ENDLESS™ Space 2

ENDLESS™ Space 2

Additional Collections
30 Comments
nafritsch 18 Apr, 2024 @ 11:48pm 
For anybody still using this mod, or the author if they're around to update it, I just ran into the sustainable collection 50 pop bonus not working so I figured out how to fix it! Locate the mod folder, open the simulation folder, open SimulationDescriptors[PopulationCollectionBonus_Custom].xml, ctrl+F "./ClassColonizedStarSystem/PlanetGameplayTypeTeeming", replace it with "../ClassEmpire/ClassColonizedStarSystem/PlanetGameplayTypeTeeming", save the file, and the pop slots should show up!
Alaine Moivurg 13 Apr, 2021 @ 6:47pm 
For Sustainable Collection, it says the bonus for 50 pop is +4 population slot on Fertile, but it seems that my fertile planets don't have any change in population slots, is there anything I have to do first to get the bonus to work? (I have the population)
Estoc Bestoc 30 Dec, 2020 @ 9:34am 
Ayyy, much appreciated buddy :kcdhead:

chimaeraUndying  [author] 30 Dec, 2020 @ 9:33am 
I'll see how doable it is (and I guess reacquaint myself with the modding framework too, lol)
Estoc Bestoc 30 Dec, 2020 @ 8:56am 
I hope you don't mind if i pitch an idea then :boggart::kcdhead:

Automated Collection (Science Industry)

10: Sci/Ind Output

20: +X Industry on Cold per Pop; +X Science on Hot per Pop - Really hammer home the half-and-half Cold and Hot "production center" system kind of playstyle, but with a twist. Basically, they are really good at insulation :D)

50: +10% Weapon Module Accuracy per Probe on Probe Stock on Fleet; +X% Industry to Science after Construction is finished - (Think Dust Windfall law Industry to Dust or Emperor's Will/Boundless Collection +Inf per Ind)
chimaeraUndying  [author] 30 Dec, 2020 @ 7:10am 
I haven't really been updating this since I'm a bit out of ideas (and am a bit burned out on ES2), so as I said to //SlipperyPete:; unless something hits me or someone pitches an idea, probably not.
Estoc Bestoc 30 Dec, 2020 @ 1:48am 
Are there any plans for a Scientific-Industrial Collection?
理科生田 7 Oct, 2020 @ 3:52am 
chimaeraUndying  [author] 11 Oct, 2019 @ 2:19pm 
If I think of an idea for it, sure. If you've got one to suggest, I'm all ears!
//SlipperyPete:. 11 Oct, 2019 @ 1:35pm 
Hi, I love your mod, any chance you could add an Ecologist / Religious collection?
chimaeraUndying  [author] 24 Aug, 2019 @ 8:53pm 
Fixed, thanks.
Captain Cobbs 24 Aug, 2019 @ 7:08pm 
Hey, not sure if it's a major problem or anything, but under PopulationCollectionBonusTraits, Dustborn2 has a repeated typo under the EmpirePoints section, "Path=PopulationCollectionBonuDustborn2"
Captain Cobbs 28 Jul, 2019 @ 10:46am 
Alright, thanks!
chimaeraUndying  [author] 28 Jul, 2019 @ 10:44am 
It's definitely an override -- check:
• \Gui\GuiElements[SimulationDescriptors_Custom].xml
• \Localization\english\ES2_Localization_Locales.xml

... I think that's the only two places the relevant stuff crops up in.
Captain Cobbs 27 Jul, 2019 @ 11:34pm 
Amazing mod! Using it as a guide/inspiration on a personal project.

Though I'm curious, how did you manage to display the binary modifier for janus and naturalist on the population collection bonus screen? I have a conversion of netsystemproduction to systemgrowth and it doesn't seem to work, and tooltipoverrides just throw an error.
TequilaSe'lai 20 Jun, 2019 @ 11:12pm 
This is a fantastic mod! Some of these collection types are exactly what I had in mind for different custom races I've made, and it works flawlessly with Enhanced Space 2. Can't wait for new updates! :D
Tonatsi 29 Apr, 2019 @ 4:28am 
Understood.
chimaeraUndying  [author] 28 Apr, 2019 @ 7:55pm 
Not concisely. They're pretty apparent if you install the mod, though :B1:
Tonatsi 26 Apr, 2019 @ 9:30am 
Can you list the specific effects in this description?
Bored_EM 12 Apr, 2019 @ 6:26pm 
Thanks for taking the suggestion.
chimaeraUndying  [author] 23 Mar, 2019 @ 10:39am 
@Cinder the tooltips are actually generated by the game, I have no direct control over them.

@Potatornado I've got a few in the works, but they're sort of exhausting to concept. I appreciate the suggestions!
Potatornado 21 Mar, 2019 @ 11:14pm 
could you do a collection for each combination of political parties? (opposing parties could focus on adaptability like "social chameleons" does, military + religion could focus on quality over quantity, pacifist + militarist could gain bonuses to damage based on amount of nations in your alliance etc.)
Mirror 20 Mar, 2019 @ 6:46pm 
Can you add a word or something next to the symbols just to make sure we understand what we get when we reach these collection bonuses. Even as someone that has played 100s of hours, this was hard to decipher. Would really appreciate it and i think others, especially new players, would also appreciate it.
chimaeraUndying  [author] 20 Mar, 2019 @ 6:43pm 
That one is building buyout cost reduction -- the symbolic language failure is an issue intrinsic to Amplitude games in general, tbh. I think the only other place it shows up in the game is for the effects of Superspuds, so it's not really a common symbol.
Mirror 19 Mar, 2019 @ 7:39pm 
im sorry but could you clarify some of these a little better. For example Dustborn Collection has +40% improvement (symbol) what does this symbol mean? improvement buyout, imrpovement dust gain, or improvement cost per turn. Like that symbol doesnt tell me anything. Plus on the previous collection bonus it shows a Dust Symbol, so I figured if they meant the same thing they would be the same. So what is this bonus gain?
Bored_EM 16 Mar, 2019 @ 10:50am 
How about a war and peace faction? Reduce the cost to buy out fleets and gain influence from manpower?
chimaeraUndying  [author] 14 Mar, 2019 @ 9:15pm 
If you've got suggestions, don't hesitate to throw 'em at me!
Bored_EM 14 Mar, 2019 @ 5:45pm 
Thanks for the update. Hope to see more of these!
weregamer 28 Feb, 2019 @ 1:37pm 
Hmm, not a very complete description. What are the collections' values? What game versions has it been tested with?
andrehan 27 Feb, 2019 @ 8:06am 
can't work?