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.
Thanks again Davea! The add on you refer to is this?: http://forums.amplitude-studios.com/content.php?165-Endless-Space-update-plan ...although some good changes they don't appear to have touched the galaxy generator or AI aggressiveness/ship building/using behavior at all which seems odd as this has been done by you and Ail (unless that's not the update you mean).
There are several bug fixes regarding tonnage and fleet usage which are fixed and will be in that release. There is an active dialog between ail and the dev team to put changes "similar" to his into the release. The developer blog here mentions galaxy balancing:
Let me clearify what of my changes the next update will contain and what not:
It will have:
a)
The improvements to Governor/Building-AI. This will be even better than in my Mod because Meedoc and I revised everything twice and Meedoc included some additional smart stuff I just was not aware that it was even possible. Example: $(ColonyExpansionLimiterUnderEnnemy) to determine if an influence-booster should be built.
b)
The way better Ships inspired by players.
What it will not have and why:
a)
Preventing Hybrid-Heros. They want to redo the AI-hero management overall somewhat later so they don't want this workaround.
b)
Altered dipmlomatic behaviour. They want to implement something like that later on as well and thus once again don't want this workaround.
c)
No Retreat for the Player. Haven't even suggested that to them because I think a lot of players would be pissed if you took away their beloved retreat without letting them know. I guess at some point the AI will learn to retreat.
Of course I will then make a new version of the mod that includes the remaining changes. I will probably make several different versions of the Diplmacy-stuff. Anyone can then blend it into their own mod. The good thing is that these files are not so hard to merge because I think most of the other mods won't touch them... Well Personality.xml might be though.
I "hope" the balanced generator in the automatons add-on does more than just balance the number of systems per constellation. That is better than nothing, but not really enough. We will see soon.
No further updates are planned to this mod. A lot of the changes, in particular the AI changes, have been rolled into the base game with 1.0.25. The corporate hero mod was popular, and it is merged into my racial diversity mod. See poll results here:
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