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.
Regarding headhunter traits, I've tried using headhunter before but the results have been mixed, it doesn't seem to actually guarantee a particular specialization. It may increase the chance of getting the spec but its not obvious to me how effective it is. I can tinker around a bit and see if there's any meaningful effect.
Hi all, I got tired of waiting for a new ES patch so I'm releasing the next update for AFTM (ver 1.1.18.0). It adds quite a lot of new traits, I hope you all enjoy.
Note that I'm changing the way I assign mod version numbers. It's still in sequential order (higher number is newer) but I'm going to increment the 3rd digit by 1 at a time instead of matching the stock version number. Compatibility for the latest version is now listed at the very top of the first post. Let me know if something turns out to not be compatible.
E: thanks for making this mod, well, modular -- was trivial to combine it with alternate galaxy generator, help the harmony and the stuff i've changed personally.
I've never modded anything before and I have no programming experience. I also like the SuperNova mod. I tried to merge them using the information provided here ( /#/endless-space/forum/37-modding/thread/16331-super-nova-disharmony ) but I had no success. The game started, but upon trying to create a race it gave a dialog box of errors. Something about character creation....
Has anyone ever gotten these two mods to work together?
I would also think it'd be cool if this mod and the Supernova mod were merged! Unfortunately I have no experience with modding whatsoever so I'd be completely lost if I tried..
There's an updated version of Supernova as of last night too, if you are so inclined as to try to merge them..
You guys really need to learn how to splice mods. It's really not that hard. I'm only going to do this for you once. I need to focus my time on Hectic Combat. Use the instructions/files here together with the mod tutorial to figure out how I modified the index file to perform the splice.
Step 1) Take all the files from AFTM and throw them into SuperNova directory in the equivalent places
Step 2) Take this index.zip file and extract the index.xml file inside into the SuperNova directory, over-ride the index.xml file in there. Index.zip
It's the faction bits I'm interested in. FI(D?)S ships from the new patch from Harmony. Defence/science buildings and portal structures from the Vaulters (transport and disharmony removal possibly as separate traits). Dreadnaught CP reduction and inescapable combat from Sheredyn.
I'd love to say add Tiaxium's planet size mod as racial traits, maybe with the asteroids to barren terraform (from Imperium Aterna by Evil Tactition). I've already pooled some of their work with:-
But that's reaching a bit far I guess as your busy with Hectic Combat. I guess I should do it myself, but I'm a little lazy and it's way easier to have an idea than to implement it. Maybe I'll get around to it sometime and made an addon for your mod.
v1.1.19 is out. I've combed through the existing factions, minus Vaulter, and have located all the traits that are both implementable and interesting. It appears the following faction specialties involve hard-code and cannot be brought out using only xml files:
Hissho bushido mechanics
Sheredyn anti-retreat net
Horatio cloning
Pilgrim evacuation ships
Note Sheredyn dreadnaught CP reduction is do-able but kind of a pain, its simpler to just use the trait that raise CP. I still need to look more closely at how vaulter works. But other than that this mod is pretty complete. Let me know if anyone have new trait ideas.
*Mineral/Luxury Tycoon (- deposit needed for monopolies)
[v1.1.9.1]
*Slightly increased the magnitude of trait points for anomaly traits and Compact/Bulky Equipments trait (positive values are more positive, negative values are more negative)
*Added colors to trait tags for some traits as an experiment
*Added traits for natural wonders
*Added the following traits:
*Compact Weapons (-% weapon module tonnage);
*Compact Defenses (-% defense module tonnage);
*Compact Support Systems (-% support module tonnage(exclude invasion modules));
*Weapon System Experts (-% weapon module cost);
*Defense System Experts (-% defense module cost)
*Virile/Impotent (+/- % growth rate)
*Lithovore (convert % industry to food)
[v1.1.9.0]
*Checked compatibility with game version 1.1.9
*Re-wrote the anomaly trait system
[v1.1.4.0]
*Added new traits from Disharmony. See forum for complete list.
*Genetic Engineering broken up into three traits worth varying amount of trait points.
*Changed names of traits to make the trait window more organized.
*Changed names of traits to make them shorter and more fitting.
*Added many trait titles so that the name of the trait causing the effect is more clearly shown with the effect in the Empire Factors screen and various FIDS breakdown lists.
*Re-balanced trait point values based on Stock game trait point values
[v1.1.0.0]
*Used Endless Genetics v1.10 by ZZGashi as a template to create Disharmony compatible faction traits mod
They seem to be working better recently, one trait usually gives 2 of said trait with 2 traits giving one with both and one random of each. I'm guessing that they have coded for 3 traits requested.
v1.1.20.0 is up, which introduces gate mechanics as traits. I believe it will still work even if you don't have the Vaulter faction but I can't really check it. In any case, you can now try Portal Harmony and Portal Craver, or whatever crazy combination you come up with.
I've been loving 1.1.20.0 been playing with the fleet hull regeneration, have I misunderstood? It seems to be a bonus applied to existing regen not applied to each ship's max HP is that right?
DreamSmith wrote: I've been loving 1.1.20.0 been playing with the fleet hull regeneration, have I misunderstood? It seems to be a bonus applied to existing regen not applied to each ship's max HP is that right?
I believe you're talking about "Regenerating Hull", there is a built-in HP regeneration rate of 5% per turn for all factions, the trait adds to that at low level; at high level, the trait also adds regeneration per combat phase (just like what a repair module gives), so you can end up with ships that incredibly hard to kill since they're healing in the middle of combat.
There's also Decaying Hull which actually takes away % health per turn. Decaying hull makes your ship kinda like zombie ships, so you have to either equip repair modules to fight the decay or use them quickly.
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