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Endless Space Q&A (Ask away here)

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12 years ago
Jan 28, 2013, 4:45:37 AM
Is the cravers locust affinity always active, or do you need to get a improvement for it? How do trade routes work? I thought I figured them out but the idea has backfired recently.
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12 years ago
Jan 28, 2013, 3:50:00 PM
@ stasik28, I am not sure what you mean by the cravers locust "affinity". The +FIDS in early development followed by -FIDS in late development is automatic, you cannot turn it on or off. There is an improvement in the west tree to slow it down, but otherwise you cannot control it. For trade routes, please see the complete description in the trade thread in the strategy forum:

/#/endless-space/forum/33-strategy-guides/thread/14048-trade-routes
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12 years ago
Jan 29, 2013, 3:38:30 AM
davea wrote:
@ stasik28, I am not sure what you mean by the cravers locust "affinity". The +FIDS in early development followed by -FIDS in late development is automatic, you cannot turn it on or off. There is an improvement in the west tree to slow it down, but otherwise you cannot control it. For trade routes, please see the complete description in the trade thread in the strategy forum:

/#/endless-space/forum/33-strategy-guides/thread/14048-trade-routes




Is there a way to see the progress of it? I believe during the beta it showed percentage of locusts somewhere, is that still in the game?
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12 years ago
Jan 29, 2013, 4:26:13 AM
yes, right on top of the planets. once the count reaches 60 it turns to DEPLETED in big mean red letters
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12 years ago
Feb 1, 2013, 11:02:58 PM
There is an improvement available in the very late game converting all food to ind.

How does it work with Sower affinity?



a) Only the base (50%) food is added to ind, none of this bonus ind is added to food.

b) the base and the bonus food (by ind) are added to ind, but none of this bonus ind is added to food.

c) the base and the bonus food (by ind) are added to ind, the base (40%) of ind and the bonus ind are added to food.

d) same as c) but every bonus added by then would be added to the other, making both food and ind infinite (more exactly: 0.4^n and 0.5^n for n to infinite) - cannot really imagine that ^^
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12 years ago
Feb 25, 2013, 7:51:54 PM
Is it possible to create a rendezvous point for my fleet? So that newly built ships automatically travel there. After a while, when you have 20+++ planets things get a little bit though and annoying to control.



Also can I remove certain buildings from popping up in system development? Like buildings I know I will never build on that specific planet.



And how do I choose which fleet to engage? It seems random ? Although my enemy seems to be able to target a specific fleet.
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12 years ago
Feb 25, 2013, 8:51:03 PM
Imoen wrote:
Is it possible to create a rendezvous point for my fleet? So that newly built ships automatically travel there. After a while, when you have 20+++ planets things get a little bit though and annoying to control.



Also can I remove certain buildings from popping up in system development? Like buildings I know I will never build on that specific planet.



And how do I choose which fleet to engage? It seems random ? Although my enemy seems to be able to target a specific fleet.




1) There is currently no way to set a rally point, although that would certainly be a great addition to the game.



2) I assume you mean to cut down the clutter in the system menu? Nope, not in the game, but also something that might make a good addition.



3) As for fleet engagements, it gets tricky, and I don't think many people realize what I'm about to say smiley: smile



Normally, if the enemy has multiple fleets on a system, and you engage them, you will always attack the fleet with the weakest strength. However! I'm sure many players have noticed that this doesn't always happen, and sometimes you end up fighting a stronger fleet than you expected. This can certainly feel "random" but it is not. The key thing to realize is that a fleet can "protect" a system. You know that guard button? well, if you have a ton of fleets on a system and hit guard, they will all be guarding the system. But, it is possible for a single fleet to be "protecting" the system, and this can sometimes occur by mistake. So in that case, if you came and attacked, you would be forced into conflict with the bigger hero fleet instead of the weaker fleet you might expect.



If you know how it works, and you pay close attention, you can take advantage of this fact and "hide" weaker fleets under the protection of your stronger hero fleet.



So, in essence, you don't "choose" which fleet to attack, nor is it random. It is determined by fleet strength and if a fleet is "guarding" the system.
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12 years ago
Mar 5, 2013, 6:22:42 PM
Is there any way to play a sandbox mode where you can just test out strategies by timing yourself? I'd love to have one game with no opposition just for fun.
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12 years ago
Mar 11, 2013, 12:05:18 PM
Hi there,



I am a new player and really like this game. First game of this kind that totally amazes me since Master of Orion 2.



One question though: I appreciate seeing that the game is receiving constant addons unlike most other games. And there is even one today. I'd like to know how patching usually takes place. Meaning is there a donwtime where multiplayer is not available because of patches and when does the patch usually happen. I think it will be downloading automatically with steam. And are my savegames affected by the addon?



Also I can't find a release date for the expansion. I suppose there is none yet.
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12 years ago
Mar 13, 2013, 10:32:38 PM
steam usually does a pretty good job of auto updating it for you. usually it won't let you play your save games on a new version...but with this update I was able to keep playing an old game, with the new techs and stuff implemented. so maybe it depends on the patch!
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12 years ago
Mar 13, 2013, 10:34:36 PM
Affinity wrote:
steam usually does a pretty good job of auto updating it for you. usually it won't let you play your save games on a new version...but with this update I was able to keep playing an old game, with the new techs and stuff implemented. so maybe it depends on the patch!




it depends on the patch and the updates coming with it, yeah.
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12 years ago
Mar 17, 2013, 10:24:42 PM
Hey, I'm having trouble finding this as I google it and look around! I played a hundred hours before the first expansion, and it's really neat to see how far this game has come now.



For the question: how do I run Endless Space without a mod? I have the combo mod of fair fight, anomalies, and aggressive AI, but I'd like to play without it. I still have the stub function of trying to load the Endless Space mod clicking doing nothing. I loaded the mod through the in-game mod system, I did not use the +mod launch parameter.



Sorry if this is easy to find, but I had no luck digging through the FAQ or the forum.
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12 years ago
Mar 25, 2013, 3:57:12 PM
Unfortunately I'm pretty sure the answer to my question is hidden somewhere in the forum already . but how to dig it out? ;-) So I'll just ask here:



Pilot Hero gets 2 abilities:

Tactican1 (-6% enemy accuracy)

Tactican2 (-7% enemy accuracy)



This ability doesn't seem to show up on the overview of the hero (or I didn't see it) so I wonder if this is a cumulative effect (so tact2 would give effectively -13% accuracy) or a replacing one (Tactican 2 overwrites the 6% of Tact1)?
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12 years ago
Mar 25, 2013, 4:02:20 PM
Euphorion wrote:
Unfortunately I'm pretty sure the answer to my question is hidden somewhere in the forum already . but how to dig it out? ;-) So I'll just ask here:



Pilot Hero gets 2 abilities:

Tactican1 (-6% enemy accuracy)

Tactican2 (-7% enemy accuracy)



This ability doesn't seem to show up on the overview of the hero (or I didn't see it) so I wonder if this is a cumulative effect (so tact2 would give effectively -13% accuracy) or a replacing one (Tactican 2 overwrites the 6% of Tact1)?




Since all other abilities are additive (think of offense 1 with +3 and offense 2 with +3, again), too, it is safe to assume, that Tactician 1+2 ends in -13% accuracy. smiley: wink
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12 years ago
Mar 28, 2013, 10:02:22 PM
Okay, newbie question....



I lost the ablility to choose Manual combat; only Auto shows up. Is there any way to reset this?
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12 years ago
Mar 29, 2013, 10:10:20 AM
fredzeppelin wrote:
Okay, newbie question....



I lost the ablility to choose Manual combat; only Auto shows up. Is there any way to reset this?




Did you check your Advanced Game Settings?
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12 years ago
Mar 29, 2013, 3:19:27 PM
Steph'nie wrote:
Did you check your Advanced Game Settings?


I did, and it was set correctly - I actually found a setting on an XML doc that had it marked to False - I edited it for True, and its now working as it should. Thanks for the speedy reply!
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12 years ago
Mar 29, 2013, 3:22:27 PM
fredzeppelin wrote:
I did, and it was set correctly - I actually found a setting on an XML doc that had it marked to False - I edited it for True, and its now working as it should. Thanks for the speedy reply!




No problem. smiley: smile But still, that's odd. I am glad you fixed it!
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