ENDLESS™ Space 2

ENDLESS™ Space 2

Arkon GEC - Greater Empire Control
60 Comments
ton10p 11 Dec, 2021 @ 10:32am 
did that the first time soo its not the problem sadly
js.cap44.hh  [author] 10 Dec, 2021 @ 11:51pm 
@ton10p: Keep in mind that you have to select the "armageddon hull" (not the normal ark) in the shipyard menu when you create your ark carrier ships. Doing so you can build massive fleets of "ark carrier" ships and flooding the enemies realms. The only limitation thereby is the fleet size maximum and the amount of dust ...
ton10p 10 Dec, 2021 @ 5:45pm 
the mod that i thought caused my gec ark to add to my ark tallies, is not the cause, so i have no idea why its doing that
ton10p 10 Dec, 2021 @ 5:04pm 
and ill try to integrate the union mod to my mod list
ton10p 10 Dec, 2021 @ 5:04pm 
yea i was only thinking in addition or alteration of the actual benefits caused by a installation of a citadel
ton10p 10 Dec, 2021 @ 5:02pm 
huh must be another mod causing the ark cost
js.cap44.hh  [author] 10 Dec, 2021 @ 9:06am 
And you can select the custom faction traits "GEC - Star System Shield" and "GEC - Enhanced System Defence" ...
js.cap44.hh  [author] 10 Dec, 2021 @ 9:04am 
@ton10p: Nope, the ark carrier ships (armageddon hull) are NOT counted as Vodyani motherships (arks). So the only limitation is your fleet size (command points) maximum which you can greatly expand with the "GEC-Command points" traits. And you can combine the GEC mod with the UNION and the IGNs mod. The UNION mod gives you the traits for the "heavy meson blaster" and "devils claws", while the IGNs mod the trait "IGNS - ADV Hack". Even on endless difficulty your enemys where only small wimps against your empire ... ;)
ton10p 10 Dec, 2021 @ 6:58am 
also add a system upgrade for any of your system that boosts hacking capacity (for your firewalls and other defensive aspects which unless your blocking choke points into your empires systems with a lot of defensive programs. which i view as inefficient but yea (id suggest each upgrade has enough for a defensive programs hacking capacity cost (if only one make it give slightly more capacity then the most taxing program, but if you make it multiple make each system upgrade be based on a infrastructure for said defensive program (so you could have multiple infrastructures for your systems programming capacity.)
ton10p 10 Dec, 2021 @ 6:52am 
also i suggest some gec modules for the trade economy (trade subsidies with a boost more then 25%) along with the tech already unlocked
ton10p 10 Dec, 2021 @ 6:50am 
could you add a gec module for the behemoth citadel (available on citadel systems that massively boosts the system defence (both troop boons and space battle support)
ton10p 10 Dec, 2021 @ 6:48am 
also massivly enjoying your mods
ton10p 10 Dec, 2021 @ 6:47am 
also the rail-gun flak cannons are awesome, id like a missile equivalent (absolutely massive health due to the missiles having a a.i. navigation and avoidance module (it essentially dodges a lot) with a high speed (if possible) and a micro super nova (essentially a couple steps above nuclear) and also has max accuracy (due to tracking (also has a massive boost against shields and heavy damage to armour/hull (with extreme piercing against shields and a smaller then massive (large) piercing against armour)

id call them sun breakers
ton10p 10 Dec, 2021 @ 6:39am 
ok but i was talking about the fact that it still raises the ark tally of the empire which makes it very costly so i was saying in order to off set that make it additionally have some sorta extra-ordinary modifier so that was my suggestion
js.cap44.hh  [author] 9 Dec, 2021 @ 8:26am 
@ton10p: I mean the ark carrier ship (Armageddon hull) that you get when you create your "custom faction" and select the custom trait "GEC - Capital ships". These special arks are carrier ships and NOT Vodyani motherships. With two heavy weapon slots (X4) and three normal weapon slots. A real deadly banshee ...
ton10p 9 Dec, 2021 @ 7:48am 
oh, ok. but i also seen that it takes one of our ark slots, so maybe you could amplify its slots by 4 x multiplier but that's my suggestion but never-mind if its not acceptable
js.cap44.hh  [author] 9 Dec, 2021 @ 6:36am 
@ton10p: the "ark carrier" ships already have two main weapon modules with X4 ...
ton10p 8 Dec, 2021 @ 4:43pm 
also you should put a slot multiplier on the ark carrier (higher then 4 if possible) as the absence of the notable multiplier is disappointing
ton10p 8 Dec, 2021 @ 3:44pm 
the mod i suspect is Sandbox Mod
ton10p 8 Dec, 2021 @ 3:39pm 
what file conflicts to cause over population issue? with vodyani where it gose into rebellion at 1 pop
js.cap44.hh  [author] 6 Oct, 2021 @ 11:17am 
@Lucius Confucius: I'm glad that you like the mod! :steamhappy:
Lucius Confucius 5 Oct, 2021 @ 11:37pm 
This mod is great. Gave all empires the 90 command point trait, and now I'm having huge battles all the time. Really cool! Thank you.
js.cap44.hh  [author] 19 Sep, 2019 @ 11:42pm 
@Alpha and Pepega: Yes, all these traits are for the custom faction. The mod description was not precise enough ... Have fun!
Hold My Beer 19 Sep, 2019 @ 2:58pm 
What about portals, more ships and stuff? is it in factions as well?
js.cap44.hh  [author] 19 Sep, 2019 @ 1:11pm 
@Alpha and Pepega: 1. Activate the mod in the mod menu. 2. Make a custom faction. 3. The traits of this mod are labeled and named with "GEC - ...". Most of them are to find in the "Economy and Development" and the "Military" section ...
Hold My Beer 19 Sep, 2019 @ 11:51am 
How to enable all traits? I dont even now, how to verify, if it works or no
js.cap44.hh  [author] 18 Sep, 2019 @ 11:06pm 
@Alpha and Pepega: Thank you for the report! I have tested the GEC mod (mod version 1.3.4) and everything works fine for me, even with all GEC traits activated. Did you use other mods? Try to use only the GEC mod to verify if the problem occurs again ...
Hold My Beer 18 Sep, 2019 @ 3:37pm 
Doesnt seem to work now after altest update. I have no indications of any mod features, unfortunatelly( Sorry for the mod author
js.cap44.hh  [author] 18 Aug, 2019 @ 3:57am 
Thank you for the report! I tested it and everything works fine for me. Do you use other mods? If those mods change the same values, the traits of the GEC mod eventually will be overwritten. So place the GEC mod last in the loading order (select it last in the mod menu) ...
est.on.est 17 Aug, 2019 @ 4:07pm 
does the command point thing work? It caps at 24 for me, i'll see if i can fix it though.
js.cap44.hh  [author] 17 Jul, 2019 @ 3:28am 
Added ship icons for use without DLC2 and DLC3.
js.cap44.hh  [author] 23 Jun, 2019 @ 6:12am 
@Ala Netra: Thanks for the hint! :) The missing text label has been added. Have fun!
46Sora 23 Jun, 2019 @ 1:11am 
there's a trait listed as "%FactionTraitGECTPRGsTitle". Not sure what it does.
js.cap44.hh  [author] 10 Mar, 2019 @ 5:13am 
New trait wich unlocks three defence programs.
js.cap44.hh  [author] 1 Feb, 2019 @ 3:25am 
Trait to unlock the ANG rail gun derivative added.
js.cap44.hh  [author] 25 Jan, 2019 @ 7:44am 
Thank you, have fun!
InCuBuS 25 Jan, 2019 @ 6:34am 
Great Mod m8 :steamhappy: Please keep it up. Greetings & Thumbs
Tonatsi 5 Oct, 2018 @ 10:39am 
oooh cool :)
js.cap44.hh  [author] 5 Oct, 2018 @ 5:35am 
@Leothehero: The behemoth hull will be without textures, but you will still be able to build and use it. A "white" devil, so to speak ...
js.cap44.hh  [author] 5 Oct, 2018 @ 5:33am 
Added trait for extra juggernaut hull.
js.cap44.hh  [author] 4 Oct, 2018 @ 11:55am 
@Leothehero: Whether you as a player can use the behemoth without the DLC is unclear, because important data will be installed with the DLC...
js.cap44.hh  [author] 4 Oct, 2018 @ 11:41am 
@Leothehero: Thanx for the report! Have it corrected... ;)
Tonatsi 4 Oct, 2018 @ 9:30am 
On a side note, Redepletation should be named Undepletion/Indepletion, since Redepletion inplies you are Depleting it Again... which is not what we want.
Tonatsi 4 Oct, 2018 @ 9:28am 
On the subject of behemoths, I am pretty sure they are already defined in the game, as I have seen behemoths ingame without the DLC.
js.cap44.hh  [author] 3 Oct, 2018 @ 7:26am 
Added trait for planet redepletation.
js.cap44.hh  [author] 10 Sep, 2018 @ 10:39am 
A new trait added to get rid of the Cravers population on conquered planets.
js.cap44.hh  [author] 22 Aug, 2018 @ 2:28pm 
@Velorace, @Leothehero: Since I have to disappoint you, because the "Behemoth" are part of the DLC2 and thus without the extension not useable. First, look at the mod "Major Faction Example" and you will see that a lot of work is needed to create a completely new faction with its own affinity. If you have questions and need help, the guys in the forum of "Games2Gether" have many tips ready.
Tonatsi 22 Aug, 2018 @ 12:26pm 
Question: are the behemoths defined in the game already, and would it be possible to get them without the dlc?
Velorace 22 Aug, 2018 @ 12:13pm 
all we need now is a good ol'd metafolding argosy and skins and TRUE VAULTERS PIRACY!!! WOHO!!! lets make pirate vaulters for free!! yeeeeeee!!!!
Velorace 22 Aug, 2018 @ 12:11pm 
Vaulters Piracy on the way @.@