ENDLESS™ Space 2

ENDLESS™ Space 2

ENFER Reloaded
286 opmerkingen
ninakoru  [auteur] 12 nov om 3:39 
No, because is not a conventional mod: you just subscribe to later replace the downloaded DLL file from the subscription.

As is explained at the beginning of the description: doesn't work as a mod subscription. You subscribe, locate the DLL file and replace it manually. You don't need to activate it later as a mod in the mod load, while you don't update the game will be permanently in effect regardless of mods.

There are detailed instructions on how to do it on the beginning of this mod's description.
Ender 12 nov om 3:06 
If ENFER is a DLL file, does the download order of the mod affect it?
ninakoru  [auteur] 11 nov om 7:34 
That never was a problem in ENFER Reloaded; and always worked, so I can't say how that's possible. Never ever I've seen that behavior.
Fulano 11 nov om 5:38 
Not saying it's this mod, just saying I've seen this happen with the AI and the minor races periodically.
Fulano 11 nov om 5:37 
I've seen this too, and I'm just using ESG, ENFER, and not patch preview. Some rounds (Like my last round) I somehow reach 50% approval first with most of the minor races and it's just going off of the default +1 per turn, searched anomalies, or an occasional complement.
ninakoru  [auteur] 11 nov om 3:28 
Nothing to do with ENFER, guaranteed. Playing with ESG and patch preview, you'll run into problems, will not be compatible until official launch and update of ESG. You need to follow load order as endless anomalies dictates.
Ender 11 nov om 2:25 
Hello Ninakoru! Big thanks for this mode, you've done an excellent and painstaking job. I'm currently playing with the following mods: ESG. ENFER. Endless moons, endless anomalies. And I ran into the following problem - AI does not interact with minors at all. No one but me invests in a relationship with them and does not fight. Has anyone had similar bugs before?
ninakoru  [auteur] 8 nov om 5:32 
Unfallen has pretty broken stuff going, like unlimited approval and strong boosts with allies, but most AIs just are warmongers, so... xD
_m_a_ 8 nov om 4:49 
I think Unfallen needs extra boost or two. I play 8 player games always which generates most balanced galaxy. I don't take AI's as follow:

UE: I always play as UE simce.
UC: Disabled DLC. Too much of a headache and micromanagement.
Vodyani: I hate the voice acting of her. Sounds like she is ready for org*sm rather than Space dominion.
Sophons: I prefer Vaulters as Science faction over Sophons.
Hissho: I prefer Cravers as warmonger faction over Hissho.

So yeah, Unf almost always lags behind.
ninakoru  [auteur] 8 nov om 4:06 
Unfallen yeah is also usually a poor performer, but sometimes do quite well with RNG. Needs better vineship management. Horatio and specially Riftborn are often top performers, but that's on vanilla (but in ESG will likely also be the tops)
_m_a_ 8 nov om 3:51 
I played few games including the ESG mod. It feels like Horatio, Cravers shines out quite well while Unfallen lags behind. Nakalim also snowballs if RNG is good enough.
ninakoru  [auteur] 8 nov om 3:36 
Well I did put a lot of work to make every faction competent. Sophons now are quite decent, can out-tech you really easy. Vodiany and Hissho usually not perform as well as others, but sometimes due to RNG could be top AI players too.
_m_a_ 8 nov om 0:15 
Which AI is challenging (Hard Difficulty ESG) with the mod? Do you have any suggestions? In my games i exclude Sophons, Hissho and Vodyani (also UC but i don't use the hacking DLC anyways)
Bruce 30 okt om 23:27 
Huge congratulations Ninakoru! 👏 Your dedication, creativity, and hard work have clearly paid off. It’s awesome to see your contributions officially recognized by the developers and now becoming part of Endless Space 2. Truly well-deserved!
Fulano 30 okt om 13:49 
Interesting, thanks! I wondered if there would be more improvements in the mod still that they wouldn't add or weren't able to add. Seems like now it's time to test some updated vanilla ES2 I guess to see how the updates worked.
ninakoru  [auteur] 30 okt om 7:58 
Ufff, there's no short answer.

If you're playing ESG forget about changing into patch preview, probably will mess things up with ESG.

If playing vanilla, well, I've sent all the major fixes, and many improvements, but ENFER still has some special hacks and other reworks I just couldn't send to Amplitude confidently, that makes AI better.

But stock AI on patch preview will be leaps and bounds better than previously, not incapacitated anymore, ENFER still gives a competitive edge, but not "needed" as before. Also right now there are new AI features that are not currently in ENFER (I'll update the thing when preview goes into official).
Fulano 30 okt om 7:07 
So is this mod still going to be needed after this new update?
ZimZol 22 okt om 23:28 
It's more than just a mod. Your work saved this game for me.
It was hard to imagine a better game experience than I got with this mod! Great job!
[☆] AresOfThrace 18 okt om 8:55 
@Leya the Ai currently overuses ESG's Coilguns, which are really, really bad. You'd have to wait for an update or manually set the preference for those weapons lower in the XML file.
Leya 17 okt om 16:02 
Tried running this and ESG 1.6 together, ai normal difficulty, pirates normal difficulty, and ai just got completely shutdown by pirates from very early on, didnt build any ships etc... not sure where the bugs stemming from, but yeah.
ninakoru  [auteur] 17 okt om 3:11 
AI will automatically do the quests if they are offered to them, like the players.

You may need to either:
Give AI a hint of a target system to invade, system to search curiosity, etc
Set an autocomplete after X turns option.

Check on similar quests if there's any AI specification in the Quest XML code.
Dęąth Viper 17 okt om 1:49 
Im making a new quest line mod with rewards like heroes and system improvements.. how do I get the AI to make use of the quests?
SpookyBooty 15 okt om 18:17 
ohhh okay. Makes sense. Thank you for answering so quickly! <3

Are you gonna buff Sophons AI by chance? I notice he's the only one that doesn't gain an extra trait vs everyone else 3 traits as AI :o
ninakoru  [auteur] 15 okt om 17:26 
@SpookyBooty, you need to replace the DLL again, yes. Most of it minor tweaks and minor fixes, but one about maybe attacking instead of potentially fleeing at the mission target.
[☆] AresOfThrace 15 okt om 13:51 
I reduced the weighting for the coilguns priority in the XML, few turns later the AI turned up with really decent ships. It actually killed some of my fleets before I could adjust lol. Thanks again for this great mod!
SpookyBooty 15 okt om 13:15 
I see that there's a new update on this mod. Do I have to resubscribe and install the new one and uninstall the old one I already have?
ashbery76 15 okt om 8:13 
You gonna still add now it's the base A.I soon.
Smitty2k1 14 okt om 17:08 
thank you!!!
Fulano 14 okt om 16:36 
I don't like the way the AI hates my scouts and vine ships now. :) Well done, definitely an essential mod.
[☆] AresOfThrace 14 okt om 6:33 
Alright, thank you!
ninakoru  [auteur] 14 okt om 2:49 
Has little to do with this mod, in vanilla would happen just the same, I talked with Cobbs, in ways to deal with the problem (must be solved on the XML config of the weapons in ESG).
[☆] AresOfThrace 13 okt om 17:56 
Hey, really great mod. Love to see the AI finally fight back. Only problem I had was when playing with ESG 1.6, the AI almost exclusively used the rather useless coilguns on their ships. Is there any possible way one could prevent the AI from using these?

Cheers
ninakoru  [auteur] 7 okt om 0:45 
Yep, both Horatio and Riftborn get a lot of value in how handicaps work.
Quest 6 okt om 19:11 
Mod is really good so far. Horatio definetly are stonger than the other ai's in my experience. So far a really great mod.
ninakoru  [auteur] 28 sep om 12:05 
I'll take that as a compliment :)
the AI becomes a little TOO smart sometimes
BBQ 18 aug om 3:20 
Thank you for getting back to me. I see what you mean, and I agree that what you mentioned is unfortunate. I just wanted to say that I am very grateful for the update you made for us.
ninakoru  [auteur] 16 aug om 13:53 
Yep, those are general behaviors i didn't change. Sure I could go further in ship outfitting, but I have other priorities in mind, like better victory pursuing or trying to clear the mess of everything diplomacy-related.
BBQ 15 aug om 7:01 
I am really enjoying this mod, especially the modules.
However, I have a small suggestion. The computer AI still uses the modules very poorly.
I would be very grateful if you could possibly fix this AI behavior.
The computer loves tractor beams too much, even when they don't need them.
It doesn't use Mass Enhancers or Energy Enhancers well; it should be changed to use them unconditionally.
They are also too fond of squadron fighters and bombers. It's not an exaggeration to say that's all they use.
If these things are fixed, I think the battles will be more tense and exciting.
ninakoru  [auteur] 10 jul om 21:32 
Not sure about that, I believe the AI's are running by the host, but I would ensure everyone has the same DLL just in case, as there are new stuff done by the AI other clients may not recognize.
ID Dragnil 10 jul om 17:23 
How does it work for a multiplayer run ? Only the host need too change de DLL or everyone ?
ninakoru  [auteur] 7 jul om 23:52 
You don't need to activate it as a mod, you just need to replace the DLL file on your game folder. The mod itself is a placeholder to obtain the modified AI DLL. Check the discussion topic on installing the thing properly.
Archailect 7 jul om 18:38 
So I'm just a little confused. I've done the dll thing, but when its time to order the mods, should it be high or low priority? I use ESG
Draugur 14 jun om 1:41 
Nevermind checked it by myself. Thanks for an amazing mod that really improves AI significantly
Draugur 13 jun om 23:57 
hi there. I was interested in a mod that actually makes AI ships better in terms of DPS and defense. Does this mod improves the designs as well or just makes use of special modules for role-ships?
ninakoru  [auteur] 8 jun om 0:19 
No, the mod does actually solve bugs. You are not the only one who have played with it, and it has been tested, over and over, not only by me. If you care to share a save instead of accusing, I could actually pinpoint your problem.

BTW actually I added a default code on ground invasions, not only manages the new ones with the Nakalim DLC, should be able to handle new ones unknown by the AI for mods and such.
I know this is a hassle with updates and this thanks for making mod, it does make AI more competent just introduced this game breaking bug.
Broken mod, AI does ground invasion and armies never actually land, their fleet just sits and stacks more navy for 20+ turns
Roids 13 mei om 22:02 
Okay this is seriously awesome! I bought endless space 2 the day it came out in 2017, but the AI was horrible. As a result, I stopped playing all together, so I am super pumped to try this again!
ninakoru  [auteur] 5 mei om 15:25 
Fourth paragraph:

Compatible with the latest official version 1.5.60, prepatch preview, ESG...