ENDLESS™ Space 2

ENDLESS™ Space 2

Strategic Command
25 Comments
black-mist3000 13 Aug, 2024 @ 10:44pm 
Sadly this mod loads but stalls whenever I try to engage in battles, even if I skip watching a battle, it stalls on a perpetual "waiting for opponents strategy" like as if the A.I. needs a whole 10 minutes to decide which battle tactic to use for 2 ships near the start of the game.
GLORP 27 Apr, 2024 @ 7:13am 
Bugs UI elements for ships (all dlcs) no other mod.
PL 4 Jul, 2023 @ 10:12am 
Could you remove the cap at 24 ?
SempfgurkeXP 11 Apr, 2023 @ 3:51pm 
FYI AI just uses it normally, but be prepared for some surprises, Umbral choir just visited me with a 2,4m Attack points fleet xD
Timmeh  [author] 21 Jan, 2022 @ 2:28pm 
@simchr71
Made a quick mod that simply adds 1000 CP.
No idea how this will play out with the AI...
Last time I tried something like this AI didn't make use of all those extra CP, but that was years ago.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2727145037
simchr71 21 Jan, 2022 @ 9:45am 
For the person who makes a mod that lets me decide the CP cap in the game creation menu, I will give the majority of my organs.
I will settle for a mod that just removes the cap all together. For this I will give my liver.

If you don't like to receive human body parts in your mailbox, I can also send steam points...
Arrowhawk 7 Oct, 2019 @ 10:56am 
@Timmeh, large CP fleets seem to be utilized well as of the recent updates. I'm finding fleets of 40+CP in AI fleets now. It's great! Umbral Choir can't keep up but oh well, can't solve all the world's problems with a single mod.
Arrowhawk 25 Jul, 2019 @ 6:45am 
@CrazyZombie, it's super fun! However as Timmeh pointed out, the AI may not use the additional CP limit so you'll win a lot of victories. The highest-difficulty AI still can't cope with the massive fleets you can field with 100CP.
Arrowhawk 25 Jul, 2019 @ 6:44am 
@Timmeh, seems I lapsed in my response as well. :)

I have seen the AI take advantage of higher CP caps but I believe it was only infrequently, perhaps due to merging fleets or something of the sort. I enjoy the power-progression aspect of the game more than the challenge though, so I think your suspicion that it quickly becomes unbalanced is correct... I just never thought about balance.

I rarely use the battle cinematics so I can't comment on those. When I have though, I think that increased CPU usage may have resulted (I hear my fans spinning up as the CPU heats up) but other than that everything seems to have gone fine.

I love the idea of alternative CP growth, as capturing additional territory for larger fleets often changes my strategic goals. I wonder how a mod with both this functionality and disabling CP growth through research would play out...
CrazyZombie 24 Jul, 2019 @ 2:47pm 
@jjmdarkeagle and how did it work in the end with 100 CP limit? I'm thinking about trying to rise max cap for myself (got used to epic space battles with really BIG fleets in Stellaris).
Timmeh  [author] 14 May, 2019 @ 1:48pm 
@jjmdarkeagle, as for the CP limit set to 20, that was my mistake.
I wanted to set it to the default 24, but had the wrong number in mind,
I actually changed that a while ago, but it seems I never uploaded it...

Updated it now... Sorry to make you have to edit the files again :P
Timmeh  [author] 14 May, 2019 @ 1:32pm 
@jjmdarkeagle, hey, sorry for not getting back to you on your last comment, it slipped my mind.
Good thing you figured out how to make it work for you :)

I introduced the CP cap because last time I checked the AI wasn't taking advantage of more CP than the cap... Is this still the case?

I also figured it would cause problems with the battle cinematics. How has this worked out in your experience?

The point of this mod is actually to provide an alternate way of building up CP, other than just reasearching the same tech every game.
Unlimited CP would be nice, but the AI needs to use it.

I was looking into modding the AI but that requires more time than I have.
Bryan Black 14 May, 2019 @ 11:01am 
@jjmdarkeagle

Waaw ok... It look likes chinese for me...

Maybe someone can help me :((((((((
Arrowhawk 14 May, 2019 @ 10:13am 
@Bryan Black:

It's definitely possible. Once the CP cap was added I figured out how to edit the mod myself. You can edit the SimulationDescriptors[Command].xml file to change the number of CP per Signal relay, and edit SimulationDescriptors[Garrison].xml to change the CP cap. I've been playing with a 100CP cap but Signal Relay still providing +3, and it's glorious.
Bryan Black 8 May, 2019 @ 4:32am 
Hi @Timmeh ! :D

Could It be possible to make an other version of this mod for giant battles ? Max CP capped at 100 or 120, and each new system improvement, the Signal Relay provides + 10 Command points ?
Arrowhawk 23 Mar, 2019 @ 4:55pm 
Hi! I used to love playing with this mod but see that the CP has recently been capped at 20, which is lower even than is achievable in the base game. I'm curious why this decision was made and what this change is meant to accomplish. Are you trying to focus this mod more on providing early-game CP bonuses rather than late-game death stacks? If so I quite understand, I'm just hoping for some context because this kind of kills the mod for me (which was one of my favorites) and there don't seem to be any alternative mods.

Regardless, thanks so much for your work and contribution to the game and community!
Timmeh  [author] 24 Aug, 2018 @ 3:51am 
@Dopamine Addiction:
This mod doesn't directly influence anything that might interfere with battle calculations, so I don't see how it can cause that problem.

Thanks for the comment though.
I looked into the files and found and fixed some other errors.
Alberich 21 Aug, 2018 @ 8:30am 
I have a feeling this mod is causing issues related to the combat calculations, fair enough because it hasn't been updated in a long time.

I am running a multiplayer game with just this mod to allow some bigger fleets to roam around, and planet invasions no matter how much manpower you bring or how much the enemy brings is causing a "grave defeat" to show up or a "draw" with all your invasion force destroyed. For factions like Vodyani that already have issues trying to get manpower its making the game an awful slog and nobody really wants to continue, just wondering if you are still around if you could look into it?
Timmeh  [author] 20 Apr, 2018 @ 8:57am 
@DodgeOh, yes
DodgeOh 19 Apr, 2018 @ 10:32pm 
Hi, is this compatible with your other mod "Improved Planetary Improvements"? Can they be used together? :)
Timmeh  [author] 27 Jan, 2018 @ 4:22pm 
@Imperon, Thanks for the tip, I will get around to 'updating' my mods.
Imperon 27 Jan, 2018 @ 12:26pm 
I've mentioned this to at least one other mod author, but updating the mod, even if the update literally does *nothing* means that when we search for mods we see this one as having been updated after the Vaulter DLC. Without the surety that a mod has been updated after the most recent patch/hotfitx/DLC/Expansion it becomes increasingly difficult to tell the difference between a mod that's simply unaffected by recent changes, and one that's been abandoned by its author. A simple note somewhere in the mod description that you "made sure the mod is comptable with vaulter DLC" goes a long way in the minds of paranoid individuals such as myself.

It's mostly in our minds, but it is nice to be able to differentiate outdated mods from those that simply don't require changes. I'm not aware of anything in this mod that the recent content update broke, I'm just paranoid about mods that haven't been updated lately.
Timmeh  [author] 27 Jan, 2018 @ 7:52am 
@Imperon I don't know of anything being broken by the update. If you find something let me know, and I'll look into it.
Imperon 26 Jan, 2018 @ 1:35pm 
Is there likely to be an update for this mod soon? I'm always nervous about using mods that haven't been updated for the latest DLC/Expansion. With Strategic Command being such an enjoyable mod, I keep using it in my games but I'd like to be sure it's not going to conflict with anything new.
Queen Victoria's Top Guy 18 Dec, 2017 @ 12:45am 
If I had to suggest a balance change, maybe consider locking the signal relays behind the Improved Fleet Management tech?