ENDLESS™ Space 2

ENDLESS™ Space 2

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ESG Mod - 1.6
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30.738 MB
1.7.2022 klo 12.53
26.8. klo 19.01
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ESG Mod - 1.6

Kuvaus
Compatible with the most recent version of the game.

ESG 1.6 is not fully released, but is stable. Changes may not be fully implemented and may not be localized in other languages. New updates to this mod may break saves or have bugs, however, they issues are generally fixed very quickly. All community feedback is welcomed and appreciated, and as such we are interested in contributions, bugfixes, and translations for any language the game supports.

List of changes new to this version: https://github.com/wakystuf/ESG-Mod/wiki/Changelog#version-16


The ESG Mod is dedicated to reworking and rebalancing the game to generally improve the game, while maintaining a vanilla feel and level of quality. The original intent of the mod was to buff terrible factions and nerf broken factions by adjusting their respective mechanics, rather than making all factions "equal", however, it has since evolved from that goal. We’ve reworked nearly every part of the game to be more strategically interesting. listed below are the major focuses of the mod:
  • Combat Rework
  • Law & Government Rework
  • Hero Skill Rework
  • Faction Quest Reworks
  • Hacking Rework
  • Economy Rework
  • Diplomacy Rework
  • Food Overhaul
  • Technology Tree Overhaul
  • Awakening / Academy DLC Overhaul
  • Additional Custom Faction Options
  • Additional Settings and Customization
  • Bugfixes
  • Quality of Life Features
  • Many UI Improvements
The goal is not to balance the fun out of the game, but to bring out what makes the game great while also keeping things fair. If you don’t like something that ESG changes, chances are that you can turn it off and play how it worked in vanilla.

The changes of ESG are determined largely by the community, with the specific balance changes being determined by a group of the top competitive players, game designers, and mathematicians.



If you encounter any bugs we haven’t caught, please join our Discord server below and report them there.


To read ALL of the changes ESG has made, click HERE[github.com]


[discord.gg]
[github.com]
Use the mod and still get achievements by clicking HERE[github.com]


Read the complete list of credits HERE[github.com]


Previous versions of ESG are kept on the workshop to ensure that people's save games are not ruined between updates, and to allow people to choose the features they want. These previous versions of ESG are not compatible with the latest version of the game.

ESG 1.5
ESG 1.4
ESG 1.3.1
ESG 1.2.2

Suositut keskustelut Näytä kaikki (4)
20
2
13.10. klo 9.08
TÄRKEÄ: Compatible Mods
Captain Cobbs
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Release ETA?
Riekopo
808 kommenttia
Valrik 5 tuntia sitten 
Hi there. Great mod !!

Still, there is a graphic glitch in the tech tree with the newest patch. Playing vaulters, I see vaccum portection tech partially medling with hardship bonus incentives.
_m_a_ 9 tuntia sitten 
Hey Captain Cobbs as for preference do you suggest for 8 players:

1- Medium Size Galaxy with x1.1 systems generated
2- Large Size Galaxy with x0.9 systems generated
Settings are
4 planet overcolonization limit
More curs. + anomalies
Way more planets per system
Perhaps slow speed for larger map

Thanks.
The Viral Divinity 17 tuntia sitten 
@spooky_oh_no

Seems to be the case overall, I've had the same issue playing Choir
spooky_oh_no 5.11. klo 7.26 
Playing as the vaulters, the blue probes and the yellow probes have their cooldown values switched when applied to a ship-- and the cooldowns/amount are inconsistent, capping at 4 probes regardless of module amounts on ships.
Bällchenball-Prolet 3.11. klo 13.15 
There is something I don't understand about the after-batte statistics screen:

I have an Attacker with a base value of 4400 shields as shown in the ship-building UI.
I was using the power to shields tactic, the enemy ( 2 pirate ships, pirates difficulty normal, game difficulty impossible) the turtle tactic. There were no apparent special modifiers in the system.

My ships shield got completely depleted in the battle (at least that's what the visual simulation showed), so I would expect the after-battle statistics to show "Damage absorbed by your shields:" to be at least 4400.
But thats not the case - it is only shown to have absorbed 1855.

Does anybody know why this is the case? I'm not sure if this is ESG-specific or an issue in vanilla, too.
wakystuf  [tekijä] 31.10. klo 21.01 
@Double Corvid. ESG does scale probes with gamespeed, so it may be that the probe stock on endless is getting capped at 3/4. I'll look into it to confirm that's what is going on and round it up if so.
Double Corvid 31.10. klo 16.20 
As the Lumeris, my probes aren't going above 1 on endless speed. It stays at 1/2 probes, saying that it's fully charged. Interestingly, the probes take 4.7 movement to launch rather than the expected 3.5, unless this is something else ESG has changed that I was unaware of as I just started using it and the change log is vast. Any help?
BLACKHUNTER 31.10. klo 9.07 
the squadrons figthers 3 and 2 bomber for moduls????
Captain Cobbs  [tekijä] 30.10. klo 11.15 
Hey everyone! I believe ESG 1.6 is compatible with the newest patch that just dropped, feel free to leave any bug reports here.
Bällchenball-Prolet 28.10. klo 14.48 
The population traits that are based on anomalies (eg. the pulsos +5 science on planets with anomalies) are currently broken and don't work at all.