ENDLESS™ Space 2

ENDLESS™ Space 2

ESG Mod - 1.2.2 - Outdated
74 Comments
Zolles 5 Jan, 2021 @ 4:03pm 
Can't wait for 1.3!!
Captain Cobbs  [author] 3 Jan, 2021 @ 12:17am 
Hello everyone, our next major update (1.3) will be released on January 8th. It will be released on a separate mod so that we don't ruin your save files.
Captain Cobbs  [author] 24 Dec, 2020 @ 3:59pm 
Sorry for the slow response! I've fixed this bug, along with many others caused by the same problem. Thanks for reporting!
The Worthless Gamer 7 Dec, 2020 @ 5:27am 
@Captain Cobbs
Thank you very much :)
Captain Cobbs  [author] 7 Dec, 2020 @ 4:29am 
Ill take a look
The Worthless Gamer 7 Dec, 2020 @ 1:38am 
Hi, i am getting a match start error with the following warning in ES 2 diagnostics file:

--> Invalid modifier: source property PrestigeStarSystemIsHappy does not exists on PopulationPlanet040d6a9b-a84f-498c-b4f0-e7cfb3ecab5c. Descriptor:ClassPopulationPlanetModifiersTraitSecondaryCustomPrestigeOnHappy00, Source:PopulationPlanet040d6a9b-a84f-498c-b4f0-e7cfb3ecab5c

Followed by error:
An exception was raised when executing GameServerState_LaunchGame.

And finally an exception:
Array index is out of range.

Resolution:
By removing the custom population trait that grants +1 influence when population is happy i was able to bypass it and start the match normally so i think there is some code error for that custom population trait?

Thank you for your time :)
Captain Cobbs  [author] 5 Nov, 2020 @ 11:19am 
That's a question you should direct towards members of our discord server :)
Swus 5 Nov, 2020 @ 9:53am 
Question: What is the Overcloaker module? I play Umbral Choir fairly regularly and have no idea what it is.
Captain Cobbs  [author] 4 Nov, 2020 @ 8:51am 
It's just traits for custom factions so that you can personalize it if you want
Joke's on You 4 Nov, 2020 @ 3:24am 
does the AI personalities let the AI behave better or is it just traits_
Captain Cobbs  [author] 30 Oct, 2020 @ 10:59pm 
You're welcome!
Goat 30 Oct, 2020 @ 7:05pm 
Hello, relatively new player to this game, having a lot of fun, but I am super happy to see the work put in by the community, thanks for your hard work.
Captain Cobbs  [author] 30 Oct, 2020 @ 9:58am 
1. No, only because that would also involve a lot of other things that would require a lot of work, and possibly mess up balance.
2. Maybe, we haven't touched those yet
3. We've done that a bit already with a few factions
Modfan 30 Oct, 2020 @ 3:58am 
It is glad to see that still has balance mod highly active
Here is some of my suggestions
1. Rebalance FIDS output of planets : Because industry is too useful, the cold planet types that lack both food and industry really useless.
2. Buff most of T4 and T5 buildings. Most of them are very expensive. However, the effect is very low.
3. Redesign the rewards of quests. The rewards are not balance. There is lack of motivation to try the "sub-optimal" route of quests.
Captain Cobbs  [author] 29 Oct, 2020 @ 9:14pm 
You might want to start with it :)
This mod mostly buffs weaker factions, so you will probably have to change your playstyle a bit.
conedawg1 29 Oct, 2020 @ 8:36pm 
Planning on trying this once I get comfortable with the game. I just started playing.
Captain Cobbs  [author] 26 Oct, 2020 @ 6:12pm 
Hey everyone, just so you are aware, we know about all the bugs, there will be a patch in a day or two, so sorry about that!
Captain Cobbs  [author] 26 Oct, 2020 @ 2:08am 
You're welcome! I'll ask everyone what they think about your proposal
Dragar 26 Oct, 2020 @ 1:56am 
Btw, this is a fantastic project. Thanks for undertaking it.
Dragar 26 Oct, 2020 @ 1:56am 
@Captain Cobbs: Giving lasers a much steeper drop-off at long range compared to beams would probably be sufficient to differentiate the two weapons (good cross-flotilla firepower vs opposite flotilla).
Captain Cobbs  [author] 24 Oct, 2020 @ 1:56am 
Not yet, not sure if AI changes will come
Esch1lus 24 Oct, 2020 @ 1:12am 
also: did you fix the anticloak thing, or ai is still not building it?
Captain Cobbs  [author] 18 Oct, 2020 @ 12:32pm 
Probably the tooltip bug
nen 18 Oct, 2020 @ 8:53am 
Do the new/changed behemoth modules lack tooltips or am i just getting the plain old tooltip bug
Captain Cobbs  [author] 18 Oct, 2020 @ 12:56am 
You just posted cringe
O' Lord Vladdermir 18 Oct, 2020 @ 12:54am 
EPIC RAP BATTLES OF HISTORY!
JUSTIN BIEBER VS LUDVIG VAN BEETHOVEN!
BEGIN!

[Verse 1: Justin Bieber]
Look what the cat dragged back from the dead
Man it looks like Chewbacca wiped his ass on your head
I’m the next Michael Jackson, you smell like Betty White
Here’s some aspirin, you’re catching Bieber Fever tonight
Because my voice is incredible and your music is terrible
Who even listens to Classical anyway?
Even Elise wants to do me and now that you’re right next to me
I can understand why they used a dog to play you in the movies


Captain Cobbs  [author] 17 Oct, 2020 @ 12:45pm 
Yw!
Aeon 17 Oct, 2020 @ 6:47am 
DUDES that mod is a fresh breath of air in the ES2 community.

Thanks ESG !
Captain Cobbs  [author] 16 Oct, 2020 @ 10:51pm 
These changes are coming in the next update, but Nakalim have a new collection bonus, two new ground battle strategies. We've entirely replaced some of their ground battle rewards. We've given them a new science production building that can help them a lot if they bother exploring. We've also given them two new hero-focused faction traits.

We've tried to give them a focus on expansion and heroes, playing more into their theme. Conversion is neat, but its real use comes in forcibly making someone declare war on you to protect their system, and if the Nakalim want to be viable, they need a way to make someone seriously consider going to war with them over a converted system.
Guvenoren 16 Oct, 2020 @ 9:41pm 
cracking, as in, what's up with Nakalim? What are their changes?
Captain Cobbs  [author] 16 Oct, 2020 @ 12:56pm 
Cracking how
Guvenoren 16 Oct, 2020 @ 8:59am 
What's cracking with Nakalim?
Captain Cobbs  [author] 8 Oct, 2020 @ 11:48pm 
I'd love to fix Penumbra, but most of what I would want to fix is untouchable by mods. I've fixed most of Awakening though, the part I haven't fixed (being Nakalim) is coming out in the next update.
TwinMoonTerror 8 Oct, 2020 @ 11:45pm 
Would you guys say that this mod successfully fixes the major complaints people post about in reviews for penumbra (hacking being dumb) and Awakening? I'd like to pick those up if this mod makes them not shit.
1 Oct, 2020 @ 1:15pm 
I know, thats why i stated that some of them actually are and its only the modded ones that arent
Captain Cobbs  [author] 1 Oct, 2020 @ 8:50am 
@. As I've said, this is a bug with the game. No custom population modifiers are working right now.

@Dragar Not sure what you have in mind
1 Oct, 2020 @ 2:32am 
About custom factions. For me only the few un altered original traits will actually show up on the custom species, for example Adept Workers. All of new custom pop traits dont show up at all in game. Any idea how to fix this/when it can be fixed. This mod is super cool, and it would suck if all these cool new custom pop traits went unused.
Dragar 1 Oct, 2020 @ 2:25am 
This looks really good!

Beams and lasers seem almost identical at the same tech level. (And lasers are almost always better.) When progressing up the tech tree, you just use the most recent of the beam or laser weapon unlocked. Any ideas on how to make this more engaging?
Daynen Drakeson 28 Sep, 2020 @ 9:10pm 
No worries; it's not your fault. Just wondered if it was worth fussing over or if anyone had suggestions. Still love what it brings to the table; I just built a faction with like, a dozen positive anomalies on my home planet. Absurd pop output and the UI almost clips the bottom of the screen. I find it hilarious.
Captain Cobbs  [author] 28 Sep, 2020 @ 6:17pm 
This is sadly a feature of the game. It seems to just not like custom factions right now. If you are willing to do code digging, you could manually create the custom faction by editing the file, finding all the trait names, etc., but it's honestly more work than it's worth. Sorry you're having troubles friend.
Daynen Drakeson 28 Sep, 2020 @ 5:38pm 
CRAZY mod here; the phrase "opening the floodgates" comes to mind and I love it. I notice custom factions seem to resist saving their settings properly; every time I open one in the editor it resets a few things, requiring changes every time. I noticed that with the Enhanced Space 2 mod as well so I assume it's not the mod's fault; I can't tell for sure if it's actually applying proper pop bonuses ingame either. Any advice or workarounds on this?
Captain Cobbs  [author] 28 Sep, 2020 @ 12:07am 
It works no matter what wacky combinations of DLC you have
O' Lord Vladdermir 27 Sep, 2020 @ 11:56pm 
Does this work if i dont have the expansions like supremacy?
Captain Cobbs  [author] 23 Sep, 2020 @ 8:26pm 
We've released 1.11! This is a bugfix patch that makes Vodyani food consumption scale better with game speed. It's a slight nerf on fast, but on endless speed you don't immediately starve. We've also made max shield capacity scale with level so they don't get out-classed by plating. We've also included a fix for starting anomalies spawning on turn 2 instead of 1.
Captain Cobbs  [author] 21 Sep, 2020 @ 8:18pm 
Nope, and we're not going to split it.
Morgformer 21 Sep, 2020 @ 6:21pm 
Is there a way to just get the nerfed spear without the rest of the changes? My group really doesn't enjoy the absolute dominance the spear gives as the first reward but the other changes don't seem very fun.
selor 17 Sep, 2020 @ 12:41am 
really good mod for a multiplayer game !:hyperium:
Captain Cobbs  [author] 16 Sep, 2020 @ 10:00am 
ElusiveSausage 14 Sep, 2020 @ 11:56pm 
Thanks