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The Endless Mod

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10 years ago
Sep 9, 2014, 12:20:13 PM
Since you seem to be merging mods to make a nice combined balance mod. Mind merging in Anomaly Overhaul? That one is pretty nice too.
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10 years ago
Sep 9, 2014, 4:18:51 PM
Sadly Anomaly Overhaul would be in conflict with Endless Diversity Mod, cant do it :/



But I can ask the author for a solution, I will do my best to merge as many mod into as possible smiley: smile
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10 years ago
Sep 9, 2014, 10:00:45 PM
Kingsguard wrote:
Sadly Anomaly Overhaul would be in conflict with Endless Diversity Mod, cant do it :/



But I can ask the author for a solution, I will do my best to merge as many mod into as possible smiley: smile


Of course it would be in conflict smiley: smile

The point of merging is to take the additional content and concepts and add it to your balance .

If merging was about dropping two non-conflicting into the same folder, I would do it myself instead of asking someone more familiar with ES modding >_<



Please give it a try smiley: smile

It would fit in thematically with the Endless Diversity mod pretty well IMO.
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10 years ago
Sep 10, 2014, 12:04:48 PM
Ashnal wrote:
Of course it would be in conflict smiley: smile

The point of merging is to take the additional content and concepts and add it to your balance .

If merging was about dropping two non-conflicting into the same folder, I would do it myself instead of asking someone more familiar with ES modding >_<



Please give it a try smiley: smile

It would fit in thematically with the Endless Diversity mod pretty well IMO.




I never modded the Galaxy Generator but I will try, offcourse. At the moment I have other priority, sorry !



I have 20 heroes to add, 2 factions, I have to continue my work on 3D modeling and 40 government traits; if you are really numerous to ask me Anomaly Overhaul, I will maybe add it to the priority list smiley: wink
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10 years ago
Sep 21, 2014, 1:34:44 AM
Hi!



I'm back to announce that my problem is solved (remember the red question mark on the white font for every new graphic elements)



So, as i promised, i'm here to explain how to fix it.



It's quite simple, the only reason was my -user name- folder name which was called "propriétaire" (user/propriétaire/documents...). The fact is, when the game try to access to the mod content located on "my documents", it encounters "non-english" letters on the path like my "é" in "propriétaire". So if your user name folder is composed with any accent or cyrillic letter, you'll have the same problem than mine.



The solution is to change your user folder name, i found a very well explained tutorial here :



http://www.sevenforums.com/tutorials/147545-user-profile-folder-change-user-account-folder-name.html



Note that you can have the same problem with other games that use custom content by "my documents" path.



See you in spacesmiley: biggrin
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10 years ago
Sep 28, 2014, 11:56:11 AM
Hello everyone ! smiley: biggrin



Well, I was really busy these days but I restarted working on the game and I have done almost everything for the next version, so be ready to update for :



-4 new awesome factions

-about 15 new heroes

-10 Government traits !

-about 36 racial traits (2 for each factions)

-new color palette
smiley: smile





-thinking about merging with Imperium Aeternae



-starting work on the Custom Affinities (with new racial technologies and buff !)




-searching a way to make the new battle cards you asked me !



Dont hesistate to make suggestion / post ideas, im totally open to any kind of ideas !



Im posting a thread about choosing the next heroes of the mod ! Take a look at it !
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10 years ago
Sep 29, 2014, 1:28:51 PM
So does this just change portraits and traits and names? Or are there unique skins and whatnot?
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10 years ago
Sep 29, 2014, 10:09:31 PM
Well, Skins are planned but atm the mod feature "only" new traits, heroes, technologies, factions, anomalies and planet types smiley: smile



It will be a hard work if I decide to make the skins... But why not !
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10 years ago
Sep 30, 2014, 5:53:38 PM
Skins are Kings work, aswell as the models( but I think I will take a look at this 3ds thingies, anyway) but for now the 4 new factions will soon be traduced in French by me(only a matter of day) Have a good day/night everyone!
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10 years ago
Nov 27, 2014, 12:08:31 PM
Hello,

I Would like to know, will you continue to update this mod, now that the last update has been out for endless space ?



Have a good day.
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10 years ago
Nov 27, 2014, 11:24:17 PM
Ye obviously, I was waiting the last update to start to work again on the mod smiley: wink



Dont worry, i will update it soon ! Good day to you !
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10 years ago
Dec 3, 2014, 9:38:44 AM
Hi there, I want to start a game using your mod. Do you recommend waiting a bit for your next update or is the current version gtg? Another question, would it be easy to incorporate the "remove warp drive tech"-mod into your mod for a novice like me?
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10 years ago
Dec 3, 2014, 2:51:02 PM
gax wrote:
Hi there, I want to start a game using your mod. Do you recommend waiting a bit for your next update or is the current version gtg? Another question, would it be easy to incorporate the "remove warp drive tech"-mod into your mod for a novice like me?




Hi gax ! smiley: smile



Well im not sure at all about the compability of the current version of ES and my mod but you give it a try smiley: wink



Well, I think thats not hard, I will try later and will tell you !
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10 years ago
Dec 4, 2014, 9:27:59 AM
I already played a couple of hours and it seems to work well. At the beginning of battles there is some kind of error message, but i can click it away and there is no problem either. Btw. i´m new to ES and i´ve chosen your mod because it seems to give the most additional content, wich can never be wrong. smiley: smileFor my first try i´using easy to learn the game(much better than tutorials), but as soon as i know whether you plan an update soon and how to implement no warp i will start a new game at a higher difficulty. Another thing, if i want to increase the academy cap, is it enough if i paste " " in your Aged Empire descriptor and if so, at what line?

Thank You.smiley: smile
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10 years ago
Dec 4, 2014, 11:16:23 PM
gax wrote:
I already played a couple of hours and it seems to work well. At the beginning of battles there is some kind of error message, but i can click it away and there is no problem either. Btw. i´m new to ES and i´ve chosen your mod because it seems to give the most additional content, wich can never be wrong. smiley: smileFor my first try i´using easy to learn the game(much better than tutorials), but as soon as i know whether you plan an update soon and how to implement no warp i will start a new game at a higher difficulty. Another thing, if i want to increase the academy cap, is it enough if i paste " " in your Aged Empire descriptor and if so, at what line?

Thank You.smiley: smile




Im glad you enjoy my mod smiley: smile



I think that if you want to increase the cap, you will have to modify this PLUS technologies which increase that cap. Im not sure about it, but should not be so hard smiley: smile
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10 years ago
Dec 31, 2014, 10:03:09 PM
Hello Kingsguard!



I've been doing Let's Plays on my youtube channel for the last 3 months (Link here >> https://www.youtube.com/channel/UC5QyzrWUMEpKLGtCYhfNEsA)

I am very excited about your mod here, and I would love to do a full Let's Play about it with one or two custom factions. Of course, I would post links to your mod itself in the video description with credits etc.. smiley: wink



Also, I did an LP of Civilization 5 using 8 mods together. So I thought it would be great to use all your mods at the same time in my Endless Legend LP. I just want to make sure that your mods are stable, compatible with each other and fully updated as much as possible so that the LP goes smoothly. smiley: cool



I would test it myself first, but I also want to make sure that the mods can be deactivated any time just in case something goes wrong with my game. (Unfortunately, Endless Space does not have Steam Workshop support yet) I am not an expert so if you have any tips about adding/removing mods that I should know, please don't hesitate to tell me.



Keep up the good work! smiley: approval
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10 years ago
Jan 3, 2015, 1:31:11 PM
Hi and thank you, KrimsonVagus !



Well, my mod seem to work perfectly atm (i have no issue with the current version, even if still not updated smiley: frown )



So offcourse I would be happy if you use my mod for an LP (I will get a look at your channel smiley: stickouttongue), I think you will have no issues smiley: wink

The mod is really easy to use/to desactivate, dont worry, Amplitude really made the mod easy to make/to use !



By the way I have to say to all the others who follow this mod that im really busy atm so I cant update it for the moment BUT I do not surrender, my plans are still the same ! smiley: biggrin
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10 years ago
Jan 6, 2015, 9:59:30 AM
Kingsguard wrote:
Hi and thank you, KrimsonVagus !



Well, my mod seem to work perfectly atm (i have no issue with the current version, even if still not updated smiley: frown )



So offcourse I would be happy if you use my mod for an LP (I will get a look at your channel smiley: stickouttongue), I think you will have no issues smiley: wink

The mod is really easy to use/to desactivate, dont worry, Amplitude really made the mod easy to make/to use !



By the way I have to say to all the others who follow this mod that im really busy atm so I cant update it for the moment BUT I do not surrender, my plans are still the same ! smiley: biggrin




Wonderful. smiley: approval



I was just testing the mod in preparation for a future LP, and I came across a few issues concerning the custom faction traits that are added in this mod:



Some custom mod traits are exactly the same as standard existing traits BUT they have different trait points. For example



1-"Wasted Space" is a standard custom trait in ES. This mod adds "Ponderous Equipment". They BOTH cause -10% smiley: tonnage on all ships. However, Wasted Space gives you -8 per rank whereas Ponderous Equipment gives -2 per rank. To me, that seems unbalanced. Custom traits from the mod should have the same point modifiers as the standard ones especially if they are exactly the same (or just similar). Also, 10 ranks seems a bit too much imo. As a custom faction player, I suggest some balancing considerations for these custom traits.



2- Another example is "Optimized Trade Routes" which gives 1 extra trade route (same bonus as half rank of "Merchants"). However, it costs only 2 points to apply! (whereas Merchants cost 8 for 2 extra trade routes). That is quite overpowered imo, that I can get 10 extra trade routes in all my systems for just 20 points, considering that trade routes are incredibly powerful on their own when playing say, the Amoeba.

So again, Optimized Trade Routes should cost 4 points for each rank, so that it is equalized with the "Merchants" trait. Of course, if overpowered bonuses are intentional for you, that is a another story smiley: wink



3- "Expert Negotiators" vs "Diplomats". Expert Negotiators can give 30% trade route bonus for 6 points while Diplomats gives 25% for 6 points. So they are not equalized. Also, Ex Neg has 10 ranks, which is pretty OP if combined with 10 ranks of "Optimized Trade Routes" unless it was your intention to replace the standard traits as such?

"Poor Negotiators" also falls under the same category (except it is a negative trait).



4- Dust Shortfall (-2 per rank) and Dust Starved (just -1), even though Dust Starved removes ALL starting Dust while Shortfall removes it bit by bit? smiley: confused

This way I can get 20 extra points by taking 10 ranks of Shortfall... which makes Starved redundant especially since it gives less points



5- "Dust Scavengers" vs "Dust Recyclers" also not equalized



And there are MANY other traits that are also not equalized with the standard ones. If these imbalances are intentional for you, I will defer to your judgement. But if you think balance is important when using this mod (and I do), then I highly recommend balancing some of those traits... for immersion purposes smiley: smile



Otherwise, people can create some pretty insane factions by exploiting the point system... which is undesirable if we want to use this mod for multiplayer smiley: wink



EDIT: I also noticed that the custom anomalies don't have FIDSI description. It would be nice to know the FIDSI bonus of each anomaly before choosing it in the trait screen



EDIT 2: If I try to make a custom faction with Harmony affinity, I can take negative traits for Dust and Approval even though I will not be affected by them. This means that playing a Harmony custom faction I can exploit this and get a bunch of free points and create a broken faction. Amplitude have corrected this by not allowing Harmony affinity to take approval and Dust modifiers (or making these traits behave differently for them, such as "Tolerant"). In this mod however, that exploit is available...
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