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.
This mod attempts to re-balance combat to create clearer combat mechanics as well as greater distinction between weapon classes and defense modules while preserving the original theme of the weapon classes.
- All weapons classes are divided into three specializations: Heavy (high damage, low accuracy), Light (balanced damage and accuracy), Tracking (low damage, high accuracy)
- Kinetic Weapons fire four times per phase with a high chance to score critical hits, but offer the lowest damage and critical multiplier of weapon types
- Laser Weapons fire two times per phase with balanced damage, critical hit chance, and critical multiplier
- Missile weapons fire once per phase with very high damage potential and rare but devastating critical hits, but can be stopped completely by Flak
- Deflectors (percentage weight) provide Defense against Kinetics, as well as against Lasers and Missiles if at least one of the respective defense modules is present
- Shields (flat weight) provide Armor hit points that recharge every turn
- Flak (flat weight) has a chance to intercept incoming Missiles
- All Hull types (except Transport hulls) receive a bonus shared across factions to further define their roles
- Evasion Orientation has been removed. To-hit chance should always be attacker's Accuracy - target's Evade, -0.1/+0.1 at long/short range
- Hull Weakness set to 100 for all hulls, so 1 point of Defense always grants +1% effective HP increase
The following elements have not yet been modified:
- All Support Modules (Armor, Power, Engine, Repair, Tonnage, Invasion)
- Fighters and Bombers
- Battle Cards
- Heroes
- Faction-specific bonuses across all hull types
- Invasion-related bonuses by weapon type are being considered
Known Issues:
- AI ship templates have not yet been reworked, so the AI may perform slightly worse than usual.
- For some reason, the AI freezes up at times. I am yet to determine if that's a problem with this mod, or with my game.
- Not all tooltips have been implemented. Some do not show up for still unknown reasons.
- Compatibility without access Vaulters currently unknown, but should not be a problem.
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