ENDLESS™ Space 2

ENDLESS™ Space 2

Reworked Luxuries
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Update: 27 Jan, 2018 @ 5:47am

v0.6:
-Updated for DLC
-NEW BALANCE PASS:
-Swapped tier 1 and 2 effects, much like the new vanilla balance.
-Tier 1 is now a flat bonus per planet colonized to counter-act the effect of the randonmess of tier 1 luxury spawns.
-Reduced the "specialization" of luxuries, they still provide bonuses for choosing the right planet type for your purpose (like Hot for Industry, Sterile for Dust, etc...) but it's not as bad as before to make them more generic. The point was to give incentives to go away from Fertile planets, not nerf Industry for Cold planets or Science for Hot planets.
-Added the support for the Vaulters DLC, and changed a bit the effect of their strategics recipes to be in-line with the mod's luxury effects.
-Nerfed Gas planets bonuses, and made the +2 Pop on Gas +1 On Sterile, that is because I made a mod on the side rebalancing the population slots of the high tier planets, which makes Gas planets "Sterile" so they'll benefit from the +1 Pop on Sterile improvements, which should buff them a good bunch. They're meant to be played together but I didn't want to force it onto people.
Workshop link for the mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1279247728

v0.6.1: Fix for potential bugs when playing with other locales than English.
v0.6.2: Allowed Riftborn population boosting (won't actually grow normally but you can double their IDS output)

Update: 26 Jan, 2018 @ 10:45am

v0.6:
-Updated for DLC
-NEW BALANCE PASS:
-Swapped tier 1 and 2 effects, much like the new vanilla balance.
-Tier 1 is now a flat bonus per planet colonized to counter-act the effect of the randonmess of tier 1 luxury spawns.
-Reduced the "specialization" of luxuries, they still provide bonuses for choosing the right planet type for your purpose (like Hot for Industry, Sterile for Dust, etc...) but it's not as bad as before to make them more generic. The point was to give incentives to go away from Fertile planets, not nerf Industry for Cold planets or Science for Hot planets.
-Added the support for the Vaulters DLC, and changed a bit the effect of their strategics recipes to be in-line with the mod's luxury effects.
-Nerfed Gas planets bonuses, and made the +2 Pop on Gas +1 On Sterile, that is because I made a mod on the side rebalancing the population slots of the high tier planets, which makes Gas planets "Sterile" so they'll benefit from the +1 Pop on Sterile improvements, which should buff them a good bunch. They're meant to be played together but I didn't want to force it onto people.
Workshop link for the mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1279247728

v0.6.1: Fix for potential bugs when playing with other locales than English.

Update: 25 Jan, 2018 @ 7:05am

v0.6:
-Updated for DLC
-NEW BALANCE PASS:
-Swapped tier 1 and 2 effects, much like the new vanilla balance.
-Tier 1 is now a flat bonus per planet colonized to counter-act the effect of the randonmess of tier 1 luxury spawns.
-Reduced the "specialization" of luxuries, they still provide bonuses for choosing the right planet type for your purpose (like Hot for Industry, Sterile for Dust, etc...) but it's not as bad as before to make them more generic. The point was to give incentives to go away from Fertile planets, not nerf Industry for Cold planets or Science for Hot planets.
-Added the support for the Vaulters DLC, and changed a bit the effect of their strategics recipes to be in-line with the mod's luxury effects.
-Nerfed Gas planets bonuses, and made the +2 Pop on Gas +1 On Sterile, that is because I made a mod on the side rebalancing the population slots of the high tier planets, which makes Gas planets "Sterile" so they'll benefit from the +1 Pop on Sterile improvements, which should buff them a good bunch. They're meant to be played together but I didn't want to force it onto people.
Workshop link for the mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1279247728

Update: 18 Jan, 2018 @ 8:53pm

v0.5.4:
-Refactored code a bit
-Fixed 6 arm spyral not being selectable as a starting galaxy shape
-Fixed Resources exploitation

Update: 13 Jan, 2018 @ 9:28pm

v0.5.3:
-Reverted "-tuned down the number of depots based on the "resource abundance" slider to avoid crash on some configurations because some tier 1 luxuries would be missing"
-Reverted Exceptional Size settings to what they were before v0.2.2
-Galaxy Density now controls the multiplier for how many depots
-Resource abundance now controls only the weights for the depot type (poor/average/rich)

It should be a more robust way to make all luxuries spawn. If you still find some settings causing a crash, contact me and I'll fix it.

Update: 13 Jan, 2018 @ 7:54pm

v0.5.2: Hotfix
v0.5.1:
-tuned down the number of depots based on the "resource abundance" slider to avoid crash on some configurations because some tier 1 luxuries would be missing
-tuned up the likeliness of average/rich depots on average and abundant resources settings to compensate for the above
-Changed the condition for luxury 9 (Hydromiel) from "Must be on Fertile" to "Can't be on Sterile" to hopefully fix Hydromiel not spawning on certain settings

Update: 13 Jan, 2018 @ 7:53pm

v0.5.2: Hotfix
v0.5.1:
-tuned down the number of depots based on the "resource abundance" slider to avoid crash on some configurations because some tier 1 luxuries would be missing
-tuned up the likeliness of average/rich depots on average and abundant resources settings to compensate for the above
-Changed the condition for luxury 9 (Hydromiel) from "Must be on Fertile" to "Can't be on Sterile" to hopefully fix Hydromiel not spawning on certain settings

Update: 13 Jan, 2018 @ 7:48pm

v0.5.1:
-tuned down the number of depots based on the "resource abundance" slider to avoid crash on some configurations because some tier 1 luxuries would be missing
-tuned up the likeliness of average/rich depots on average and abundant resources settings to compensate for the above
-Changed the condition for luxury 9 (Hydromiel) from "Must be on Fertile" to "Can't be on Sterile" to hopefully fix Hydromiel not spawning on certain settings

Update: 13 Jan, 2018 @ 7:35pm

v0.5.1:
-tuned down the number of depots based on the "resource abundance" slider to avoid crash on some configurations because some tier 1 luxuries would be missing
-tuned up the likeliness of average/rich depots on average and abundant resources settings to compensate for the above
-Changed the condition for luxury 9 (Hydromiel) from "Must be on Fertil" to "Can't be on Sterile" to hopefully fix Hydromiel not spawning in certain settings

Update: 27 Dec, 2017 @ 10:21am

v0.5:
-EXPERIMENTAL : Made it so every population has a fixed luxury needed for boosting (not random anymore)
-Updated tooltips, fixed the tooltip for trade output to influence/science conversion being hidden in the vanilla game resulting, text isn't perfect but it now shows the gains in the system view
-Buffed Superspuds
-Changed the way Siege damage reduction is calculated in order to buff the manpower luxuries, stacking those effects now gets diminishing returns, in return the tier 3 luxury's effect is now -50% and the tier2 gets a new one at -25%
-Balance tweaks