ENDLESS™ Space 2

ENDLESS™ Space 2

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Excellent Space 2
   
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TYPE: Extension
CONTENT: Balance, Gameplay, Other
File Size
Posted
Updated
2.967 MB
22 Feb @ 9:14am
10 Jul @ 10:25am
8 Change Notes ( view )

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Excellent Space 2

Description
About this mod

Excellent Space 2 is an Overhaul mod that has several missions:

- Add lots of consistency changes mainly across technologies, laws, buildings and modules.
- Enhanced tooltips to understand the game's information and mechanics better.
- Changes to improve game flow, balance the game a bit, while maintaining the vanilla experience and the asymmetry of factions.
- Lots of Quality of life, to make the experience less annoying where it really shouldn't.

As an overhaul mod, is not compatible with ESG or ES2 Redux. I personally recommend ESG if you don't mind a different experience, specially if you play on fast speed: is not the vanilla experience anymore, but has much more content, and is more focused on balance on multiplayer. ES2 Redux is a mod worth trying out if you want a more challenging experience.

Some quick features

- Has all the fixes from Community Fixes mod baked in.
- The mod is fully translated into all 9 official languages.
- Resource rewards from quests scale way faster with turns, and specially dust and influence rewards. 500 dust and 30 titanium on turn 70 could be 4000 dust and 30 antimatter instead.
- Arid and Snow now have 1 more base population, Terran and Forest will have same total FIDS than Atoll and Ocean. Gas bodies tweaked, to spread resources and the FIDS and to make sense with the type.

Difficulty handicap changes:

Added a small FIDSI percent per improvement built (up to 0.8% in Endless), so AI keeps up on the late game.
Ships in general will have a few more levels in higher difficulties.
Less behemoth cap increase, and a small industry discount on behemoths instead.
Some discounts in retrofit costs.

Core resources:

- Food: less food from hero skills, more food from buildings, slightly increased food upkeep cost of population (by about 20% on average).
- Dust: minor buff to a few dust buildings, slight decrease on buyout costs, dust inflation reduced, specially in mid to late game, but still full vanilla impact of inflation in military upkeep.
- Industry: Changed T1 industry buildings and added lot of stuff so industry compounds from many small sources, making it not so dependent on number of planets/population, jadonix and sim camp.
- Science: buildings pretty much the same with small adjustments, but added some empire improvements to reward fast science progression immediately, not gated by industry.
- Influence: pretty much the same, just a proper T4 Influence building (Body Language Institute), and some tweaks to outrageous sources of influence.
- Approval: again, the same system and almost the same sources, also some tweaks to outrageous sources of approval.

Military power changes:

Much more representative values in both offensive and defensive power to properly asses power of fleets.

- Removed double/triple dipping with module multiplier and heavy mounts, and some support modules.
- Defensive value is based on max health, max shield and the percent absorption of both types.
- Offensive value is similar, using DPS and accuracy, but also added the penetration values.
- Overhaul for squadrons offensive value, also taking into consideration penetration, damage vs hull sizes and critical attack probability.

Changes to hulls:

- Small hulls are a bit weaker with 120 hull weakness instead of 100, removed 500 health to a total of 3k base from small support.
- Medium hulls get a bit more health: 1k for hunters, 1.5k for coordinators.
- Arks from 1000 to 700 hull weakness.
- Carriers get more health: from 14000 to 22000 base health, also from 800 to 700 hull weakness.
- Juggernauts, and Behemoths with 8x multiplier modules, from 600 to 700 hull weakness.

Changes to shield and hull damage mechanics:

Shield absorption works the same as Hull absorption: nullifies damage completely.
Shield damage is all the damage that didn't get absorbed by the shield (penetration damage + percent not absorbed), this damage is further reduced by hull absorption and applied to health.

With this simple change, shields are as much as a counter to energy damage as hulls are to kinetic damage. Kinetic damage (missiles and slugs) shred shields, the same way energy damage care so little about hull plates.

This means the usual "mix shield and plates in equal quantities" while still somewhat effective, is far more effective to get more shields vs energy or more plates vs kinetic.

To accommodate this fundamental damage mechanic change, shields now have much less capacity and don't provide bonus health. Also defense values for shield absorption are significantly decreased.

Changes to siege damage:

- Siege damage is 25% less from titanium slugs (from 20 to 15) and similar sources.
- Siege damage is increased from ships, giving more offensive ships, behemoths and heroes, averages in about double the vanilla siege power (that was just Command points x 2).
- Siege damage is not static, but depends on the percent of the system manpower vs maximum system manpower under siege, up to 75% siege damage reduction.

With this change, you still can brute-force systems to 0 with enough siege power (double the system value), or brute force in with lots of manpower modules, but has diminishing returns. Is a way to give systems a bit more defensive value for a few turns without upgrading system capacities, enabling mixed tactics of siege + manpower modules as the most cost efficient way to conquers early and mid game when you don't have spare resources.

Changes to manpower:

- Lots of fixes so you don't get "free manpower" due to bugs. Now what you see is what you get.
- Greatly enhanced tooltip for empire manpower, showing all manpower sources clearly, like excess from system manpower generation, upkeep named properly (from Systems/Fleets), food into manpower, essence into manpower, etc.
- Now manpower from food is adjusted automatically and will use as much needed to fill the empire reserves (up to your maximum capacity), on vanilla was a on/off switch depending solely on if you miss any manpower at the empire level, easily killing lots of population when that happened.
- Added new effect "Manpower from food efficiency", that simply enhances the ratio of conversion of food into manpower without using any more food.
- Added a basic manpower income, of 4 + sum of system levels, to help with the lack of manpower generation on the early game.

Flak, Missiles and Squadrons:

- Flak now fires from 3 to 2 times per seconds, and has 85% accuracy.
- Flack damage only gets affected by module multiplier and the manpower bonus (up to 20% more damage with full manpower ships).
- Missiles health have less increasing health values than same tier flak, but health gets augmented by module multiplier.
- Swarm missiles are launched in sync with normal missiles, missiles are a bit slower and have a slightly slowed fire rate (from 6.55 to 7.2 sec, adjusted damage).
- Squadrons take from 20% to 6.66% damage from flak(2 damage per 30 flak). All damage increasing sources for damage to squadrons will be a percent of this base damage.

And much, much more:

I cannot add in more stuff as there's a limit in descriptions. Full changelog[drive.google.com]
34 Comments
WeltonCitan 9 Jul @ 3:39pm 
Confirmed no endless turn bug with this mod as I finish 2 runs with this mod without issue.
ninakoru  [author] 7 Jul @ 4:26am 
Did another run to completion with Cravers. No issues at all and won by conquest on turn 132.
ninakoru  [author] 4 Jul @ 1:49pm 
Check the update on the AI mod (replacing the DLL), there's a bug I solved with the latest update, that could lead to endless end of turn but you could save and everything.

121 turns vs 7 AI I added the most problematic on purpose (Riftborn, Hissho). No hangs. I'll try with other faction combination next game, maybe Nakalim or something... BTW I'm playing for fun but also can be used as testing.

The thing with endless turn bugs, it could be just anything, that's the end result but there are so many causes. Hopefully someday Amplitude makes some extra fixes... ^^
Dizzy Ioeuy 4 Jul @ 1:05pm 
And now it's not happening again. And yes using your AI mod as well.

This game is so dreck sometimes. Could be just the combination of the AI races involved or something completely unknowable! Thanks for looking!
ninakoru  [author] 4 Jul @ 6:13am 
You are using it with other mods? Anyways I tested on my own, turn 80 no bugs. If you don't give me any detail a cannot confirm or deny this mod has something to do. The latest changes are not prone to bugs, so IDK.
Dizzy Ioeuy 4 Jul @ 12:26am 
Removed your mod after three games that ended this way. And into turn 50 now. IDK what to say. Could be a magical coincidence, but it did NOT happen with your mod prior to the 3 July update either.

As a modder for Rimworld, I get it- wish I could be more specific on this.

Oh and strangely I could NOT send you a save because the game refused to even save the game once it encountered this bug.
ninakoru  [author] 3 Jul @ 11:40pm 
Well, pending turn bug could be just about anything! I'll check a bit on my side, just in case, but the update shouldn't have the potential for pending turn bugs. If you could check the log, if anything is in red or purple, or send me a save... I can narrow it down.
Dizzy Ioeuy 3 Jul @ 11:25pm 
Hope it's not this mod, but ever since your last update I've been getting Pending turn bugs relentlessly in about 10 turns or so of a game. Never happened to me before. :(
ninakoru  [author] 3 Jul @ 2:06am 
Yep, Notepad++ and WinMerge are my main tools of choice here :)
Dizzy Ioeuy 2 Jul @ 3:58pm 
Notepad++ is the modders tool of choice!