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 personally like it a lot. Their scouts have higher base armor values and 3 defensive slots. 3 plates paired with slugs make a perfect ship to add some extra defense to your first vineship. Their first offensive hull has up to 2 attack modules and up to 3 defense slots. I prefer to go for Exotic Rations to unlock some titanium slots for those to make them superior early-to-mid game battleships (up to 5 defensive slots and up to 3 offensive slots, also Exotic Rations help to convert excessive food to manpower and provide some system defenses). Their medium offensive hull is mediocre on its own but good when paired with its defensive comrade packed with offensive supporting modules (up to 4!). Their ships also regen faster for each unfallen hero with a right perk on senate and for each hero assigned directly to fleets. That also makes for a good defensive strategy.
what i have noticed is that by using empire ships with their extra offense slot, i can clear out the pirate with a much smaller count of ships, i dont believe an extra defense slot after 2/3 for small/medium ships has the same value compared to an extra weapon or utility repair slot.
We have seen this thread and the other one about this issue, and we do want to do something about it so players can enjoy a more forgiving early game with the Unfallen. Like Daynen said in the next update we're going to have vine remanence on nodes ; ie. if you retreat your vineships the vines progress will take a few turns to disappear, but we'll also look into other solutions.
Thanks for your feedback, as always!
Yeah but when you buff them, they are suddenly post-release level unbeatable again, tread carefully. The ability to keep entwinement progress does not seem too harmfull, just take note that flight from and back to a node with a retreating vineship can take up to 10+ turns by itself when deciding on the actual length. Unfallen would also greatly benefit from some sort of a more friendly and *pseudo-balanced* home system spawning when having an easy planet gives them a powerspike while being stuck with high tiers with low pop slots does exactly the opposite.
Make 2 of them with missile-speed module-troop module
Make 1 with missile-speed module-probe module(for extra scouting) or another troop module (if there are few systems, and your hero probes cover all scouting needs)
at turn 11 assign hero on fleet and give him 3 missile+defenses +a probe (fun fact if you got no minor faction nearby and no guardian colonizable planet, you need an extra turn to pay the dust refit costs.)
I see you are a rocket man. Reconsider the easily accesible T2 slugs for added dps when melee range is predominant in most vs pirate scenarios. (since they literally always use short range tactics)
Make 2 of them with missile-speed module-troop module
Make 1 with missile-speed module-probe module(for extra scouting) or another troop module (if there are few systems, and your hero probes cover all scouting needs)
at turn 11 assign hero on fleet and give him 3 missile+defenses +a probe (fun fact if you got no minor faction nearby and no guardian colonizable planet, you need an extra turn to pay the dust refit costs.)
I see you are a rocket man. Reconsider the easily accesible T2 slugs for added dps when melee range is predominant in most vs pirate scenarios. (since they literally always use short range tactics)
I detest missiles, i think they are easily counterable and unreliable. The reason this tactic is used is because they offer high dmg for low cost and alpha strike, which enables defeating most pirate setups in 1-2 levels with 0 casualties and light dmg most of the time.
Using the t2 slugs adds a cost of 22 per scout ship and 50 on the hero ship, meaning you need 5 turns at the fastest (with minor faction+colonizable planet ) to 10 or more (with jack shit of the aforementioned). Thus it is 100% not viable.
Guys i dont want to sound like a jerk but i see so many posts from people who have not actually tried playing the faction on normal speed, add comment with info that is either already included in the original post and conclusion that unfallen is shit, or just wrong. Thank you for taking the time, but please play the race, run the drills, try a single planet + no minors start while having to face pirates and then come to conclusions.
That kind of bad start is not a 100% case, but its a damn common one, (easily 3/10 of my games and i restart a LOT because i try to optimise the first 60 turns), hence my big beef with the Unfallen.
I want to make them work but they just feel like shit for the first half of the game, and by the time you reach their turning point the game is done and dealt with, by half competent human players, and sometimes even the ai beats the shit out of you when with any other faction you would manage at the very least.
Honestly the complaint here is pretty reasonable. Vineships can somehow be compared to Arks in the way that they allow you to take control over the system, but Arks have ridiculous amount of defensive firepower while vineships are just super exposed civilian fleets. I think what devs could do is give your first vineship some guns so that it can protect itself against first pirates.
Or perhaps they could make the Pirate fleets commit to seiging an outpost instead of running off like an imbecile. Maybe the answer isn't in making changes to the Unfallen, but in making changes to the Pirates?
Do you even Vodyani? :D Can not contribute healthy commentary on Unfallen as i only play Vodyani, but judging from AI on endless difficulty, they spread to god damn fast :P
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