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.
I fixed that problem with "old" mods not loading a while ago and forgot......you know that with Disharmony there is a new modding folder under /EndlessSpace/Disharmony/ now? cuz I didnt get my new mods to run until I remembered. Maybe thats the reason the old ones dont run for you?
You have to move both files to the same directory then unzip it with 7z. I just right click the first one and unzip, and it automatically called the second one.
Downloading this, hooray for more mods! Most of the reason I get strategy games is for the possibility of changing things up months after the game's been released. It's also why I like this whole still-in-development model going around. So yeah, I'll give this a shot and let you know how it goes!
what the hell is the plural of series in english?
It's just "series"; it's already sort of a plural in that it describes something which is always made up of many. English doesn't do well with plural plurals. 'Serieses' seems like it'd be most appropriate (given 'masses', 'citruses', 'circuses') but it just sounds.... weird. So yeah. The plural of series is series.
I am surprised that people have posted here since I visited this last time. This is really pre-alpha, so actually nothing really worth playing. I left it because it might be of use to other mods making their own Star Trek mod.
I can just repeat myself: neither me nor my brother will update this if nothing crucial changes on ES. I am not really thinking on the modding capabilities here. I could live with making a mod that is restricted from the beginning on, even though it would cause some frustration. It's rather the game itself that I started to dislike that much that modding it or any other way of invest time into it, doesn't make any sense to me. I actually stopped playing after the last stable patch. From what I read about the beta patches, ES is going to be even worse in most points, so I have no hopes for it anymore. Meanwhile, the devs seem to be concerned rather with praising themselves instead on getting ES fixed. The most crucial point here is the way morale is done as it influences anything else in economics making decisions being pretty much russian roulette. Really, you can't know whether colonizing a system is good as you'll hardly now how it will influence your morale in 20 turns or so. Also, why there is a moral penalty for empire expansion? Actually, people should get even happier the larger the empire is as it should lead to proudness. Well, anyways. I know you guys will think different about this which leads me to another important point which I don't like about ES: the community. This is not really a friendly place, it's rather a community led by some type of elite that don't leave any space to people thinking different about ES. Really, start a thread about what is wrong with the game in your opinion and it won't take long that people will dis you. No wonder that this forum is full with praise as most people thinking differently either never started to or stopped to post here. It's the same elite that more or less controls the evolution of the game making it even less interesting to play for the rest of us. Well done, Amplitude, you've created a community based game, but having listened to only one group of us, you also created your own fan-boy community based on that elite of users that you like the most. No wonder that ES has taken the way of becoming a nerd game designed for players with too much time so they can handle that economy. Well, anyone gets the devs he deserves and any dev gets the community it deserves.
Lastly, I don't think that ES is mapping on Star Trek or vice versa too well. Most crucially: there is no espionage / sabotage system which is something I would have expected from Disharmony. This ways, it's hard to design Romulans, Cardassians and the Dominion as all of them have their strengths in this area. Also, designing the Borg (assimilation / capture ships) or 8472 is really well possible either. Next thing not matching here is the hero system. Really, it makes no sense that any hero can apply at any empire. Does it make sense that say Neelix is asking the Borg or 8472 for a job? Especially for the Borg this makes no sense at all as assimilating (hiring someone) would influence the whole collective, not only a single system or fleet. Cloaking is also not represented in any way. Just to name the really crucial things.
Having said all this, my opinion is that ES is in-deed better than any current 4x game out there, but that doesn't mean anything as all the others are really bad making ES a better, but not a good game. Nevertheless, I'd like to thank you guys that have posted here for your interest and support. What I have written above does not necessarily apply to everyone here, anyone should make his own decision whether my words describe him or not. My words weren't addressed at anyone special, they are rather meant to describe how things work here. Check civfanatics to see what a warm place is for modders, a place without people claiming the absolute truth for themselves.
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I downloaded but it will not let me open the second file that was needed to download saying it's damaged. so I can not run it. or am I doing something wrong much help needed. thank you
I'm working on a similar Mod and saw that ship models were part of this one. I think I've got the part of the modding that includes renaming stuff, changing heroes around, res etc down, but the Mod is crap without Trek ships. Could someone explain to me how to incorporate the models included in the Brothers Trek mod into my own? I can get the models to appear like this (Akira-class scout in bottom left corner):
...but I can't get them to show up in any other views. I'm not good at this stuff, can someone tell me which XML files I need to edit and what I need to put into them to get the ships to show up correctly in all views? Thank you in advance.
I get that this mod is dead, but I still would have liked to play ES with Star Trek ships. Unfortunately the download links do not work anymore. Is there any chance someone still got the files or knows where to get them from?
Just wanted to point out that the links are NOT dead. Maybe they were when you guys tried to download them or maybe the links are not available from your location or with your browser (I use Firefox btw). Just don't expect too much from the mod.
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Impressive task of yours. Not the biggest Star Trek fan myself but I can admire the effort and time this must ve taken so far. Real shame you are not continuing on it. I agree with a previous post. Advertising this more actively.....use the steam Forums, youtube videos, post screenshots would help massively with the interest I m sure.
Many of the old ES mods are compatible with Disharmony btw even if they dont specifically state that. I have 5 mods installed on my machine, all pre-disharmony and all of em work for disharmony.
It sounds as if you are giving up on the devs and Endless space....shame really. As far as I m concerned I ll stick around and trust they will make it a better game as time goes by. Until then we have a "great" game which is more then many games out there can offer you at this point.
To our knowledge, there is no Star Trek mod for Endless Space so far, so me and my brother have decided to change this. We set up a mod that adds 8 Star Trek races to ES including their ships and replaces the heroes with persons from the Star Trek universe.
Features
- 8 Star Trek races added: Federation, Romulans, Klingons, Cardassians, Ferengi, Dominion, Borg and Species 8472
- each race with complete set of ships and 2d art
- persons from the Star Trek universe replace the heroes from vanilla ES
- star names all taken from the Star Trek universe (from the Large Ultimate Dominion Mod for STar Trek Birth of the Federation)
- Latinum as ressource looking like dust-water but behaving like redsang (redsang now behaves like dust water while it keeps its look, dust water removed)
Known Problems:
... well, a lot:
- most important: make a backup of your customized races from vanilla ES or any mod as loading this mod will delete all customized races (to the devs: this is pretty much a bug, even if it might be intended behaviour and even if it might be okay to DEACTIVATE custom races for mods or new patches; the customized races are our data and no one else should touch it, especially not without any hint - this is malicious behaviour, so please fix this ASAP!)
- ships sizes don't match their counterpart from the series (what the hell is the plural of series in english?) - we could not fin any way of influencing this, at least not for the battles
- ships textures or entire models seem to be mirrored while being okay in Blender, see Federations colony ship
- texts and localizations are a mess (a lot of proper texts are missing etc, russian lacks the new star names as we are unable to give their correct writing in Cyrillic alphabet)
- engines shown inappropriate in battle, strange looking behaviour like drunken Borg effect
- a lot of Star Trek resources are still missing
- no Star Trek GUI (doesn't seem like font could be influenced at all)
- home systems are not renamed according to the actual race (for example, Cardassians don't get Cardassia etc)
- holograms for ships and on diplomacy screen could not be modded
- a lot of the actual traits behaviour seems to be hard-coded and thus can not be affected
- no Star Trek sounds
We can not correct most of these things as there doesn't seem to be any possibility of influencing these via modding, so we are highly dependent on the devs help. In other words, we reached pretty much a dead end as of now. We could and would include better localizations and ship art, but as of know we don't even feel motivated doing so because of the strong restriction in control through modding and the complicated way Amplitude did things (like, for example, a lot of implicit relationships between 'objects' like 'things' and their texts).
What we have / had in mind for this mod:
- Influencing leaders; my personal opinion is that leaders as done in ES is a mess: they are overpowered (they should influence the gameplay a bit, not controling it) and are boring (they are promoted exactly the same way again and again - there is no randomization). I personally would remove heroes entirely, the only reason why this didn't happen, is my brother.
- Boost population growth. As of now, only those systems that have a leader grow (and produce) normally (we are playing on normal speed) and to colonize in the late game, you'd either have to build and send a lot of colony ships (which appears silly and annoying to me) or build less with a lot of colonizing modules that may not match the actual planets size (annoying again). And even then, you'd still need to build a lot of things before you could actually do things on the system. Thus, we'd like to boost the food produced by the planets in general and provide additional buildings, especially something to convert production into food (like it is available for dust and research and similar to how housing worked in moo2). Thus, you could colonize and then buy a couple of production buildings, finally setting the production queue to 'housing' and wait a little.
- The fleet / refit system should be altered. As of know, I always set my tax rate to the lowest rate possible so that moral grows to boost food, research and industry to get a normal growth of my empire (my research is always slow, even in vanilla, I have the suspicion that this is a bug, so I'll reinstall ES soon to see if this helps). Thus, I never ever have money to refit my ships and even if I start to set my tax rate high to get some dust quickly, nothing else is going on anymore, including research. Even then, I need a lot of turns (say 20 or so), to have my fleets refitted. Then again I am behind my enemies in research making my fleets obsolete again. This leads to my opinion that refitting ships makes very limited sense as of now. This definately needs some changes, although we don't have clear ideas how to improve on this. Also, glass ships should be removed: they are silly and they are not Star Trek-like.
- We figured out that in late game, 1 generation in weapon techs makes a huge difference that could not be countered it seems. It is very frustrating to see that you played for hours and then loose within a few turns because you can not cause any scratch to your enemies ships. While it may be possible that we misdesign our ships, no one has the motivation to mess with it again at this point. We dream of a switch similar to how tax rate is done that influences the fleet sizes (so you get more weapons at least), but influences something else negatively (like higher maintanance cost, higher prodcution cost, higher refit cost, lower ship speed etc). The current fleet size system should remain the same, but should only influence the basic fleet size value.
etc etc
What we do as of now:
Considering the current situation, we don't feel motivated to continue this project (I am personally already tired from the years of modding civ4 and demotivated from the mess called civ5 and its modding). However, we would include new localizations made by other users or new ship or hero art. Also, should there be a bug, we'll take a look at it. Of course, anyone is free to fork from this mod making an own project out of it.
The links:
Mediafire limits filesize to 200MB, so I had to create two parts:
Well, first of all, any rights on Star Trek belong to Paramount - just wanted to make this clear, so that I don't get problems with lawyers. Besides of that, we'd like to thank:
- The Star Trek Bridge COmmander modding community where we got our ships from.
- The Civ4 Star Trek modding scene, where we also might used some ships from.
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Well, I don't know. The mod worked for both me and my brother and nobody else complained. Maybe you did not install it properly or have edited the core files with something else that makes your game incompatible with the mod? Otherwise I can just recommend the few tutorial provided here on the forum. I won't go into this. I've been very frustrated playing ES lately and didn't run for weeks now. For me, it's not worth to invest time into this project, especially as the possibilities we have through modding are limited. Sorry.
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Could you please provide some more info on your mod other than text + download link? I think some pictures of the models etc. would work wonders to help advertise it a bit!
@n18991c: I suppose I will provide screenshots, yet it's not the limited interest in this mod that frustrates me, but ES itself, so for now there is no chance I continue working on this. Anyways, maybe some modders can turn ES into something worth playing again via this mod, so it makes sense to invest into advertizing this mod.
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As you wanted me to, I uploaded preview images, but as the forums image element seems to be broken or something, I provide them as link only. I did not take an image of all ships, but most of them are here. As you can see, I took the images on the ship design view - on the upper right you can see all of the species ships, so you can have an idea of all the other ships. Also, the problems regarding the size should be obvious.
Thank you, but the truth is: these ships are not really our work. We downloaded them from the Star Trek Bridge Commander modding scene as well as from the Civ4 Star Trek mod community and simply converted them. Also, some of the ships might be a bit borderline considering their polygons. For me and my brother, they worked, but I have an i7 cpu (although with a simple graphics card) while my brother has an i5 (although with a slightly better graphics card). So, others may get performance issues depending on how well their machine is. If there should be a skilled graphics modder, who is interested in optimizing the models, we'd be fine with including them into the mod. Also, we think about including that mod that highlights anomalies etc with colouring. Another cool thing would be, if the weapons icons could be updated with a number in the corner (to highlight their level of quality) so that it would be easier to distinct them when trading.
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Well, I suppose I'm not in the best position to give feedback, but my own opinion is that the races are not well design at the moment. I mean, we designed them with reasons, but still they don't work well. For example, Klingons will soon fall back in research, so that their strong military bonus will be nuked quickly. We did not play all the races (actually we played only two), thus never had enough experience to tell where are the weaknesses, neither did we reach the point to adjust on the races. We actually planned to have the community make proposes that we'd incooperated.
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Thank-goodness for a Star Trek Mod. This game has desperately needed this, and it fits perfectly with the game style. I'm looking forward to trying this out!
Thanks for going to the effort of creating this Mod, Endless space is a good framework for a Star trek universe game.
I cannot seem to extract the objects from the second file with 7-ZIP, is this corrected or is there an issue?
With just the first file extracted I played the Federation to 105 turns but all systems had 0 population growth which I suspect is cause by the second file not being extracted?
The models look great and I would like to get this mod running properly with the only suggestion I'd have at this time is to have the Intrepid (an explorer ship) as the scout ship, Defiant as the destroyer and the Akira as the cruiser. I think this may also partially help with the size issue as the models may be constrained by the type of ship but I do not know for sure?
Glad to see a ST mod for endless space. Too bad the Devs totally missed the boat when it comes to making the game easy to mod. Endless Space would have been a better game had the Devs done their research. EVERY 4x game that Ive looked at has a huge mod resource and community. Except this one. And so far Ive seen ONE compatible Disharmony mod available... ONE. That is just BS. Goes to show you how much support and replay value the game has and how committed the devs are to the late success of the game. An easily modded game lends to a larger modding community and higher replay value. Something sadly lacking in this title.
Its a good game... the devs shot themselves in the foot when it comes to it being awesome. Thats too bad.
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