ENDLESS™ Space 2

ENDLESS™ Space 2

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Astasia 6 Oct, 2016 @ 10:43am
Removing the turn limit.
Here's how to disable or change the score turn limit for those of you who want it.

Find and open the following file with a text editor like Notepad++:

Endless Space 2/Public/Simulation/SimulationDescriptors[Victory].xml

Right near the top is:

<Property Name="LastTurn" BaseValue="125" RoundingFunction="Ceil"/>

Change "125" to any number you want and that will be the new turn limit. Set it to like "9999" for "unlimited" turns. Don't go crazy, there's probably a variable limit, so don't try like 9 trillion. Keep in mind game speed multiplies that number, on endless speed it doubles.

I've tested it and it seems to work fine.

I think posting this should be fine since the devs said they are removing the limit with the first patch. I apologize if I'm out of line here.
Last edited by Astasia; 6 Oct, 2016 @ 7:17pm
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Showing 1-15 of 16 comments
skunkno1 6 Oct, 2016 @ 4:48pm 
So did it work? Too busy playing to comment I guess. lol
Astasia 6 Oct, 2016 @ 6:12pm 
I still don't know. I played like 130 turns and quit my first game. Made some mistakes before learning some of the new mechanics and didn't like where I was at, also didn't like the small map. I've been tweaking the map gen and testing larger maps, figuring out some of the values and balancing it to my liking, will start a new game tomorrow.

250 turns on endless speed is actually a lot longer than I thought it would be though, and with the lack of content I might not even hit that before getting bored.
Satoru 6 Oct, 2016 @ 7:04pm 
Woudln't it be similar to how they've done it previously
1) the 'score' timer is 100 turns
2) the game can keep playing even after that
3) this timer tends to increase as early access progresses.
Astasia 6 Oct, 2016 @ 7:12pm 
Actually I realized there was a really easy way to test it. I changed it to:

<Property Name="LastTurn" BaseValue="3" RoundingFunction="Ceil"/>

Then started a new game on normal speed. The game ended with a score defeat on turn 4. So I can confirm that setting is how you change the score turn limit, and it works.

Going to edit the first post to make it clear.

Originally posted by Satoru:
Woudln't it be similar to how they've done it previously
1) the 'score' timer is 100 turns
2) the game can keep playing even after that
3) this timer tends to increase as early access progresses.

No, the game just ends after the score victory, whether you win or lose. You can't continue. A lot of people complained about it so the devs confirmed they are removing the limit with the first patch likely sometime next week. They were going to gradually increase it like in EL, but nobody wants to deal with it.
skunkno1 6 Oct, 2016 @ 7:48pm 
Originally posted by Astasia:
I still don't know. I played like 130 turns and quit my first game. Made some mistakes before learning some of the new mechanics and didn't like where I was at, also didn't like the small map. I've been tweaking the map gen and testing larger maps, figuring out some of the values and balancing it to my liking, will start a new game tomorrow.

250 turns on endless speed is actually a lot longer than I thought it would be though, and with the lack of content I might not even hit that before getting bored.

I keep starting over too. Haven't made it past 50 turns yet. I'm blaming bad maps but I suspect it's my own stupidity. ;)
ar2 8 Oct, 2016 @ 7:53am 
thank you for this 100turns "fix" great! later you said:
Originally posted by Astasia:
I also didn't like the small map. I've been tweaking the map gen and testing larger maps, figuring out some of the values and balancing it to my liking
- how to tweak map gen? - maps in alpha are so claustrophobic.. i feel I'm in prison cell not in galaxy...space..where you can explore and...discover....stuff... one step right - end of map.... one step left - end of map. i can't enjoy my alpha.... pleas help :)

[edit] i found folder GalaxyGenerator with file WeightTableDefinitions - but i'm complet programing noob... can't figure out which values i shul increes
Last edited by ar2; 8 Oct, 2016 @ 8:13am
Astasia 8 Oct, 2016 @ 8:49am 
It's in the settings folder, WorldSettingDefinitions.xml. Scroll down to the "normal" map size, the values you want to change are "SizeScale" and "NodeQuantity" IIRC. SizeScale increases the size of the map, NodeQuantity increases the number of stars/nodes. Don't go crazy, the game isn't optimized very well and can't really handle large maps. I tried a game with 100 nodes and it got really slow around turn 200 with turns taking sometimes a minute to finish. I've dropped it down to 60 nodes and started a new game. There's some other settings you can play around with there that do pretty much what they say.

The WeightTableDefinitions file has some settings worth changing though. That file decides the size and types of planets found around stars. I've changed it to disable Desert, Barren, Lava and Gas Giants from spawning at all, since there's currently no way to colonize them. I also "fixed" blue stars to generate cold planets instead of hot ones, because that's what the star description says and it makes sense for the sophon spawn.
ar2 8 Oct, 2016 @ 9:00am 
Astasia thank you so much!!! :D - so this means that even after final release this "medium size" map will be still medium? and not "tiny tiny as fk" i hate small maps much more then poor graphics..
Astasia 8 Oct, 2016 @ 9:09am 
They aren't going to change the size of the medium map for release. The large and huge maps are going to be unlocked later in EA though. Huge size they said is going to be around 100 systems. If it's optimized well enough though we might be able to jack that up to 200-500+ systems through modding that file.
Sovereign246 8 Oct, 2016 @ 9:13am 
honestly after playing it there really isent enough content past turn 126, maybe another 100 turns to reserach the 3rd era but we are missing a lot of planet techs.

Does anyone know if there are going to be new ship hulls for the 4th and 5th era or is the carrier the last hull we unlock?
Deep One 9 Oct, 2016 @ 4:51am 
Wow, thank you for finding and spreading the word on that. More turns for us plebs!
- 9 Oct, 2016 @ 4:54am 
anyone know how to open the debug menu?
Oneeyed 9 Oct, 2016 @ 5:05am 
Thanks for pointing me to this thread.

According to your information you can make the galaxy a lot bigger but only have to normal amount of stars. That way you end up with bigger distances between the stars which means longer travel time.

I did this in ES 1 because that's how I like to play the game.

So how is zooming if you make huge maps? In ES 1 the galaxy zoom was pretty bad because you only had zoom steps and it wasn't made for modding the galaxy bigger than they anticipated.

Originally posted by Astasia:
It's in the settings folder, WorldSettingDefinitions.xml. Scroll down to the "normal" map size, the values you want to change are "SizeScale" and "NodeQuantity" IIRC. SizeScale increases the size of the map, NodeQuantity increases the number of stars/nodes. Don't go crazy, the game isn't optimized very well and can't really handle large maps. I tried a game with 100 nodes and it got really slow around turn 200 with turns taking sometimes a minute to finish. I've dropped it down to 60 nodes and started a new game. There's some other settings you can play around with there that do pretty much what they say.

The WeightTableDefinitions file has some settings worth changing though. That file decides the size and types of planets found around stars. I've changed it to disable Desert, Barren, Lava and Gas Giants from spawning at all, since there's currently no way to colonize them. I also "fixed" blue stars to generate cold planets instead of hot ones, because that's what the star description says and it makes sense for the sophon spawn.
Last edited by Oneeyed; 9 Oct, 2016 @ 5:05am
Fransens 9 Oct, 2016 @ 10:35am 
What about just turning off score victory? That was my first thought when I lost due to the fact that my current playthrough was played like I had 300-500 turns like most 4X games. I mean it's EA, so I don't mind not having score victory since I've never been a fan of that in 4X games anyway. ^^
Fransens 9 Oct, 2016 @ 10:48am 
Oh you mean retroactively? Nah I meant just at the setup of a new game, you can turn off Score Victory there.
The game I had was fubar anyway. I've lost to an Lumeris AI, who won a score victory, even though I've bombed all but two outlying colonies of them to ashes.Yet miraculously not only did his huge A.F. influence zones remain, even though only ashes and corpses where the center of each radius,... nonono! It apparently ALSO makes no difference if you are basically wiped out as long as you still have SOME system left alive for the score victory. I looked at the graphs in the end screen... the Lumeris steadily rose even durning the time I was cleansing system after system of them of life. But hey... its EA.

Just means that I will not use Score Victory in the next few games until the next big patch rolls out. ^.^
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Date Posted: 6 Oct, 2016 @ 10:43am
Posts: 16