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.
Fan conversion adding the world of Homestuck (by Andrew Hussie at http://www.mspaintadventures.com/) to Endless Space. Current version replaces Hero list with Homestuck characters and planets with the various Lands of Sburb (still working on the custom texture maps).
My 1st mod... It's something fairly basic but I couldn't find it anywhere. It ups the max number of players to 12.
To accommodate the larger number of players I made 4 new map sizes and changed the region files for Disc, Disc-4 and Ovoid galaxy types to support up to 12 player spawn locations.
I'll fix more galaxy types when I have some free time. Also working on integrating Dagobert's alternativ Galaxy Generation.
Updated with the latest mods. If you guys have made anything fun: I'll add it to the list, but please, post it in the thread with a description and a link to your thread.
Before we release this modification in our next public update for Disharmony, we would love to get your feedback, so let's see if this how this goes! The features we are working are in progress, hence the mod. Please, note that this is only available for players who own the Disharmony expansion pack; it was the result of the community’s “Help the Harmony” campaign.
Added a reduction on damage for weapon which are not firing during their range specialty: -50% damage
DiplomaticBehavior.xml
Fixed an issue on a diplomatic behaviour: reduces the probability of multiple wars
GameDifficultyDescriptor.xml
Fixed a bug regarding the Normal Difficulty reported on the forum
Rebalanced game difficulty progression for Harmony
EmpireDescriptor.xml
Added a property HasTolerantTrait
EmpireTraitDescriptor.xml
Fixed a bug regarding tolerant trait and starting technology reported by the community
FactionTrait.xml
Lowered cost of Mineral Memory from 15 to 5
PlanetDescriptor.xml
Disharmony now affects the planet only and not the system anymore: thus the player can more easily colonise planets with dust and earn some industry / resources from it. However, the science and food will decrease faster than before but only on the planet
Fixed an issue on several effects related to natural wonders
PlanetInfrastructure.xml and PlanetInfrastructureDescriptor.xml
Added a new planetary infrastructure for Harmony which increases the local deposit of a strategic resource by 1
PlanetInfrastructure.xml
Modified PathPrerequisites for the new Strategic Resource Improvement in order to show it only when the player discovered the strategic resource
StarSystemDescriptor.xml
Removed penalty related to ownership for Harmony: feedback needed as it might be too strong
Removed disharmony on system
StarSystemImprovement.xml
Reduced cost of StarSystemImprovementUniqueHarmony from 500 to 300
StarSystemImprovement.xml and StarSystemImprovementDescriptor.xml
Modified the tool tip of StarSystemImprovementDefense4Harmony, thus the bonus in Food and Science is added to the list of modifier
SpecialModule.xml
Divided damage done by bombers by 2
Technology.xml
Added the unlock of the new planetary improvement for the Harmony
TechnologyExpansion.xml
Replaced one of the unique technology of the Pilgrim which was not aesthetically positioned
WeaponModule.xml
Increased long range accuracy and efficiency
Modified MP to reflect the used tonnage
Reminder: you need to download the attachment above, then unzip and place it in your modding folder (Documents > Endless Space > Disharmony > Modding). If the Modding folder does not exist, simply create a new folder and rename it "Modding" and you should be good to go!
It appears many mods were created at version 1.0.4. then left to die. I'm new here and have tried two "major" mods (Fair Fight, and Heavy Nova) on Classic ES from Steam... neither of them worked properly (I made specific comments in the appropriate threads.)
It would be more than simply useful to have some kind of separation or delineation between current and old mods, it would prevent new clients from getting irritated with a product they're just starting to use. Get my drift?
Strange, both Fair Fight and Heavy Nova are relatively current mods and, given you used the most current version of them, should run with the current version of the game.
The best indicator should be if there also is a thread about a mod on the first page of this sub-forum.
Heavy Nova has two versions, one for classic ES, one for disharmony, maybe the wrong version was used?
I agree though that the first post is not well labeled. All of my mods are for Disharmony and they all get lumped under Classic. This is also true for one or two other Disharmony mod I think. There is no indication of the active status of a particular mod project. All in all, the first post is not a good summary of the current state of mod development.
It would be nice if whoever moderates this thread could take a look at the various threads on this sub-forum, instead of just the post in this thread and give a more representative summary.
Actually... why not just sort the listing on the first page by vanilla/disharmony and put the version number they were released for there, or perhaps the date of the last release? That'd clear things up for people who are new to the mods. Or who get sidetracked for six months and then come back and go 'what do you mean they made an expansion?!', like me.
Kuroji wrote: Actually... why not just sort the listing on the first page by vanilla/disharmony and put the version number they were released for there, or perhaps the date of the last release? That'd clear things up for people who are new to the mods. Or who get sidetracked for six months and then come back and go 'what do you mean they made an expansion?!', like me.
If I remember right, I was gone for 2 months over the summer and was like 'WTF what do you mean they are making 2 new games?!?!'
Summary: "A Galaxy of Endless Diversity (AGED) adds new content to Endless Space, with the aim of diversifying the options available to the player. AGED adds eight (8) new planet types to Endless Space, each with at least one unique planetary or star system improvement associated with that planet. Along with these new planets, of course, come several new technologies unlocking the ability to colonize and/or terraform these new worlds. AGED also adds several new anomalies, technologies, and planetary/star system improvements not directly linked to these new planets, while also adding some custom flare and further colorization to some of the game's text and faction color schemes.
A Galaxy of Endless Diversity is visually styled to fit seamlessly within Endless Space's existing graphical style. Each planet type has been carefully crafted as not to appear out of place in the Endless Space universe, just as the various User Interface (UI) components have been designed to fit within the Endless Space UI without seeming as though they do not belong. Painstaking detail, much of it contributed by others in the modding community, has been given to completing the flavor text and descriptions associated with the new additions of the mod, creating, I hope, a completely immersive experience that makes the player forget he or she has even activated a mod to begin with!"
Stealth_Hawk wrote: If I remember right, I was gone for 2 months over the summer and was like 'WTF what do you mean they are making 2 new games?!?!'
Ditto
Then again I have been away for 6 months
A version number of the mod along with the vanilla/disharmony is a great suggestion. I'd add the last time the mod was updated too, as ES changes each time Amplitude release an update, unless you've switched off the auto-update feature in Steam.
Steph'nie wrote: I highly encourage you, if you guys want to start a new thread listing all the mods with more details. I'll sticky it and everything.
just out of curiosity, could this thread be moderated as to create a thread that has only posts about new mods and their details? It would be nice to have a nice, clean, detailed, mod shopping mall in my opinion.
If we were to go for a clean-up of this the shopping mall, with the suggested changes to include the date, version and for which ES (vanilla or Disharmony), then...
... what would be the best way to do this (tools, A shared google doc?)
... who would do it and what would they need to do so?
... how would it be policed so that it remains up-to-date and info is complete?
Just thinking out loud really, as the means to accomplish this may already exist in the forum tools but I'm not sure where or how.
I have version 1.1.42 and Super Nova Mod crashes upon loading. As I'm new to Steam, is there a way I can roll back to version 1.1.39 which is what Super Nova is indicated to be compatible with? I assume that will fix the loading crash. I apologize in advance if this was an inappropriate post for this thread but didn't know where else to post this request. Thanks
Several Improvements restricted to home systems that provide empire-wide bonuses, to simulate "social engineering" game mechanics of other titles. Proof of Concept only so far.
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i just started to Play Endless Space anbd i like it very much.
Now i want to try a few Mods. But i dont want change too much. So i thought about the Imperium Aeterna or Ultima Ratio Mod. Can me tell someone if this Mods are still working fine with the newest Version 1.1.9?
Summary: "A Galaxy of Endless Diversity (AGED) adds new content to Endless Space, with the aim of diversifying the options available to the player. AGED adds eight (8) new planet types to Endless Space, each with at least one unique planetary or star system improvement associated with that planet. Along with these new planets, of course, come several new technologies unlocking the ability to colonize and/or terraform these new worlds. AGED also adds several new anomalies, technologies, and planetary/star system improvements not directly linked to these new planets, while also adding some custom flare and further colorization to some of the game's text and faction color schemes.
A Galaxy of Endless Diversity is visually styled to fit seamlessly within Endless Space's existing graphical style. Each planet type has been carefully crafted as not to appear out of place in the Endless Space universe, just as the various User Interface (UI) components have been designed to fit within the Endless Space UI without seeming as though they do not belong. Painstaking detail, much of it contributed by others in the modding community, has been given to completing the flavor text and descriptions associated with the new additions of the mod, creating, I hope, a completely immersive experience that makes the player forget he or she has even activated a mod to begin with!"
Just a small mod (my first one ever) intended to make terraforming more realistic. I just deleted some terraforming options that are not realistic. So now it is no more possible to convert a lava planet into an arctic planet or a dry planet into a waterworld etc. in one step.
The mod is based on v. 1.0.49 of the game. I tested it with 1.0.60. Since I only changed two files, the only conceivable problems with v. 60 would concern a bugfix with the sowers. As it happened, I tested the mod with the sowers and had no probs.
With v. 65, the new feature of gas giant terraforming will not be available if you use this mod. But should it be?
Last update--5-31-2014. Yup, I'm one of the ghosts still lingering around here, heh heh.
Tiax's Anomaly Overhaul
Version Note: Updates are available for Disharmony--check the version history to get the right one for you. I will continue to update the mod for vanilla and disharmony in parallel. I DO NOT have the Vaulter faction, but I can still edit them to include the new changes, so keep an eye on them for issues.
Intro: I got bored and somewhat disenchanted with the current anomaly reductions being Adaptive Colonies and Soil Revivification. Many anomalies mention using certain technologies (or something similar to them) that a faction may not have even researched yet. I figured, "Why put all of the anomaly reductions on two little areas? Wouldn't High-Energy Magnetics or maybe Hypermagnetics be more suited to unlock the fix for Strong Magnetic Fields?"
What this mod does: The original game has 51 anomalies. This mod brings the total up to 115 with several tiers of upgrades for most anomalies. Only 2 anomalies have no upgrades, and one of those anomalies is an end-point for other anomaly upgrades. Reductions no longer come from only Adaptive Colonies/Soil Revivification (though there are many still used by these techs). Hovering over individual techs will show a list of their reductions.
Adds 60 new anomalies to the game. Every anomaly (old and new) has been re-worked to unlock their respective "reductions" at appropriate technology levels. The unlocks can be quite cheap (for reductions opened at Xenology for example) or expensive for higher level techs. 97% of the anomalies have been rewritten to have multiple 'reductions'--for example, rich soil has four different unlocks now, each boosting the planet's food production as more food-centric technology is unlocked.
Some anomalies were given a boost; as an example, Strong Magnetic Field has a reduction that gives a defense bonus to the star system. Some anomalies were made as prior steps to others, such as Unfriendly Locals and Neutral Locals upgrading into Friendly Locals (and beyond).
NOTE ON GALAXY CREATION--I upped the number of star systems on Huge to 120. This shouldn't bring too much slowdown on your loading unless you like a lot of warp lanes.
Loading Huge maps with max planets (something that can be easily modded) can take 5-10 minutes to load depending on your computer. Having so many planets with anomalies seems to bog the loading down a bit. If you enhance your galaxygeneration like I do and add maps with 160-240 stars, it will take around the same time as normal to load them (10-20 minutes). Afterwards, there is no slowdown to the game, nor when loading or saving. The biggest loading issue normally is the game testing each warp lane and wormhole against every single other one to make sure there is consistency; second is planet generation, and third is anomaly and wonder placement.
This mod requires a new galaxy, obviously. :-)
Anomaly Color Guide:
Red: No current benefits, all effects are negative.
Orange: Negative effects and positive effects.
Green: All effects are beneficial.
White: No effect until appropriate reduction is applied.
Grey (v1.0.4): Highest-tier reduction, no effects (ex: Cleared Radiation).
Purple: Highest-tier reduction, cannot be further reduced.
Planet Expansion
Planet expansion improvements allow you to terraform your planets (and asteroid fields) up to the next size. Very simple, very straightforward.
Adds the planet expansion terraformations to the following techs:
Advanced Warp Gravitics (Tiny to Small)
Exotic Thermodynamics (Small to Medium)
Negative Mass Mechanics (Medium to Large)
Sustainable Supercities (Large to Huge)
Anomaly Traits: Added several new anomaly traits so you can begin your game with one of the new anomalies (or an old one that wasn't available until now). Just a side note, if you choose Garden of Eden, it will allow you to pick another anomaly. DON'T pick more than one in that case. It's the only weird little exception that I haven't quite figured out, but it doesn't hurt anything.
I did NOT add ALL of the anomalies to the trait list--some of them just don't make any sense for a home planet, while some are either too good to start with or too horrible. However, if anyone speaks up and says they want them, I'll add them!
...
v.1.0.0: (TiaxPlanetEXAnomalyOH)
Initial release of this set.
v1.0.1: (named changed to TiaxModv1.0.1)
Adds Orbital Techs from Imperium Aeterna and their system improvements
Adds Asteroid Field-to-Barren Improvement from Imperium Aerterna to the following tech:
Deuyivan Construction
Note--if you load a prior save and have ALREADY researched Deuyivan Construction, you WILL NOT unlock the ability to change asteroid fields to barren. If you load a save where you haven't researched it yet, it WILL unlock the transformation when you do.
v1.0.2:
Adds 17 additional anomalies and 4 that have the same name, but different end results through reductions. So far, counting all the possible anomalies, this brings the game up to 119.
Edited files to actually allow the most recent anomalies from Amplitude (Hostile Dust, Endless Trouble, and Humeris Insidentes). They have not been edited but will be in a future update.
Changed coloration of anomaly names to be brighter and edited some of the previously added anomalies to include prefabs from the three recent Amplitude anomalies.
Numerous little bugs fixed where I simply missed some reductions on the tech trees.
v1.0.3:
Fixed multiple incorrectly placed or forgotten anomaly reductions that were not applied to race-specific technologies.
Added AI Parameters to all anomaly reductions from 55-114 (which includes a big chunk of the original anomalies in 1.0.0). Now, your AI opponents will be much more prepared to face these anomalies.
Added AI Parameters to Imperium Aeterna's orbital stations. I set the parameters low for the military outpost, planetary rings, and dyson sphere--these take so long to create that I did not want the AI focusing on them when they need low-cost improvements.
I have NOT added AI Parameters for planetary expansion (sizes) or creation (asteroids to barren), simply because the AI shouldn't be spending most of their time on them. I may add them later but give them low weights like the upper-tier orbital stations.
Fixed a massive amount of missing reductions. I'm surprised I haven't caught them yet, but I also realized I don't play certain factions at all, so I haven't noticed their issues until now.
ower:Added compatibility for Disharmony (TiaxModDisharmonyV1.0.3).
v1.0.4
Added a ton of new anomaly custom faction traits, including a super-awesome one (you'll know when you see it). NOTE: Picking Garden of Eden will not grey-out the others; don't pick more than one in that case. It's a harmless issue that I haven't figured out, but it won't cause any issues, so long as you don't pick another anomaly. Plus, you're just throwing away faction points if you do.
ower:Added compatibility for Disharmony (TiaxModDisharmonyV1.0.4).
v1.0.4 Disharmony Hotfix
Anomaly reductions were not properly applied to atmospheric engineering. If you are playing a game where you haven't researched Atmospheric Engineering yet, redownloading v1.0.4 will fix your game. If you have already researched atmospheric engineering, you won't be able to fully reduce 4 of the anomalies (Acid Rain, Endless Factories, one of the Recent Impacts, and Carbon Planet). Thanks to InFlamesWeTrust for the catch! I have applied the patch to the original file.
Future Plans?
Racial reductions: How about turning those "Friendly Locals" into "Juicy Morsels" for the craver faction? How about United Empire turning the same locals into "Enslaved Populace," and then having the Pilgrims come along and turn them back into friendly locals? It's all possible, just takes some time to code. In particular, the Harmony could really use some focus--it's easy to have their reductions destroy the dust, but not the other benefits (and yes, it would be permanent)!
Some proper reductions on the three last vanilla anomalies (Hostile Dust, Endless Trouble, and Humeris Insideres).
More unique planets--seeing how Auriga works, I could potentially make some more unique planets. Mecatol Rex, anyone? I'm considering putting Event Horizon on a unique planet, considering it's final reduction is fairly powerful.
More wonders are easy to make. Just don't have any really good ideas yet.
To Quote davea:
I wish everybody who used the forum attachment system would add these instructions. If you cannot download:
Summary: This mod adds many new faction traits to the game, most of them expansions on the traits included in the base game. See the main thread for details and download.
Summary: Makes the pirate faction available for use as an appearance for a custom faction. It does not alter the gameplay whatsoever or the game balance in any way. Due to system limitations it will not appear on the appearance dropdown but if you start with the pirate faction and set the affinity and traits as you see fit you will have a custom faction which has the pirate appearance.
Update: added a replacement model for the incorrect Pirate Dreadnaught model, also an addon version for Imperium Aeterna is now available, just drop it into the ImperiumAeterna folder and its ready to go.
Summary: First of all huge credit goes to Jamesyoung79 and his excellently structured Sectoid mod, whose work was a tremendous help in my development of this mod.
Now you can play as the pirate faction. The pirate faction affinity provides the following effects, +50% bonus to industrial production due to extensive use of slave labor, +25% bonus to dust production from black-marketeering and drug running, +3 hero capacity as the pirates accept any hero while providing great rewards and freedoms to all heroes in their employ, pirates attack without restraint and without thought of "Retreat" and thus that battle card is not available to them.
Update: Version 2.0 released, please delete all previous files before installing as this version has been completely rewritten using modular code, now usable both as a playable race and AI opponent.
Further information is available in the mods home thread.
Summary:Adds the additional faction traits found in my Genetics Lab mod, and significantly extends the tiers available for the basic faction traits included with the game.
I have made every effort to balance this mod, all new tier costs are increased by a factor equating to the amount each level increases in power.
Please provide feedback about the balance of this mod so that I might improve upon it.
**Includes the Colored anomalies, exploitations, planets, and warnings from Evil Tacticians excellent Imperium Aeterna mod, all credits due thereto.**
Summary:This mod is identical to my Scions of the Endless mod, however this mod has been altered to satisfy those who want to play with any combination of traits they see fit.
This mod is in no way balanced nor is it intended to be, it is up to you to use your discretion to create a satisfying game experience.
**Includes the Colored anomalies, exploitations, planets, and warnings from Evil Tacticians excellent Imperium Aeterna mod, all credits due thereto.**
This addon pack includes my Playable Pirates ver 2.0 and Scions of the Endless ver. 1.0 mods, as well as Dagoberts Alternativ Galaxy Generator ver 0.4.1
The pack is designed to be dropped into the modding directory and will overwrite the necessary files in the ImperiumAeterna folder to integrate itself.
This addon pack cannot be used without Imperium Aeterna already installed.
All credits for Imperium Aeterna go to Evil Tactician, and all credits for the Alternativ Galaxy Generator go to Dagobert, thank you both for providing the community with such excellent mods.
You can download the addon pack at the link below, installation instructions are also included in the zip.
This mod started as a combat mod that improved the dynamic between all the modules found on ships to make combat more interesting. Combat cards and AI tweaks have been added later on and soon lots of other changes followed. The mod now covers most aspects of the game.
In order to have music (by default it's not included in the mod because it's too big to be zipped with it):
You need to copy your music folder (found in Steam\SteamApps\common\Endless Space\Public\Audio) into the FairFight directory.
WHAT DOES THIS MOD DO (List may not be complete)
-Rebalances ship modules
-Adds new Battlecards
-Rebalances Existing Battlecards
-Significantly improves AI (Ship designs, governors, colonization, battlecards choices, when to wage war, etc.)
Ship effectiveness is now dependent on ship health. As battle damage is taken stats are reduced by a percentage of the ship health, some automatic rounding does occur to the nearest whole number, cannot be avoided. Example: If a ship at full health (450) moves 6 PC, then a ship at 100 health while move 1 PC (1.3333) 100/450*6=1.33333 rounded down to 1.
Movement - Speed and FreeSpeed
Offensive Weapons Damage Min Max (Laser/ Kinetic / Missiles)
This thread is intended to act as a "shopping mall" for mods. Each post will act as a "store" for one modder. Please describe only released mods here, which can be downloaded. Feel free to advertise mod concepts in this forum, just not on this thread.
To modders: please make *one* post which advertises your mods. Give a brief description, the current version number, and a link to the thread with more details. If you add more mods, please *edit* your post.
To players:
If a mod says it is compatible with one version of ES, be careful using it with any newer version. You may get weird and unpredictable effects, anywhere from a crash, to a subtle balance problem. If a mod has not been updated in a few months, check the game release note thread to see if any "major" game releases have happened since then. If the mod is a major release behind, or more, it will probably not even load.
Regarding MP, as long as all players have the exact same version of the same mod, it will work correctly without *additional* out of sync effects.
To start the game with a mod loaded, go to the steam library and right click on the entry for Endless Space, choose Properties, choose Launch Options, and add the following onto the command line: "+mod (directory name)".
The game does not support loading multiple mods. If there are two mods you want to use together, you must merge them, or more likely request the authors to merge them. Some more information on that is available here:
Summary: This mod rewrites the English text for the Battle Cards, along with game text related to Battle Cards. This mod does not change how the game works; it simply contains rewritten text.
Please click here for more information and the mod itself.
It is a GUI based editor that allows manipulation of many elements of a particular game's save file such as editing details about a system (number of planets, planet types, anomalies, wonders,resources, improvements,etc.), moving systems around a map, warp and wormhole editing, creation\deletion of systems, colonizing or un-colonizing a system, hero editing and assignation, empire editing such as research, dust, and various other properties. See parent thread for more detail.
Requirements: Windows™ based system with .Net Runtimes 4.0 installed.
Description: This mod replaces the hero stats and classes. Heroes are divided into Governor and Admiral roles with appropriate class and stat choices. Governors are given the Administrator and Corporate classes, and have Labor, Wit, and Melee stats. Admirals are given the Commander and Pilot classes, and have Offense and Defense stats.
This modification has been created by Amplitude Studios; It was the result of the community’s “Save the Sowers” campaign, aiming at pointing out the faction’s weakness, in 1.0.66. You will find in this mod an overall balancing as well as a few improvements regarding the Sowers.
Changelog
Faction trait UE becomes: 0%-100% Tax rate will give 0%-60% industry bonus
Conversion improvements buildings: from 25% to 33%
Sowers Conversion Food to Industry: convert 30% ind to food instead of 40%
Sophons: -50% support module cost is now a trait (that they have) costing 12 /24 for -25% / -50%
Create Trait Fleet09Norm1 & Fleet09Norm2: + 4 / + 10 XP on ship
Terran affinity does not give + 10 XP on ship anymore, but they have Fleet09Norm2 per default
Planetery FIDS and Infrastructure descriptor have new values
Horatios: fatigue recovery up from 50% to 100%
Colony module cost 250 instead of 125
Trade route distance bonus increased
Trade route DustToScience increased from 0.5 to 0.75
Colonial base now gives +5 FI bonus / colonized planet
Added an Expansion Effort mechanism: every system loses dust & food equal to -2 * (Outpost / Colony)
[LIST=1]
This one is a test feature/value and your feedback will be welcomed
Science is now reduced by 0.5 on system outside the empire (like dust)
Expansion disapproval is applied as the following from now on:
[LIST=1]
-25% on system under players' influence
+50% on system under neutral / allies' influence
+100% on system under enemies' influence
[/LIST]
Updated cost of the faction traits
[LIST=1]
All the traits which previously gave 10% / 20% / 30% now gives 10% / 15% / 20%
Deadly weapons and human weapons now gives 10% / 20% / 30% instead of 12% / 24% / 36%
UPLIFT D MOD (Compatible with Disharmony) Version 1.5.0
This Mod attempts to recreate the Uplift Universe of David Brin. It introduces the hydrogen breathing race the Zang (which replaces the Harmony and whose race art is based on concept art of the amoeba). The second race the Jophur take the place of the Horatio (but have some of the production bonuses of the United Empire and even less scruples). The new third race are the Gubru who take the place of the Hissho. The fourth are the Thennanin who are as stabilizing force and replace the Sophon.
The tech trees have had extensive changes to make the tech and improvement have some correlation.
The combat systems and improvements have more variety rather than just being bigger.
Ship development and colonization is spread out so you have to hold and fight for garden planets with
cruisers and destroyers rather than be able to colonize everything and have your first combat ship be
a dreadnaught.
Also the improvements relate more to the technology being discovered and develop in a more logical progression.
I have successfully compiled alternativ Galaxy Generator, Colored Anomalies (and Planets), Heroic Attributes, Imperium Aeterna, Pirate Appearance, and Scions of the Endless.
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Voyager
Stealth_Hawk
Voyager
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Old Sentient
Living the dream... That is until I wake up and realise I'm late for work.
indigav
Old Sentient
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Newcomer
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Newcomer
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Harmonic Memory
DreamSmith
Harmonic Memory
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Galvrans Sefaloros
dvjames40
Galvrans Sefaloros
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Shifter
VIPThe-Cat-o-Nine-Tales
Shifter
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Old Pro
waflchunk
Old Pro
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Jolly77
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CREinstein
Newcomer
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Old Survivor
LogicSequence
Old Survivor
12 900g2g ptsReport comment
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MrNiceDonovan
Newcomer
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Heretic
tadrinth
Heretic
15 200g2g ptsReport comment
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Harmonic Memory
DreamSmith
Harmonic Memory
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Senior VIP
The clearest sign of intelligent life in the universe is that none of it has tried to contact us.
VIPEvilTactician
Senior VIP
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Klaus
Newcomer
400g2g ptsReport comment
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VIP
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VIP
6 400g2g ptsReport comment
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Luminality
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Dagobert
Newcomer
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WhAtEvErYoUmEaN
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Survivor
Raynor
Survivor
7 200g2g ptsReport comment
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Senior VIP
The clearest sign of intelligent life in the universe is that none of it has tried to contact us.
VIPEvilTactician
Senior VIP
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Newcomer
Tiaximus
Newcomer
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Old Recruit
Believe those who seek the truth, doubt those who find it; doubt all, but do not doubt yourself. - André Gide
ZZGashi
Old Recruit
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Old Timer
jamesyoung79
Old Timer
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Stellar
Crymson
Stellar
8 700g2g ptsReport comment
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VIPForaven
Newcomer
16 500g2g ptsReport comment
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Newcomer
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davea
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700g2g ptsReport comment
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Old Timer
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Old Timer
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KnightHawk
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Senior
Rheem
Senior
11 600g2g ptsReport comment
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Arrataz
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armydude417
Newcomer
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UnblockCancelDEVSteph'nie
in Disguise
Blah blah blah.
DEVSteph'nie
in Disguise
43 600g2g ptsReport comment
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tirane
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Newcomer
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Newcomer
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Newcomer
TheMattHadder
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Antera
Newcomer
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Newcomer
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