ENDLESS™ Space 2

ENDLESS™ Space 2

Arkon FLEETS - more ships
86 Comments
js.cap44.hh  [author] 14 Jul @ 8:24am 
@Archailet: Nope.
Archailect 11 Jul @ 11:59pm 
Does this mod have the white Vodyani ships from the Renegade Fleets DLC?
js.cap44.hh  [author] 2 Apr @ 1:25am 
@DontFollowOrders: As mentioned in the mod's description, the Fleets mod simply adds new ship types and leaves the original game files untouched. The new ship types can be equipped just like the original faction ships. However, the number of different ship types the game UI can manage is limited. Adding additional ship types through another modification (e.g. Glass Cannons and Asssault Ships, ESG) can unfortunately lead to problems ...
DontFollowOrders 31 Mar @ 11:09pm 
While this mod successfully picks up ship hulls added by other mods (I have the Glass Cannons and Assault Shuttles mods by Tygart), the faction locks appear to be inverted. Playing Riftborn for example I have the ability to choose only the traits that redundantly grants Riftborn Glass Cannons and Assault Ships, while the other factions' versions are all grayed out citing "Incompatible with [respective faction]" as if I were playing all of those factions at once. Not game-breaking in and of itself, but somehow these two mods and possibly more aren't playing nice together
Amaranthion 22 Dec, 2024 @ 5:30pm 
Big well done!!! I'm trying to understand the hull definitions to add quest ships to them.
js.cap44.hh  [author] 6 Aug, 2024 @ 1:41pm 
@hgnkater: I'm glad you like the mod ... :steamthumbsup:
hgnkater 6 Aug, 2024 @ 12:01pm 
Great mod thankyou. Now I can play as Horatio without the gay ships…. lol been wanting to do that for over a decade.
js.cap44.hh  [author] 26 Mar, 2023 @ 2:53am 
COMPATIBILITY
The original game data files remain untouched to ensure compatibility with future game updates and with other modifications.
To keep the whole thing simple the extra hulls are unlocked besides the regular custom faction fleet ships via the faction hull technologies.
js.cap44.hh  [author] 26 Mar, 2023 @ 2:47am 
@∾PoP∾ Magnus - Primarch <JL>: The technology tree overview shows which innovations/buildings/improvements the respective technology unlocks. And also the respective ship types. However, since the additional ships of the mod are unlocked with the regular ship types, they also appear in this overview. This is intentional for reasons of compatibility (it's not a bug). In the shipyard menu only the ships of the player faction and the additional ship types of the mod are displayed. So you will only be able to build the ships assigned to the player faction ...
∾PoP∾ Magnus - Primarch <JL> 25 Mar, 2023 @ 4:00pm 
I wasn't using a unique launch mode for it either. Maybe I should try reinstalling the mod. What makes it so weird is, I can look in the actual tech tree itself and it's showing me I'll unlock ships that aren't options I should have.
js.cap44.hh  [author] 22 Mar, 2023 @ 3:22am 
@∾PoP∾ Magnus - Primarch <JL>: Very strange. The game with the mod performing well to me. Are you using the game's debug (cheat) mode ("EndlessSpace2.exe - enablemoddingtools") ? If all ships of the player faction and all modules are unlocked at the start of the game, it means that the corresponding technologies are also researched/unlocked ...
∾PoP∾ Magnus - Primarch <JL> 21 Mar, 2023 @ 5:55am 
Initially, yes. Maybe 4+ months ago, and all worked perfectly together. Then, when I experienced the problem, I unloaded all other mods but yours, but the issue persisted.
js.cap44.hh  [author] 20 Mar, 2023 @ 2:16am 
@@∾PoP∾ Magnus - Primarch <JL>: Did you use other mods (e.g. ESG - Mod, Sandbox Mod) ?
These mods will interfere other mods ...
∾PoP∾ Magnus - Primarch <JL> 19 Mar, 2023 @ 2:06pm 
Right, *but*, say I either use a base faction without any changes, or I make a custom faction and add in only 2 different ship styles (say, Hisso and Horatio). In the past, only the chosen ship styles would be unlocked as you unlock tech prereqs. For whatever reason now, every single faction's ships are all unlocked, regardless, leading to the same problem you mention of "do NOT choose more than TWO main faction and ONE minor faction traits with additional ships in the custom faction menu." This now happens no matter what, however many or few chip designs you select. I can show images if that helps.
js.cap44.hh  [author] 19 Mar, 2023 @ 12:40pm 
@∾PoP∾ Magnus - Primarch <JL>: Nope, the module slots of the (mod) ships are unlocked via technology prerequisites. Just like the ships of the base game ...
∾PoP∾ Magnus - Primarch <JL> 19 Mar, 2023 @ 7:01am 
For some reason, regardless of what options are chosen for which fleets to add (including adding 0 new fleets and using stock factions), every ship class design is added with relevant tech unlocks. I'm not sure if something changed, as this mod had been working perfectly a few months back.
weregamer 4 Jun, 2022 @ 10:15am 
Thanks!
js.cap44.hh  [author] 4 Jun, 2022 @ 6:19am 
@weregamer: Yep! Try this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816737858

... just the improved scouts and armed colony ships ...
weregamer 2 Jun, 2022 @ 9:43pm 
In your Copious Spare Time (tm), maybe you could do a cut-down version that just offers the armed colonizers and improved scouts? The latter are my favorite thing in here, and they don't have any collisions with ESG because those ships don't exist elsewhere.
weregamer 2 Jun, 2022 @ 9:42pm 
I've experimented with the combinations of ESG, Fleets, and Hero Ships 2. There are two things that interact badly.

Using Hero Ships rather than HS2 ends up duplicating the pirate ships because ESG gives all players the pirate ships with the tier-3 military tech that unlocks privateers. (ESG also disables generic ships on the market, so this lets players build their privateers).

So the shipbuilding UI dies if you try to have even one extra major race set.

The other annoying thing is different slot placements on the pirate ships; most pirates end up with 5+ defense slots because they get both sets. Worse, ESG tries to make the initial designs for most ships when you research them more sensible, but the different slot placements end up with things like a drive in a defense slot.
js.cap44.hh  [author] 1 Apr, 2022 @ 12:27am 
@weregamer: I think the "ESG MOD - 1.5" should be compatible to the "Heroes Ships" mod, so no special version of the mod is required. Just put the Arkon mod last in the loading order ...
weregamer 31 Mar, 2022 @ 10:38pm 
Wild question: I notice that the ESG mega-mod includes some tiny bits of many mods I like - they let you build more of a quest ship but not update it, for example. They touch so much that they basically say "don't expect other mods to be compatible, here's a short list of know compatibility".

I'm about to try this specific mod but don't have high hopes. ARKON Small Ships (my fave) is a very unlikely hope. In both cases they've tweaked some of the base ship designs so I expect a mess.

Have you any interest in making a version of Small Ships or Fleets that fits on top of ESG?
js.cap44.hh  [author] 30 Mar, 2022 @ 11:23am 
@weregamer: I'm very glad you like the mods! :steamhappy:
Have fun with the game!
weregamer 28 Mar, 2022 @ 11:53pm 
Arkon, you are my hero. I've found your ships mods to be a great improvement to the game, and this one looks really great (no more being stuck with bad ships to get the heroes and plots you want for your custom facton).

Do you have a Patreon?
js.cap44.hh  [author] 16 Aug, 2021 @ 12:59pm 
@gatrios: These over 30 different ship types in the research list are not really a problem. This is just a consequence of the simplification. The additional ships of the mod are unlocked as technology in blocks. In fact, only those ship types will be appear in the shipyard menu that were previously selected in the user-defined faction menu ... Have fun!
gatrios 15 Aug, 2021 @ 7:12pm 
Problem, I have literally all the ships. I only put in Vodyani and the Primitive and Advanced Pirate ships, but I have 30+ ships in my research.
js.cap44.hh  [author] 10 Jan, 2021 @ 2:22am 
@Play a better Shin Megami Tensei:
I'm glad you like the MOD. :steamhappy: I hope you continue to enjoy the game!
P.S. The MOD does not require DLCs.
If the DLC1, DLC2 or DLC3 are missing, the corresponding ships of the Vaulters, Hisshos and Umbral Choir can still be built.
The ships may then lack the textures, so that they are represented as "white ghosts" in the game.
However, the DLC4 is required for a correct display of the Nakalim ships ...
El Pijurro 9 Jan, 2021 @ 4:25pm 
I found out the problem

I thought that it wasn't working, because i only saw the ships i have as faction in the presets, but it actually does work, because i can see the other models in the "new ship" tab

my bad once again, works like a charm
js.cap44.hh  [author] 8 Jan, 2021 @ 10:02pm 
@Play a better Shin Megami Tensei: I've played a short test game with traits for ships of the Horatio, Hisshos and the minor factions: every thing is ok. And even at the game start you should see the 2 additional explorer ship designs besides the regular ship blueprint in the shipyard menu (create new ship designs). The other extra ships will be unlocked besides the regular ship designs of your faction. Make sure, that you have selected and play with your custom faction ...
El Pijurro 8 Jan, 2021 @ 4:33pm 
update: i made a new game with 2 major factions and 1 minor faction traits, but i still can't make the ships that are not for my faction
El Pijurro 8 Jan, 2021 @ 1:42pm 
that was it, i didn't have the traits, my bad
js.cap44.hh  [author] 8 Jan, 2021 @ 10:38am 
@Play a better Shin Megami Tensei: Did you select the appropriate traits for the extra ships when creating your custom faction?
El Pijurro 7 Jan, 2021 @ 3:36pm 
i'm not sure this mod is working for me

i'm using a custom faction, however, so maybe that's it

i did the first research for the hulls, but i only have the ones for my faction
Estoc Bestoc 18 Dec, 2020 @ 2:09pm 
@js.cap44.hh Oh well! And ya i will :D
js.cap44.hh  [author] 18 Dec, 2020 @ 1:20pm 
@Sophia: Hi, unfortunately this is not possible. The texture assignment for the ship models is hard-coded and cannot be changed via mods ... I hope you continue to enjoy the game!
Estoc Bestoc 17 Dec, 2020 @ 2:43pm 
Hey is it possible to get Renegade skins working for these? I want to play Nakalim with Vodyani Heretic ships >-<"
js.cap44.hh  [author] 15 Nov, 2020 @ 7:07am 
Note: Traits for the armed colony ship versions of the Sophons, Cravers, Lumeris and Nakalim.
js.cap44.hh  [author] 29 Aug, 2020 @ 12:22pm 
Note: Pirates ships with additional internal slots for support modules ...
js.cap44.hh  [author] 11 Aug, 2020 @ 12:07am 
@Knight: Unfortunately, the graphical user interface of the game does not show more than 22 different ship models as buildable at the shipyard. Hence the reduction to the essential ship types ...
Black Starkitten 10 Aug, 2020 @ 6:08pm 
Is there a reason the Protector ships are not in the list? Just wish to know
js.cap44.hh  [author] 14 Jun, 2020 @ 10:42am 
Separate traits for the minor factions added.
Schtierlitz 14 Jun, 2020 @ 7:44am 
Yay! It works fine now! Thanks alot!:steamhappy:
There might be one more little step to perfection. Most factions having 7 ship classes may now choose up to 2 main factions adding 2x6 ships. This leaves room for 1 minor faction with 2 ships. Could you please make separate traits for each minor faction? This could add more flexibility.
P.S. Lumeris could take up to 2 minor factions. Vodyani who actually have 9 their own ships could not add minor factions to their fleet, but it's OK since they're xenocidic basterds:steammocking:
js.cap44.hh  [author] 14 Jun, 2020 @ 2:47am 
@Schtierlitz: thank you for trying out the various possible combinations and for suggesting a solution to the GUI problem. :steamhappy: The armed colony ships were deactivated again to keep the maximum number of ship types in the fleet yard under 22 ...
js.cap44.hh  [author] 14 Jun, 2020 @ 2:37am 
@Adeptus Portugalia: thanx for the bug report! :steamhappy:
Schtierlitz 13 Jun, 2020 @ 11:01pm 
Hi! I've tried UE + Lumeris+Vodyani and got GUI overwhelmed on carrier ships unlock. Same thing with UE+Lumeris+Sophons and UE+Vodyani+Sophons. However, UE+Riftborn+Horatio and UE+Sophons+Horatio and some other combos work fine.
I think, the problem may be caused by Lumeris, Sophons, Cravers and Vodyani, who get extra ships classes. For instance, UE+Vodyani+Horatio combo works but looks like to be the maximum ship count (7xUE, 8x Vodyani, 7x Horatio = 22)
Of vanilla factions (i don't have DLCs) one has 8 ships (Vonyani) while others basically have 7 without armed colony ships.
I think, for compatibility reasons, to make any combo of 3 factions work, it would be better to remove armed colony ships you've added (or keep only armed colonists), so all factions except Vodyany would have 7 ships.
Adeptus Portugalia 13 Jun, 2020 @ 5:24am 
Hi again, sorry to bother you. I'm currently playing a custom faction with a Vodyani skin and I chose 2 other faction ships Penumbra and Sophon but the GUI doesnt let me see the ships when I reach a certain tech level. Is this something I have to change and the definitions to allow more?
js.cap44.hh  [author] 12 Jun, 2020 @ 12:20pm 
The original game data are not changed by this mod.
However, this means that only a few technologies unlocks the respective blueprints for the extra ship types ...
js.cap44.hh  [author] 12 Jun, 2020 @ 12:11pm 
@Adeptus Portugalia: In addition to your own faction ships, you can select 2 other faction ship types. If you would choose even more, the selection menu in the ship fleet yard would be overwhelmed.
The game designers have not planned so many types of ships to be build there.
The fact that so many ship types are concentrated in the research tree is due to the compatibility with the main game and other mods.
Adeptus Portugalia 12 Jun, 2020 @ 9:10am 
Hey, let me just understand something you can't have more than 2 faction ships at the same time (Yours included)? And on the research tree it shows so many ships it's confusing, is this normal? Thanks!
Johnson 8 Mar, 2020 @ 5:12pm 
@js.cap44.hh: thz a lot