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.
Actually if Amplitude could just make a settings option when choosing the spec's of your galaxy, that could help improve the odds of a better Home System, like for a example: you could set that the home systems of all the players and NPC's would be between 4-6 planets, all between medium and huge in size, with zero chance of gas planets and asteriods, perhaps even an "increased chance of moons" or positive anomaly or something like that. I always enjoy more advanced settings in creating my galaxy
Hey again, just thought about the most epic Home System; 6 Huge Jungle planets, all with Garden of Eden Anomaly, and 6 Moons, Would be really OP but fun to play against Hard enemies :P
I will do my best, but it is a bit monotonous, so it will take me a little bit and right now I am trying ot get my endless space back to how it is on my home computer, which requires several mods combined together and a few of my own customizations. After that I will get it together.
Elucidus wrote: Well I am on the road now and on my laptop. I forgot to bring my files, so I will probably make a new one from scratch and try and get it up as I will be gone for upwards of a month. It is pretty simple to make a new one. One thing of note it does not appear to be compatible with the alternate map generator. I haven't messed with it that much.
That sounds great much appreciated! I personally dont need it to work with any other mod, i prefer my game as vanilla as possible, but i do think the homesystems need some sprucing up :P have a great trip!
Well I am on the road now and on my laptop. I forgot to bring my files, so I will probably make a new one from scratch and try and get it up as I will be gone for upwards of a month. It is pretty simple to make a new one. One thing of note it does not appear to be compatible with the alternate map generator. I haven't messed with it that much.
I am apparently doing something wrong as the mod does not show up in the modlist. Time for me to hit the sack, i will try one more time tomorrow, after that I head out of town for a month, so I will then upload the file with a disclaimer that it is not in the proper mod format asking someone else to help so I can see what they did.
While messing with the map generator I came up with a script some people might find useful. It alters all of the worlds in the home system to have six huge planets and all of the planets are drawn from jungle, terran, or ocean. The homeworld type is not altered and no other changes have been made to the map generator.
To install:
Unrar file to your Endless Space directory as:
\Endless Space\Public\Plugins\GalaxyGenerator
If you have this installed on steam then it is under the steam directory as (This is typically under the Program Files (x86) directory):
Aw, okay. Ty m8. I tried changing the "codes" manually as in the "do-it-yourselves" guide OP gave, but it doesnt activate when launching. I know changing the datafiles can give issues when playing MP, but im more of a SP, is there a way to force it to load? Would like to play today :P
Yeah but I think you might have misunderstood my purpose.
In order for this to load as a mod it needs index.xml included in the base mod directory and unless I miss my understanding if you leave standalone = "true" it won't load unless all the files from Simulation, Gui, AI etc are included.
Therefore what I figured is you need index.xml included with standalone = "false" set so it will load as a mod and yet doesn't require the files in the database section, which I didn't want to go into the details of modifying.
Without index.xml I'm not sure what the game would even do with it or if it would even pay any attention to it.
I did test this before I posted the instructions as I never simply assume it will work, or at least most of the time I don't.
P.S. I was aware you need all the files in /Plugins for any galaxy gen mod thats why I told him to copy the whole directory.
Crymson wrote: Yeah you would need to copy the index.xml file as well and change Standalone="true" to Standalone="false"
Unfortunately, these instructions are not quite correct for mods which affect the galaxy generator. When you change any file in Public\Plugins\GalaxyGenerator, even just one file, then your mod must include all the files in that directory. Yes, this is poor design, and inconsistent. But the "standalone" flag has no effect on the galaxy generator directory.
In essence what you want to do is create a folder under My Documents\Endless Space\Modding\ name it whatever you want.
Then go to \Steam\steamapps\common\Endless Space\Public\ and copy the entire Plugins folder and drop it into your created folder under modding.
Make your changes there and then distribute the entire directory in a compressed archive here.
Doing it as I have just described makes it a mod and it then can be used discreetly as desired. If they install it as you intended it will change their baseline game files and prevent the user from being able to join or create multiplayer games with other players unless they have the exact same files installed. Which is never a good thing to stick your end users with.
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