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.
tirane wrote: I caught some of the Kanten Amoeba problem and am working on Earthclan.
My question on the translation is that since the Vanilla is in the folder don't I have to go and delete all the vanilla that I used in my uplift file (in the translation folder)?
Hm...i'm not sure if i catch this...the vanilla file (Localization_Locales.xml ?) was from your distribution. I didn't touch it yet, as i thought it was from Amplitude and necessary. Made some testrounds while translating and the times i deleted the vanilla file, the mod didn't load. But i'm not sure if there wasn't a second issue beside that. So try it, but i guess you have to keep it.
If i have the leisure, i'll do the tooltip translation the next few days, but this is a huge ammount of work. Probably you like to give me a credit in your mod description, to wake my passion for?
Looking forward to see the hyperbureaucracy Hoon-Sailors ingame.
...well, i may have been contaminated with the 2nd Uplift series...anyhow the 1st series seem to be literary way more advanced...
Since intensively playing your mod, i started to re-read the whole series another wonderful time. Actually started with Sundiver.
I recently had to wipe my rack due to some compatibility problems. Re-installing all the stuff I remember I wanted to download your mod for one of my favourite games (ggg). Anyway I m a little confused here. Your thread has advertises Version 2.0 and the link is supposed to download version 4.2
Now when I download and unzip the mod it shows as version 1.01.01 - 00 within the game
Did I get the wrong link?
edit: I also only have the Zang as playable race
The Mod shopping mall only allows one page so I am linking to new mod which works with Disharmony version of game. That mod has to be placed in the Disharmony folder to work.
If you are still playing classic and need a link to the old mod here it is:
I recently had to wipe my rack due to some compatibility problems. Re-installing all the stuff I remember I wanted to download your mod for one of my favourite games (ggg). Anyway I m a little confused here. Your thread has advertises Version 2.0 and the link is supposed to download version 4.2
Now when I download and unzip the mod it shows as version 1.01.01 - 00 within the game
Is it usual to have no scout hulls for the Jophur? It shows the frigate has the same HP as the destroyer hull. Yeah, different specialization, but i thought the frigate had lower HP and was cheaper to build...not sure...
Skukkuk wrote: Sorry, but the last patch might have loosen the good base.
The leader heads aren't viewable and there is no description of the Terrans in the localization, so i'm going to edit the localization.
I just haven't gotten the translation updated since the last time. I put in your last translation but haven't translated the new material. You may want to hold off until it is more complete.
Sorry
See if you delete the German localization Uplift folder whether it runs or not.
As from my testrounds i could see that the naming is according to the UpLift.xml. So the vanilla file (Localization_Locales.xml) should only be used if something is missing in your modded file.
Besides, i started to translate the tooltips and explanations. For now i'm through.
What I meant was where the different folders in the translation refer to the same object.
For example in German Localization the Uplift file has these 2 lines for the Jophur(Horatio) Dreadnaught.
DOMINATOR
Rolle: DREADNAUGHT: 5CP
The vanilla file (Localization_Locales.xml) has these lines:
IMPERATOR
Rolle: Verschiedene
So my question is playing the Jophur are the dreadnaughts named Dominator or Imperator. If they are named Imperator then I might copy over the 2 lines in vanilla file (Localization_Locales.xml) with the lines from my uplift file.
This Mod attempts to recreate the Uplift Universe of David Brin. It has 8 "new" races. Due to the hardcoding a lot of the standard races were perverted to my needs.
The Tech tree is changed for the better with improvements corresponding more to the tech discovered but this is still a work in progress.
The mod is now in one upload. Delete prior versions prior to uploading.
Simply unzip and place in Mod folder at User/Documents/Endless Space/Mods.
One of the best sci-fi series ever. I suggest to start with 'Brightness Reef', one out of 6 in a row...unless you manage to get a copy of 'Uplift War', which is very hard to find. Nevertheless i found it easier to read brightness reef as first story out of the series as it is a more easy way to catch up the background in my eyes.
@tirane
Thx the upload of the new version, Synthians testround running. A good idea would be to update your Index.xml so one could see what version to load.
Since German is my native, i re-viewed your machine translated localization.
Translation is about 90%, mostly i checked and updated the brandings and names.
Didn't touch the side-text of the explanations so far.
Bug notice: Found you might have mixed naming of the ships between Kanten and Amoeba ships....but i'm not sure, probably you aimed for other purpose.
I caught some of the Kanten Amoeba problem and am working on Earthclan.
My question on the translation is that since the Vanilla is in the folder don't I have to go and delete all the vanilla that I used in my uplift file (in the translation folder)?
Cryptomancer wrote: At the very least -- besides the RPG-style pleasure of experiencing ES in another mythological environment -- your mod made me discover the Uplift universe, which (to my shame) I had never heard of.
After doing a quick research, I found these interesting webpages about Uplift :
And I ordered this book from Amazon : Contacting Aliens : An Illustrated Guide to David Brin's Uplift Universe (2002).
Thank you very much for the initiation.
You Found my hidden agenda so soon. I would start with Startide Rising. The second book of the first trilogy swept the Nebula and Hugo awards the same year. The third book the Uplift war is a great sequel. Then go back to Sundiver for the background and you have a whole other trilogy to play with.
One of the best sci-fi series ever. I suggest to start with 'Brightness Reef', one out of 6 in a row...unless you manage to get a copy of 'Uplift War', which is very hard to find. Nevertheless i found it easier to read brightness reef as first story out of the series as it is a more easy way to catch up the background in my eyes.
@tirane
Thx the upload of the new version, Synthians testround running. A good idea would be to update your Index.xml so one could see what version to load.
Since German is my native, i re-viewed your machine translated localization.
Translation is about 90%, mostly i checked and updated the brandings and names.
Didn't touch the side-text of the explanations so far.
Bug notice: Found you might have mixed naming of the ships between Kanten and Amoeba ships....but i'm not sure, probably you aimed for other purpose.
At the very least -- besides the RPG-style pleasure of experiencing ES in another mythological environment -- your mod made me discover the Uplift universe, which (to my shame) I had never heard of.
After doing a quick research, I found these interesting webpages about Uplift :
Thx for the update, will test it soon. Have you updated the links for download?
Yeah, the Institution of Migration as upgraded Pirates would be nice. Hm...wondering if you could code in the story about the lost Progenitor fleet... That would defenetly bring lot's of flavor into the scene.
Fixed Synthians (now can build colony ships as only 10% space wasted on ships for cargo). Also added German translation. (I may have to go through and manually enter it line by line in vanilla to get it to work)
I am not sure I can run in german without deleting program and reloading.
The Progenitors will probably be handled with planet anomalies and discovery events. One thought for the Pirates was the Institute of Migration upset over fallow worlds being settled by "sooners" if you read the second trilogy. I already did a fix on the Synthians by downgrading wasted space to 10% but want to maybe translate some before upload.
Well, the Synthians are based on the Amoeba and they could see the whole map. Is it possible to give them a bunch of colonizers at the very first round, while knowing they could not build more till they researched a bigger ship hull? In my eyes, the Amoeba are overpowered with this trait, so catching this by preventing to build more colonizers will give them a limit. Can't imagine if it is possible to pre-build ships that can't be re-built, but it may be a challenging setup. They could pick out the best colonies, while knowing they aren't able to colonize more for a couple of research turns.
As for the Uplift background...is it possible to give them colonizers from...another race? You may build a 'hidden' race...call them 'founders', 'progenitors' or whatever. They shouldn't be a playable race, but they might hold better ship hulls then the others. As far i've noticed in the XML-code, the pirates are such a hidden race and there are 2 other hidden test-races. But i guess, one could hand over ships from hidden races without handing out the plan to rebuild them. Do you think this is practical?
After a few rounds i see the mod is very fun to play, the changes at the tech-tree are reasonable and fitting. I allways thought one will get big ship hulls too fast in common game. With Uplift it will be a better challenge in ship design for the first half. A promising mod in my eyes.
I am glad you noticed as the first thing I changed in the tech tree was to spread ship designs out to make it so you would have to fly the smaller ships for a while.
I will look into the Synthians. There was another race that due to strategic materials couldn't build their scout (upgraded engine) but I thought I would leave it as in the Uplift universe the second had half a million year old ships are commonplace but I will fix the Synthians. I am not sure I will make the colonizing module smaller/cheaper as I want it hard to get fast ships and think you are able to build them quicker than cruisers mid game which is unrealistic for the resources required and the politics of the Uplift Theme (Institute of Migration would frown upon it). Also with the bigger map due to Alternative Universe Generator you usually have some exploration time.
Only the first orbital enhancement of the Imperium Aeterna has been modified and I did not yet eliminate all other defences but modified. I have only really worked on 4 or 5 of the strategic materials (to make them strategic)
Eventually races will have techs related to their uplift patrons or client races (humans with dolphin navigators)
Soro, Humans and a craver like sower AI are the last 3 races planned.
Nice idea, like the Uplift universe so i give it a try.
Well done mod, the factions seem to be re-worked with a good view on the original base.
At my first attempt to try the mod i got some points you may re-view...
First:
The localization is easy to fit in without huge translation: just copy your 2 files from the Localization\English-folder into the others. Anyhow what language the players prefer, they get the brandings and mod characteristics in English for your Uplift part.
Second:
Choosing Synthians is the worst choice ever. Due to the 2x '--' in ship storage, they cannot build a colonizer. The colonizing module is way too large. They would need to research Destroyer hulls to get a working ship-hull. Suggest to rework the afinitys for that race, except you planned them this way.
Third:
The altered tech-tree seems promising. Will find out how practical it will be. Did you include the orbital enhancement from ImperiumAeterna? Nice!
Looking forward to see the rest of the Uplift universe get into the mod.
Edit:
After a few rounds i see the mod is very fun to play, the changes at the tech-tree are reasonable and fitting. I allways thought one will get big ship hulls too fast in common game. With Uplift it will be a better challenge in ship design for the first half. A promising mod in my eyes.
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