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.
As we all loved endless space, the good parts and the bad things. It became a game close to our hearts.
Modding has been an invaluable thing to keep this game interesting even for the most die hard gamers.
As myself I've spend many hours tweaking and modding endless space with the help of forums and sites. These days many games use the steam workshop (including endless legends) to allow people to mod the games they play in any many possible. And as I'm probably not the only one, this could be an amazing thing for Endless space 2
The workshop allows us all to modify our games in any way we see fit and possible. Because of this I'm curious to ask.
Would you like to see any modding support such as the workshop to be added to Endless Space 2?
Your answer could be invaluable to the dev-team and could decide the future of Endless Space 2's modding community.
--UPDATE--
Dear players,
One of the latest devblogs gave us a roadmap with extra information about future content. In this post they confirm Workshop Support on steam for Endless Space 2. They explicitly say that they'll try to have this available on release.
As I haven't any mod skills, I enjoyed lots of mods made by other people, and after what I've seen in XCOM2, sometimes what community can do is amazing.
Hope they implement it. There's another thread in the forum asking for an affinity editor, and people asking for SDK. I understant that the csecond is a lot of work for Amplitude, but the worksop support, I'm not sure if this requieres much work, let aside the community programing skills.
I'd like to see this to happen too. But when it should be implemented after the core game works quite well with the option for modders to get early the tools to be able to learn how to mod the game.
I'd like to see this to happen too. But when it should be implemented after the core game works quite well with the option for modders to get early the tools to be able to learn how to mod the game.
Don't worry, I don't think any of us are dreaming of modding while the game is still undergoing the innumerable changes it will through early access. Once it's out though, I am going to have a field day with it.
This is a no brainer, the modding community will have a field day with this game. Now if amplitude cooperates with the modding community, like for example, the way Firaxis has done with Xcom 2. Now that would be amazing! The modding potential would be very interesting to see imho.
This is necessary for me too. In Endless Space 1, it was a pleasure to change the game, developping in another way, etc ... Steam Workshop will simplify the exchange of mods, because in ES1, it was in a specific thread of the forum, with many dead mods.
It would be really nice if the game installed with all the proper directory structure, folders, and default files to support mods. This was not the case with ES, forcing me to I figure out what to add where, and to make inferences about how to set up for ES-Disharmony mods (because Amplitude never updated their modding manual to talk about the extra directories and files used by Disharmony).
I think the assumption is that Steam Workshop should work seamlessly. That is, you just select a mod in the Steam workshop, and presto, the mod appears on your list of potential mods in-game.
As long as I'm making wishes, I sure wish modders would include a list of which files, in which directories, they have changed. It makes it MUCH easier to combine mods (or realize they can't easily be combined) when you know this. While it would be nice if a mod manager did this for you, as well as alerting you to mods whose changed file dates are older that the latest version of that file, I think that's probably a bit too much chrome to expect of the development team.
Well if the file structure system and the mod header system is similar to ES1's (or even better, more robust) we should be able to write mods with dependencies and overrides that will allow us to fairly easily create compatibility patches for other mods.
The only reservation I have with the steam workshop is the way it pushes all updates to the player whether they like it or not. It really needs to have an option to only update mods by choice, this is a major issue in Xcom2 where anytime a user makes local changes to a mods files they are at constant threat of being overwritten.
Beyond that I am very much looking forward to getting back into ES modding.
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