ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
If you have looked movie Rainman or watched Big Bang Theory you have some idea what kind of person I am.
I am that person who understands code and is ready to study it. The one who is ready to battle to make his changes to work...
I can also be that person who lacks any kind of social skills (hey, as a defence I suffer from mild Autism).
That means that if I say that something can be done you can be sure that it's possible, and if I say that you are idiot most likely you are not but I am again overheated.
What this mod does:
Purpose of this mod is implement craziest, most wicked ideas and turn those to possible and not so game unbalancing.
How I do it:
I hope that people comes here and tell their suggestions.
If I don't get otherwise enough ideas I go to troll other posts and try to collect most wicked and craziest ideas to implement.
History of this mod:
This mod started as a heromod (mod to adjust how heroes works) and it will always be clean version of this mod. It will get new versions based to how hero changes works.
Later I decided to include Fleetmod, Academymod, Affinitymod, Traitmod and so on.
IIK! Major game breaking bug found on 0.203 if you are using that version download quick fix. Basically you can't advance in technology tree without this quick fix!
x.xx5-9 will include compilation modpacks including several mods at once, this is completly redo for game and will change loads of things for once
x.xx0-4 will only have heromod in it's pure form, it affects only to heroes and only for their skills. Hero costs and stuff will be left in their basic values.
When you see me start to upload mods you can except to first see loads of x.xx0-4 versions, this means that I am changing the biggest mod which builds foundation to rest of my mods
After that I will start to upload x.xx5-9 versions, these does contain minimods what I have seen others suggest/ask/post in modforums.
To find out whats my newest version and what I am doing atm. I post after uploading version message which tells my latest version:
0.203 Quick Fix, if you have 0.203 download this. Major Bug found!
Changes:
0.203
Huge thanks goes to Iamgory for telling how he improved game, these now should all be in game.
I changed how couple of his suggestions works though:
1) Antimissile defence is only 2% better than normal but the higher your tech is the higher difference is. I was quite shocked when I realized that first were best in size/cost efficiency. Now best should be best.
2) Piratefleets uses 3x more cp and are 100-200 hp less than normal. This means that Pirate fleets should be at avarage 3 times less powerful than normal.
3) Maximum fleet size is 45 CP
I have still rather high fever and thinking is bit difficult, I sadly can't concentrate to further developing this mod right now :/
0.203
Sophons and UE hopefully fixed, Sophons gets new building, I haven't yet added it to their scientist1 trait descriptionNotice Sophons still gets up to 80% more research than anyone else, this is counterbalanced by lower production rate (hopefully). If it's yet overpowered race I will lower their growthrate.UE seems to do what I wanted it to do, only question is how it manages with traderoutes.Next I will have game as a sower and after that as a Swarm. Those 2 did got complete redo too.
Pilgrims, Amoeba and Hissho should all be playable.
Notice AI still not fixed :/ I try to first make it so that I don't generate 1000+ fids at turn 50.202
Mostly Bugfix version
0.201Positive news: this one actually lets you play game!Don't ask how I did this, I have coded 10 hours at row now without stepping out of computer. I did redo almost everything what I have done with traits so far.This is foundation to traits!Gas giants/Asteroid terraformable but not otherway :/
Some traits can be seriously overpoweredMy goal was: If it looks easy I like it
For: %title things, I am not sure how to fix those neatly. Will send new version once I have figured out how.
Pirates should be approximately 1/10 th of their power.0.201 test released :
Warning: AI lacks any kind of traits.
skills may lack proper explanation or have badly thought cost
this version is just to show that I am right now doing.
I still miss governments, fleet mod, traits to pregenerated races and balancing.
Game should be playable but against AI except easy victories.
0.200 released
Notice this is still quite in progress work.
I am mostly rewriting whole customize race right now.
I have set 10 step plan to get rid of rest of old ones.
NOTICE: Faction traits still in power! also factions haven't ripped out custom traits... I will do it as soon as possible.
This might lead to some not so welcomed surprises (I have mostly tested pilgrims and UE)
0.200 beta
Warning this is beta! It works but it lets you create crazily powerful races.
Skill system should look prettier, still haven't figured out how to hide skills depending of player chose
Asteroids/Gas Giants are now possible to terraform to barren (or atleast there is code for that )
0.106
Added Tsarians suggestion for first hero skills.
Need quite many small fixes to get it work like it should, except version 0.107 (and 0.108) to handle those
0.105
Purehero mod transfered to compilation.
Do notice that we again have 30 heroes, changed hero cost, bigger fleets and stuff like that.
0.102
Science added as a flat amount
0.101 changes:
fixed skills (hopefully)
0,100 changes:
Pureheromod!
Skill changes done
Not bug tested!
Chains not tested!
all in all, this requires lots of testing then. I will upload 0.101 asap which hopefully isn't this buggy.
0.011 changes:
Pureheromod, this doesn't have bigger fleets
First hero free, after that +60 per hero (ok,ok, this was for me testing, I correct this later)
other academy changes revamped back to original
1/3 of skill changes done! (only ones left are remove / add new sections in my post)
0.015 changes:
bigger fleets
first hero free
after first hero heroes costs 100 more instead of 60 (1000 dust per hero after 10th hero and so on)
more heroes to academy
empire can have up to 30 heroes
0.010 changes: (this is same than 0.001 really)
all 62 heroes starting abilities set to 3
all skills set to common
added support to 1.08
future versions
0.2 line: True custom race generator, letting you create the exactly race you want (well except some minor details like look :P)
0.201-0.24:
polishing, adding more traits
0.205
balance a lot
0.206
read feedback, put it to mod, release version 1.0, give job to somebody who wants and go to play some other game for couple days.
0.103: depends how much feedback I get, takes aeons to do this phase alone
mod changed to adjust testing feedback
Won't continue until a) I have played some games or b) I have got feedback or c) new patch is released
Installing:
1) Make backup of your gameassets17.assets file in \Steam\steamapps\common\Endless Space\EndlessSpace_Data folder
2) Copy my file over it
3) Try to play, notice how your game crash
4) Send feedback to this forum and I try to make you happy again
If you have questions relating to changes I made or how I made those don't be afraid to ask, I don't yet know a lot but I am happy to share the little I do.
if you want older versions than those 2 I have saved everyone from 0.01 to latest.
If you want to help me with this mod:
1) Test versions I send
2) Complain! I don't want to hear: "what a wonderful mod" it doesn't help me. Instead: "This ability is too powerful" or "AI doesn't use skill x properly" are way more useful for me
3) Suggest things to add. I am ready to add almost everything (well ok, if you suggest race I may think it couple times) .
About suggestions:
"Hey, I want to fly pirateship which shoots angry cows" is as helpful for me than "I have this nice code which I want you to use".
As long as your suggestion is doable I think about it... if it's possible to add I will give credit for you and put it to mod.
1. I'm not sure that skills should be any more powerful then they are now, I've already been in situations where I can't remove a governor because the system it's managing will either revolt or starve. And high-level fleet commanders can be OP as well, if there's a bottleneck to your home constellation you can park your level 15 hero there and never lose a battle. Part of the problem is that the AI seems to be diversifying skills a lot more than the player, so their heroes aren't utilized as well.
2. Yes, some traits don't make a lot of sense together, especially the pilot/production combos. What I would like to see instead is to have all skills available initially but have skills in one area block advancement in another. And the highest-level skills can give a large bonus to a single FIDS attribute or damage type at the expense of others. That's a better way to specialize than these weird food growers/invasion specialists that happen sometimes, and it will force the AI to create better heroes as well. Ideally if heroes have 20 levels, these mutually-exclusive ladders will run about 15 long each, with another 10-15 misc hero-focused skills (healing, quick reassignment, %xp bonus, etc.)
3. The +25 production skill doesn't come too early, but it is too much for the early game. Instead of making it depend on rank 3, I would move the corresponding food bonus back to rank 1 to join it and change the calculations to 2 * level, upgradable to 3 * level.
4. As for traits, if these won't be used anymore then it probably makes sense to change all heroes to production/administrator and pilot/fleet types. Or just define a single trait if possible, to keep things easily understood.
You can't imagine how wonderful it is to see reply
1) Well... I basically removed up to 6 points from heroes in this process (Best heroes were around 21 points and now they are all 12) so to balance that I may need to think something.
2 and 3) Actually +25 production needs just +3 labor for hero, 1 race trait gets it instantly and others before turn 10.
May way to try to solve this problem would be (hopefully this solves nro 2 but I am bit pessimistic with that):
Now we have 3 labor skills, 1 procentual production skill and 1 production skill. Thats 5 skills for 32% + 25 production.
If one splits it bit we could have 3 labor skills, 3 procentual production skill and 3 production skills. Meaning 12 to labor, +30% and + 30 production totaling 42% +30.
That would be 10%+5 more while spending 4 skill points more.
Now if one does this same to all other skills we have in the end 4x4 more skills just for production.
When heros max level is 20 and you need both labor and vit to rank 3 to get these better ranks you need to spend 22 points to skills to get ultimate producing hero. (then again after that that hero really is walking god)
I sadly don't use heroes in battles so I have to run several tests (or get some nice people to tell similar skills in battle) to see whether there is similar...
Still I dream that I could somehow produce for heroes skills to increase different weapon damage type or defense.
4. but but but it requires lots of calculating and I'm lazy :P (I try first whether I can cut couple heroes off (need space for new skills))
About hero balance, I'm not sure whether I can tune it down enough to not to make heroes overpowered... but I dream of world where Horatios couldn't just stomp over anything
best part of this project is that I have now ideas how to make new buildings, how to make new races (if only one could temper with graphics) and so on
Right, after seeing that there is need for this mod I probably should tell how my project continues:
Right now I am actually in quite hilarious situation, I wanted to see what happens if I increase amount of heroes empire can have and amount of experience they get... I managed to reach to situation where my entire screen is filled with spam
Still problems with adding new levels.
Don't really have ideas what to replace and with what (in my perspective most of the skills right now are quite useless)... so next heromod versio (will release it later today) might annoy some persons
There 2 things I really do not like when it comes to heroes now (along with skills): other is how long you have to wait at start to get new heroes and other is how little heroes you can get.
I have previously tried to live through this by changing technologies... but AI is stupid, AI is really stupid and thus as a modder I have to change game so that AI would have atleast some chance to have even 1/10th of the amount of heroes than I have.
Changing technologies is rather bad idea since a) AI is slower than human (honestly, by the time I last time had 30 heros AI had 3.. that doesn't sound fun) and b) AI prioritizes heroes strangely.
Do live through both of these I have to a) Change starting attributes to let players have more heroes at start and just wish that AI can live with it and b) atleast be glad that it's not longer use empire heroes on fleets. (Level 9 administrator hero on fleet against my level 1 pilot hero... lets just say that I still wonder what he was doing)
Better option therefore would be:
[code]
[/code]
don't want to yet touch experience stuff before I have find out way to increase levels.
Likewise following changes are rather important
[code]
3
50
2
0
80
1
[/code]
Hopefully this means that first hero is free and following after that is more expensive... I have minor problems when at level 100 my 30th hero costs less than 2000 credits.
Hard part is that rising hero cost too high at start punishes players quite severely but keeping it too low makes cost nonexistant in middle/end game.
Oh, HELP NEEDED!
Need to know what hero skills you absolutely hate or keep completly useless. (need to somehow free 6 spots :P)
What people would think about following idea: instead of having "passive" combat skills, there would be just following:
+3 to stat
+3 to stat
+4 to stat
then
+2 to 2 stats
+2 to 2 stats
+2 to 2 stats
stat would be offense/defense/melee
rest of the skills would be devoted for battlecards
*example* (notice this really is example, it's bit absurd and mostly broken but hopefully atleast someone gets idea)
Without hero fleet has just Attack, Defend and Fleet battlecards (attack increases damage by 5%, defend defense by 5% and fleet is that normal flee)
With first +3 skill would open Fire battlecard which (if this is possible) would cause x damage to ship of enemy fleet
Second +3 skill would open Fira battlecard which deals double of Fires damage to enemy fleet
+4 then would give Firaga which would deal 3x damage
+2 to 2 skills would then give flashfire which would both deal x damage and increase fleets accuracy by y
second +2 would give flashfira
and third would give flashfiraga
*/example*
hope that was easy enough.
Since melee is weakest stat (it's possible to rise melees power but I do not want to do that :P) it would get most powerful cards, offense would get mostly rage/berserking and so on and defense would get heals and barriers.
I am going to add skills like Fullheal and Superberserking (I have really bad imagination when it comes to names) where first heals fleet to 100% and second makes fleet lose all it's defensive stats to increase offensive 5 times as much.
*/suggestion*
Outside of that it starts to look easy enough to think possible to alter empire heroes.
uhm, when last time you left your invasive ships unprotected?
My point is:
without labor hero doesn't grant anything to production
without wit hero is useless when it comes to science and money generation
offense? required for fleet combats (after merging fleet mod to this it becomes maybe bit too powerful stat)
defense? counterstat for offense
melee.. uhm, ok, without melee you need maybe 1 or 2 turns more to conquer that system.
Basically you can live without melee where as you just can't live without other stats. (well ok, hero can be without labor/wit or without offense/defense combos)
Of course one can find same argument to back everything else up...
BUT and this is big but
when we talk about having heroes everywhere and having massive fleets we are also speaking about massive expenses.
Melee can be useful stat when scale is minimum and the smaller it is the better that stat comes. (though I still think that it's useless)
To me, for a fleet hero, +1 melee is more useful than +1 offense. My fleets always win combats anyway, and I spend a lot of turns waiting for invasions to finish. To make invasions go faster, I prefer melee. Of course YMMV.
davea wrote: To me, for a fleet hero, +1 melee is more useful than +1 offense. My fleets always win combats anyway, and I spend a lot of turns waiting for invasions to finish. To make invasions go faster, I prefer melee. Of course YMMV.
Do you use heroes in your invasion fleets? Of course with this mod it's possible and recommended but I myself would still hesitate with that.
Of course upkeep goes higher when one has multiple fleets but for pure invasion cases it's better to build pure invasion fleets and just try to make sure that enemy doesn't reach to system.
Anyway thing is: right now it's possible to reach to 35 melee with hero with my mod 13 is hard limit.
Also with increased fleet cap conguering system less than turn shouldn't be problem, imagine fleet with 100x120 invasion power attacking against system with 200-300 defense.
Many of the skills become null when you mod fleet size. however, you can remove the needed 6 skills with the veteran skills+cyberskilled+hardy constitution.
Those production and food additions are really powerful, no doubt about it. I’ve also thought about turning them into a percentage value but left them alone at first.
I think a straight addition is especially helpful at beginning when you need to build-up a new system. Sometimes, planets start with 0 food and production what makes those additions a huge help. A percentage bonus for 0 food and production planets wouldn’t be very helpful then.
I’ve thought about following values:
Director 1:
- Minister of Propaganda 1: +20
- Minister of Propaganda 2: +30
Director 2
- Civil Engineer: +10
- Efficient Schooling: +20%
Director 3
- Crop Geneticist 1: +10
- Crop Geneticist 2: +20
I think this reflects well the required educational level of a director.
To summarize my current rearrangements of abilities:
- "Civil Engineer" and "Efficient Schooling" (Admin) requires "Director 2" instead of "Director 1"
If I’m not mistaken, administrator and corporate heroes both need to gain 16 levels now to gain all their specific abilities. That already sounds balanced at least.
"Motivational Leader" and "Industry-Academic Partnerships" are counterparts now. Admin and Corp need to take a prerequisite (Negotiator/Director) of the other one now to get all their goodies. "Black Marketeer" already needs "Negotiator 2", so "Negotiator 1" isn’t that useless with "Motivational Leader" now.
Sounds good?
PS: Here is a very nice hero ability tree if someone needs a better overview like me:
About case: /#/endless-space/forum/33-strategy-guides/thread/14037-hero-skills-tree I saw this after I had made that table (I try to read other sections of these forums but for some reason it just slipped from me completly) and cursed a lot. I hate doing unnecessary work especially when it comes to building tables
Crymson wrote: BTW black marketeer is not +50% food, you instead retain 50% of your food production while blockaded, just FYI
and this is one of the many reasons why I ask feedback
I got another nice path from there
[code]
[/code]
and this is why I shouldn't just quickly glance through code when I write things up but instead see what stuff does
I would like to help out as much as I can. Currently I can tell You few things about Savvy Business 1/2/3 - description (in-game) is correct, but there does not seem to be ANY kind of bonus (unless the value is really low so that I can't notice it) - with 10 wit it gives additional 20%/30%/40%. Tested with my custom faction with trading speciality. I would also like to point out how insanely powerful 'Legendary Heroes' trait is -- Your hero start with level 3, and currently You can get +25 industry on the 2nd turn
Regarding 2 classes of Heroes - Administrator & Corporate: Even if Corporate has quite good skills regarding trading -- they are no-where as good as the bonuses You gain with Administrator, also trading is much more limited - pretty much only factions with blockade breaker trait benefit from it from the early stages of the game, otherwise You need to be at peace with someone.
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