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Victory Conidtions Work Around

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13 years ago
May 15, 2012, 7:56:40 AM
Hi all,



Just wanted to post and let people know how to get around the current victory condition bug that plagues a lot of players currently.



Start a game and save it immediately and exit to the main screen.



Go C:\Usersyour user name\Documents\Endless Space\Usersplayer name\Save



Using 7-Zip http://www.7-zip.org/ open the Racename - Turn 0.bin. Right click and select edit to open it in note pad.



using ctrl-f look for: and find the below section;



-100

-100

-100

-100

-100

-100

-100




delete it and don't leave any spaces. Save it and load up the save and you will have a non win game.



Have fun
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13 years ago
May 15, 2012, 9:44:20 AM
And if I leave for example the Supremacy Victory in it will be the only one working?
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13 years ago
May 15, 2012, 10:02:30 AM
I would assume so as well, still playing around with my first game but almost 300 turns in and no indication of a victory at hand.



80% of the planets are in my empire and the 4 PC players are stuck to a hand full of planets.
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13 years ago
May 15, 2012, 10:02:56 AM
It should according to logic but i'll test it on my next game if no one confirms it by then.
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13 years ago
May 15, 2012, 10:04:58 AM
Thanks for finding this and telling us. Sometimes you just want the game to go on and on.
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13 years ago
May 15, 2012, 10:05:32 AM
Poseidon67 wrote:
I would assume so as well, still playing around with my first game but almost 300 turns in and no indication of a victory at hand.



80% of the planets are in my empire and the 4 PC players are stuck to a hand full of planets.




The way to get around the AI's current unbeatable ship spam is to concentrate enough ships on a planet that you destroy it in 1-2 turns but beware because when their on the last planet you'll lose fleets left and right.
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13 years ago
May 15, 2012, 10:10:18 AM
Arghy wrote:
The way to get around the AI's current unbeatable ship spam is to concentrate enough ships on a planet that you destroy it in 1-2 turns but beware because when their on the last planet you'll lose fleets left and right.




I see that now, the Sophons have 30+ 15/15 or under ships sitting on their home planet.....spamming my own ships now to counter when needed.
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13 years ago
May 15, 2012, 10:29:12 AM
Actually even mid game I found if you edit the save file and delete the entries mentioned in the original post - they will be saved upon your next save as false.



PiratesDifficultyNormal

False

False

False

False

False

False

False

True

0

Seems to work just the same (so does probably setting them all to 'False' from the get go) soon as I loaded up the file after delete the message about expansion being at 69% was no longer displayed. (mind you I already have the dustseed negative 'fix' applied as well)



The way to get around the AI's current unbeatable ship spam is to concentrate enough ships on a planet that you destroy


As as for ship spam, just fight back with your own shipspam! overpowered AI... no problem! find







....



And add a property

XX Where XX is a integer

This will add roughly XX to your existing fleet size - it's not exact for whatever reason though I had 22 before the modification (basically end of the tech tree) so i entered as "26" thinking that would up my cap to 26 but it's now 43, so it it's an addition but apparently has some other modifier?? not exact but it gets the job done.



I also found this helps with stupid pirates early in the game that show up with like 22 ships...you can find their empire and reduce their maxcommandpoints.
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13 years ago
May 15, 2012, 10:58:38 AM
I see them in mine as well. Interesting, maybe when it forces it to rewrite it also forces it to recognize the line as false instead of how typically it just ignores it.



Ahh well an Endless game of Endless space all the same lol
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13 years ago
May 18, 2012, 2:00:26 PM
Fyi there is a bug in .30.3 that even if you disable all these correctly it will enable score victory\loss on turn 300 no matter what you do.



Only work around I've found is either to enable another type on turn 299 OR reset the turn counter to something like 12 and keep playing.

The later may also require resetting some of the entries that have turn marker references, though in limited testing things still appear to work if you don't.
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