ENDLESS™ Space 2

ENDLESS™ Space 2

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ENFER Reloaded
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TYPE: Extension
CONTENT: AI, Gameplay
File Size
Posted
Updated
2.594 MB
7 Nov, 2023 @ 6:45am
25 Jun @ 2:41am
50 Change Notes ( view )

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ENFER Reloaded

Description
TL DR: An AI mod that fixes and improves lots of things to make the AI play their cards better.

The good news: This is a TRUE AI mod. The mod itself only contains a DLL file, no XML at all.
The BAD news: sadly is not working as a subscription.

If you want to use the DLL mod, check out this Discussion Topic with the details of install and uninstall. Basically, is replacing the AI Core DLL file.

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

Bugfixes

I fixed 80+ different issues on the AI side, from nearly insignificant to game-breaking issues.

These are the most impactful I successfully fixed:

AI is not able to attack fleets under systems of their own influence (yes, check out latest showcase screenshot...).

There's one specific instance I could spot the AI can get stuck in "Playing" when trying to advance to the next turn: retreating from a battle, landing on another system and trying to move again.

AI got the system production locked forever half of the time when using an infinite resource conversion improvement (IE 3D Printing).

When an enemy has more military than the AI, most of the time their motivation to build ships drops dramatically. (That's why peaceful AIs almost always have very little military).

Improvements

There are 120+ improvements, this is a condensed list with the most important.

Faction specific

Lumeris can use Shadow Banking, to lower dust inflation.

Cravers now can use their sacrifice slave action, Feeding pits, to raise approval or food output.

Nakalim is able to build Temples, Resurrect colonies, assign relics to fleet heroes. Also will not go crazy with science at the beginning due to their trait.

Volyani has improved leecher management, can Evacuate Minor faction systems, will raze enemy systems to place their own Arks, won't spam Holy Proliferation mindlessly.

Riftborn is able to use Fabricated forces when on really low manpower.

Hero Management.

Now the AI will we able to re-assign their heroes to better systems or fleets.

AI will be much more consistent assigning heroes to their main combat fleets.

AI will prioritize assigning senator skills to heroes aligned with their current leading political parties.

Will also prioritize heroes to fill empty leading parties from the market, or in new academy heroes.

AI will assign their governor heroes to their most important systems available instead of just in system acquisition order.

Technologies.

These technology improvements are now implemented: Siege Modules, hero/ship part of the marketplace, curiosity detection strength, extra population buildings.

Lots of improvements in Behemoth research, IE not researching improvements for behemoths types they are not using at the time.

Some adjustments, like more interest in researching ship upgrades, better Movement Improvement understanding, better resource needs understanding.

Improved and expanded trade route related, over-colonization and buyout tech interest.

Diplomatic Enhancements

AI will not ask for tribute if they don't perceive themselves as stronger in military.

AI will think twice before opening a new war front unless they feel superior.

Lots of internal checks and minor bugfixes to avoid many dead ends in diplomacy logic (IE not asking peace/alliance to Cravers...).

Building

Better building flow, able to queue several ships or extra stuff after a buyout.

AI can build special buildings like curiosity rewards, and ship upgrade improvements.

Better placement of unique buildings and wonders, and more motivation.

Will use resource planet improvements (IE: Slag and Sludge Center) on needed resources.

Fleet Management

General improvements in fleet pathing, and more responsiveness.

AI will reasign fleets to their mission much better.

Assisting invasion fleets will likely wait for the main military fleet to arrive first.

Much better assesment of danger, AI will prioritize defense a bit more.

Ship Design

No more invisibility/detection modules on carriers, better colonizer priorities, minor optimization in module slot type selection.

Now invader role support ships, colonizers, arks, leechers and rooters will not equip weapons and armor with strategic materials.

All Behemoths and Carriers, will not equip special weapons like boarding pods, and EMP interference Weapons. Same with medium ships heavy mounts.

Others

Greatly improved the analysis and planning for Luxury need regarding system upgrade recipes.

Reworked and greatly expanded the AI law management, now evaluates almost any law.

AI now inderstands and evaluates all hacking possibilities and all ground battle strategies.

Better victory progression, added default victory choices for Hissho (Supremacy) and Umbral Choir (Economic).

AI will pre-emptively create invader fleets when everything is calm, and will have more motivation into assisting invasions with them.

Better repair/retrofit logic, with proper hero handling.

Version 3.12:

Removed the ability to queue and place Rip Singularities for AI Riftborn: They are not able to handle replay battles, ending up in game hang, and I cannot do anything about it on the AI DLL.

Version 3.11 and earlier:

All the detailed information is moved into the Change Notes
Popular Discussions View All (3)
32
17 May, 2024 @ 1:21am
How do these changes impact the AI?
ninakoru
20
1
4 Feb @ 5:12pm
Install and uninstall Instructions
ninakoru
0
10 Nov, 2023 @ 8:12am
About Behemoths and Invader fleets
ninakoru
247 Comments
ninakoru  [author] 10 Jul @ 9:32pm 
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 @ 5:23pm 
How does it work for a multiplayer run ? Only the host need too change de DLL or everyone ?
ninakoru  [author] 7 Jul @ 11:52pm 
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 @ 6:38pm 
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 @ 1:41am 
Nevermind checked it by myself. Thanks for an amazing mod that really improves AI significantly
Draugur 13 Jun @ 11:57pm 
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  [author] 8 Jun @ 12:19am 
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 May @ 10:02pm 
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!