. I wasn't aware it had an issue with the Multiple Ark Designs mod. But now that I know they will be compatible I may give it a try while waiting for Amplitude to fix Ark design management. (It's a shame that the best solution currently possible is one ship design per system, but I imagine that would be better than the current unmodded version).
I have been able to resolve the issue with the Multiple Ark Designs mod and will integrate the option for you to choose the hull type into the next update for my mod, along with some alterations to the FIDSI modules.
While it's not ideal, you can just create a new design for each system and name it by system to manage them individually.
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