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.
So guys, i was thinking, after i thought much about my "suggestions" on the Game2Gether thread, i had an idea, why not i made my own mod for ES to implement most of my ideas on the game?
1.Where are the models for the ships on galaxy map? the model who represents a fleet of ships (its the same for all of them?) of each different species...
2.Can i add a element to the main menu? iim asking because i want to add a codex.
1.Where are the models for the ships on galaxy map? the model who represents a fleet of ships (its the same for all of them?) of each different species...
2.Can i add a element to the main menu? iim asking because i want to add a codex.
3.How can i create a 5° tech branch?
thats all for now. thanks.
1. Model Support is still not implemented. But will be soon.
2. UI Modding is also not implemented yet. Don't know when that will be unfortunately
For #3, you can make small changes to the tech tree such as adding, removing techs. The modding tutorial thread shows how to do that. If you want to add a fifth tree, I am not sure if this is possible; certainly it would be hard. The current tech tree is organized in a nice radial pattern with each tree taking one quadrant (90 degrees). If you wanted five trees, each taking 72 degrees, one challenge would be to take the existing trees and re-layout each tech so it took less radial space. This would "leave room" for the fifth tree. I do not think the fact that there are four trees is hard coded anywhere, so it "should be possible" to add a fifth one. It is all just nodes and arcs.
I would actually start small; try adding a fifth tree in the "free space" in the outer tiers at the 45 degree, 135 degree, etc areas. If you make the fifth starting tech a low cost tech, with no prerequisites, I can't think of any reason why this should fail. Both the human player and the AI should be able to research it. If that prototype works, then you can put in the large work to change the 90 degree layouts to 72 degree layouts.
davea wrote: For #3, you can make small changes to the tech tree such as adding, removing techs. The modding tutorial thread shows how to do that. If you want to add a fifth tree, I am not sure if this is possible; certainly it would be hard. The current tech tree is organized in a nice radial pattern with each tree taking one quadrant (90 degrees). If you wanted five trees, each taking 72 degrees, one challenge would be to take the existing trees and re-layout each tech so it took less radial space. This would "leave room" for the fifth tree. I do not think the fact that there are four trees is hard coded anywhere, so it "should be possible" to add a fifth one. It is all just nodes and arcs.
I would actually start small; try adding a fifth tree in the "free space" in the outer tiers at the 45 degree, 135 degree, etc areas. If you make the fifth starting tech a low cost tech, with no prerequisites, I can't think of any reason why this should fail. Both the human player and the AI should be able to research it. If that prototype works, then you can put in the large work to change the 90 degree layouts to 72 degree layouts.
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