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.
Pilot is strongest hero. I have no problems with a administrator/pilot. He cans start off with some administrator work then still be useful later in the game.
i never saw a problem with having a hero have system/combat classes. You hired the hero for one of those in particular, and there are plenty of skills worth spending points on. However, the main problem is the disparity in class strength, i.e. admin is much more valuable than corporate, and pilot is much better than adventurer.
Anyway, this mod looks like a nice fix for that until there is a more official change!
Ail wrote: As far as I know their current focus has to do with the heros.
I hope they redo them; it's quite useless to have dual purpose heroes right now, we either want them in a fleet or a system but we hardly ever use them for both (as it is a waste to split their skills between both type). It's sad though that we reduce the diversity in heroes a lot if we prevent some combination though.
- Any class have one Endless Hero [Administrator;Corporate] (now 1 hero) , [Pilot;Commander](now 1 hero) and [Pilot;Adventurer](now 1 hero) (included to global numers of heroes)
- Any class have one Endless Hero [Administrator;Corporate] (now 1 hero) , [Pilot;Commander](now 1 hero) and [Pilot;Adventurer](now 1 hero) (included to global numers of heroes)
Every time I try to download this mod it says i need to login and keep in mind I am already logged in when I try but I go ahead and re-enter my info and it says thanks for logging in and then brings me to the same screen saying I need to login to download.
The assignement to fleet or system is not really random. Their is a ratio at which the AI assignes those and it is different during Peace, war and cold-war.
So you can basically force it to use all heros on fleet or all heros on systems all the time and you can also force it to use only fleet or system-skills.
What you are pointing out here is that "hybrid" heroes are not much use. There are two kinds of heroes: fleet and system. It is not very useful to have a hero who is part fleet and part system. So, for stats, the best heroes are those which have either (1) labor and wit; but melee, offense, defense are zero; or (2) labor and wit are zero, but melee, offense, defense are nonzero. As you point out, heroes with some of each are less effective.
The game AI makes this worse, because it randomly splits the level abilities between fleet and system, and randomly assigns heroes to fleets or systems. So the AI heroes are very unfocused.
i czeck all HEROES and se totaly disbalanse in attributes look for this:
8 original Administrator-corporate:
01: Labor=6;Wit=6;Melee=3;Offense=0;Defense=0
02: Labor=5;Wit=9;Melee=1;Offense=0;Defense=0
03: Labor=7;Wit=3;Melee=5;Offense=0;Defense=0
31: Labor=6;Wit=6;Melee=3;Offense=0;Defense=0
32: Labor=5;Wit=9;Melee=1;Offense=0;Defense=0
33: Labor=7;Wit=3;Melee=5;Offense=0;Defense=0
67: Labor=6;Wit=6;Melee=3;Offense=0;Defense=0
69: Labor=8;Wit=7;Melee=0;Offense=0;Defense=0
look if one player random receive : 69, 32 and 02
hi had the best HERO in GAME. My system give all players this same type of basic values of attributes chosen heroes.
of course in academy still spawn random classes but all have similar stats, and any can be used in beging to any function. Like Fast hero to defend claiming star system.
Of course balancing to my idea is necessary, byt still is better than original random HERO system.
I like it, but it occurs to me that a lot of problems with hero balance originate less in the base stats, which are generally fairly balanced, and more in the specific skills. Taking the various primary skills, Labour or Offence for example, should be about unlocking abilities.
For instance instead of 3-3-4 points for what you're looking at, 1-1-3.
Since the AI does really badly about fleet-heros. Like attaching them to 1/5 fleets which they then don't reatreat, while as a player I can level those all I want, I'm thinking about adapting this idea and turning all heros into Admin/Corp, where the AI can't do anything wrong with.
As it is now the military game is practically won by heros only more or less. A human hero-fleet can just bash it's way through waves of AI-non-Hero-fleets and if you encounter an AI-Hero-Fleet it mostly is underleveled due to inefficient usage.
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