ENDLESS™ Space 2

ENDLESS™ Space 2

ESG Mod - 1.6
741 Comments
ID Dragnil 6 hours ago 
how can we help to translate ?
Celepito 18 Jul @ 2:58pm 
Aw, okay, thanks for the quick reply ;-;
Captain Cobbs  [author] 18 Jul @ 2:56pm 
@Tbond11 I'll note that down and ask around why that's the case, if there's no reason for it to be like that I'll change it back.
Captain Cobbs  [author] 18 Jul @ 2:33pm 
@Calepito oops that might've been autogenerated, it's not possible

@Sin K We don't have French translation unfortunately, so anything untranslated appears as the raw localization string.

Missiles don't have projectile health scale since they instead get number of missiles scaling iirc, I was never really involved with combat but that's what I remember the conversations being about.
Celepito 18 Jul @ 2:29pm 
So, um, when setting the Galaxy size to Exceptional, the ESG-added tooltip says "Exceptional galaxy size is recommended for 14 players". Is there even a way to set the player/Major Faction count up to 14? I can only ever do 12, even with only ESG enabled.
Sin K 16 Jul @ 11:41am 
Quick question guys

I noticed that on missile weapons, the projectile health does NOT scale with module size multiplier, is that intended ?

As it stand, missiles are better used on small ships, to have more modules, otherwise putting missiles on a x8 slots sounds like the best wait for it to be completly nullified by size 1 flak systems.
Sin K 15 Jul @ 9:57am 
Update from Previous message :

The issue was indeed caused by my game beeing French.

It was surprising that a mod branded as "stable" would be this much of a mess, I should have guess that there was a problem on my part.

Please note devs, that when the game is set in another langage than English, it messes up descriptions display significantly.

If that wasn't a know issue, please fix it by forcing the display of descriptions in all langages to be the same, or just warn us that it only works with the game set as English.

Thanks for the mod btw.
Sin K 15 Jul @ 9:51am 
This mod is very much unplayable for me

I don't know if it's an isolated issue on my part, but many description comes with texts like :

%ShipDescriptor3
or
%LawEffect15

All of the news laws that ESG brings have this problem and are thus unusable, because I can't know what their effects are.

For game options, alsmost all settings that ESG brings are displayed with the %Setting format, except that is was manageable because the variable names were explicit.

However, many, MANY things are displayed that way and basicaly makes the mod unplayble.

I must mention that my game was in French and that may have a role in it. I'll test in English just in case.
Tbond11 13 Jul @ 4:27pm 
Gonna sound a bit silly, but I noticed that the stars for home systems are set to random, i've had multiple different Sophon stars from artificial to even binary at one point.

Is there a way to keep home system stars vanilla? Nothing insane, just a minor nitpick
Captain Cobbs  [author] 1 Jul @ 1:41pm 
@Dizzy Ioeuy The fixes that ESG didn't already have from that mod have all been added recently, choose one or the other.
Dizzy Ioeuy 29 Jun @ 2:59pm 
are the community fixes mod pretty much in this mod too or should that mod be loaded as well?

ty
Captain Cobbs  [author] 27 Jun @ 5:12pm 
@movement pessimist Yup, that setting is largely why 1.6 is still in "beta", but it's a huge pain to separate it into its own mod.
movement pessimist 27 Jun @ 8:02am 
I did have it enabled and did a little bit of testing without it after writing that post. Looks like that setting is the issue after all.
Captain Cobbs  [author] 27 Jun @ 12:38am 
@SamSki the default settings are what are recommended
Captain Cobbs  [author] 27 Jun @ 12:38am 
Do you have balanced galaxy gen enabled?
movement pessimist 26 Jun @ 8:21pm 
There seems to be a bug with duplicate strategic deposits spawning on the same planet. If your home system starts with deposits discovered then once you research some technology (xenolinguistics in my case) subterranean curiosities will appear with the same deposits. Also the same thing happens throughout the galaxy in general and eventually you will run into duplicated deposits. They do yield the resource but don't seem to provide their pop bonuses. I tested with just ESG enabled. It might be intended I guess, but I didn't see anything about it on the changes page.
SamSki 23 Jun @ 12:55pm 
Are there any recommended generation settings for balance?
Captain Cobbs  [author] 19 Jun @ 7:01pm 
@IlliaJ I appreciate the reports on things like this! I'm working on vanilla right now so I won't be able to work on this immediately, but it's been added to my list of things to do when I'm finished. Thanks!
IlliaJ 19 Jun @ 3:18pm 
- "Enhance Dust Halo" (anomaly) doesn't have an icon when in building queue (just blank white slate).
- Same for Nakalim's "Sublime University" system improvement, although this doesn't seem to have an icon to begin with (at least in-game).
IlliaJ 18 Jun @ 5:18am 
Noticed a few things with Laws Population Collection Bonuses:
1)1) Xirmisala Law displays code in place of effects (when displayed in the laws menu).
1)2) Also, Xirmisala 20 pop Collection Bonus adds both a passive effect (+0.5% dust per Xirmisala on Empire) and a law (+50% Dust on Unique Planet Systems).
2) Bhagaba just add their effects without a Law (maybe it's intended, I wouldn't know).
3) Galvran, Niris, Eyder, Kal'Tik'Ma, Sefaloros 20 pop bonus doesn't display law effect in "Collection effect" tab.

To an earlier comment about bugged Nakalimn trait:
1) Just to have it written, there's a stronger version of this trait, and the same comments apply to it (doesn't diplay influence and name is broken).
2) Pilgrim's trait that grants Science on Anomaly also has no localisation when choosing in custom faction menu.
3) There's a trait that grants Approval on Sterile which also has no localisation.
Captain Cobbs  [author] 15 Jun @ 4:53pm 
@Drasher velk.ca I'd recommend putting on some siege modules (the ones that increase manpower damage when orbiting), then sieging the system for a few turns. If you put a few on the defender/coordinators in your fleet the invasion will go a lot more smoothly.

@IlliaJ Thanks! Added to the list
IlliaJ 15 Jun @ 2:24pm 
I noticed that "Xeno Anthropology" technology has a unique effect for Vaulter affinity (FIDSI bonus while under Colonisation Cap instead of Colonisation Threshold), but it doesn't have an icon signifying that afinity (like techs with ships).
Drasher velk.ca 14 Jun @ 8:13pm 
Longshot question, I'm used to vanilla and whenever I try to siege enemy systems always have consistent/difficult sieges. What is the strategy to quickly and efficiently take systems in this balance mod? Do I just focus on stacking as much ion cannons etc with less attention towards manpower ships? Thank you!
mdel 9 Jun @ 11:50pm 
@EnergoPul Probably a long shot but if you happen to also be using the "Initially Destroyed Worlds" mod in conjunction with ESG, please be sure to use the ESG-specific version. What you've described can be caused by that combo as there are certain anomalies the game can't render properly when placed on destroyed planets (that ESG spawns on them). Of course it could also be something else entirely :)
Captain Cobbs  [author] 9 Jun @ 9:08pm 
@savior2go I appreciate it! I'll add that to the list, thanks for the report

@EnergoPul I've never even had it lag when doing that, you might need to lower your graphics settings if the game is running that poorly.
EnergoPul 6 Jun @ 11:08am 
It causes the game to freeze and crash - this happens when my seeker arrives at a neutron star (a special node), the viewing radius increases by 2 times, and then the game freezes and stops responding
savior2go 29 May @ 10:12am 
At first, I want to thank you for this great mod. I enjoy it very much, and it makes Endless Space 2 even better than it already is, but much better balanced. However, I encountered an unfortunate bug when I play with the Lumeris. The "Pay It Forward" law does not appear in the Pass Laws screen. You usually get that law when you complete the "Solo Quest: Chapter 2. A Matter of Influence," but I played three different rounds, and every time it is not available after completing the quest.

I am only using the ENFER Reload mod alongside ESG 1.6, so I guess it's an issue with the ESG mod. If needed, I can provide screenshots or logs to help illustrate the issue. I just wanted to report that.
Captain Cobbs  [author] 27 May @ 4:33pm 
@Ondrugs hahaha fair enough, the main issue I had with the vaulters was that they are given a lot of buffs to expand as much as possible but the argosy is designed to make you prioritize a few ideal systems, I tried to redesign the buffs they got to make you cherry pick the systems you colonize with a certain tolerance for getting unlucky. What do you find is more micro intensive? Personally, I find it to be a lot less micro intensive.
Ondrugs 27 May @ 4:56am 
@captain cobbs I am sorry for that question, I get that Nakalim were prolly OP depending on how we played the game, but how or what was OP about the Vaulters and how did this balancing improve them or is this mod just made for people which had not enough micro management in the main game?
Captain Cobbs  [author] 26 Apr @ 1:16am 
@ZauRasK someone recently fixed all these issues in russian, they'll appear in English but they won't use localization tooltips :)

If anyone is interested in translating the mod a bit more into Russian that would be much appreciated
ZauRasK 26 Apr @ 12:21am 
@Captain Cobbs, After I wrote to you, no more errors occurred, and I don't know why yet. Thanks for your help!
If there are changes in the Russification, I will be very grateful, because it is not very comfortable to play as in the pictures)

[img] https://imgur.com/Elx1EdO [/img]
[img] https://imgur.com/SqiYckW [/img]
Captain Cobbs  [author] 20 Apr @ 7:15pm 
@kirillnexus2288 That's something that has been on my list of things to do, it should be getting fixed in the next little bit.
Captain Cobbs  [author] 20 Apr @ 7:15pm 
@ZauRasK we have some fixes incoming for the russian language. Can you send me your diagnostics so I can diagnose the problem?
ZauRasK 20 Apr @ 1:49am 
Hello. I am trying to use your mod (some mod resources are not translated into Russian) and the RU version. In both cases, I get an infinite loading of the game. The game version is V 1.5.60 S5 GOLD-PUBLIC. No other modifications are installed. What do you advise to do?
Thanks
kirillnexus2288 18 Apr @ 1:15am 
Hello, please explain why the economic victory conditions are always 2.5 million? Regardless of the size and speed of the game.
Captain Cobbs  [author] 14 Apr @ 1:09pm 
@Estoc Bestoc - No, but all the fixes should already be present in ESG

@IlliaJ Thanks!
IlliaJ 14 Apr @ 1:38am 
@Captain Cobbs , no problem and good luck with your finals!
Estoc Bestoc 13 Apr @ 8:26pm 
@Captain Cobbs is ESG compatible with Community Fixes?
Captain Cobbs  [author] 13 Apr @ 1:42pm 
@IlliaJ Thanks! That's been added to my todo list, sorry for the late reply I've been busy with finals!

@SOIMiMoZo The AI is exempt from any of the diplomacy overhaul changes, they have vanilla costs and only the standard version of declare war. They theoretically can give warnings but I don't think the AI knows what to do with it. Not quite sure how to fix this issue but I've done what I can to alleviate it.

@Nobukado I'm so glad you're enjoying the mod! You're welcome to send bug reports as issues on the github, post them here, or friend me and send them as DMs.
Nobukado 13 Apr @ 1:03pm 
Best mod ever. I'm a fool for not having downloaded this until recently.

I don't want to join Discord in order to share feedback/bur reports. Can I share feedback (bug reports) somewhere else?
SOIMiMozO 12 Apr @ 8:58am 
Hi, guys, thanks for the great mod! Really revived the game for me.
Just an observation:
I've noticed that AI is often very reluctant to declare wars on me. Could it be related to the increased cost of diplomatic actions? I thought it maybe just does not have enough influence to declare surprise wars most of the time. And I rarely get any warnings from anyone but most aggressive AI, and even then war rarely comes.
IlliaJ 26 Mar @ 5:30pm 
I've noticed that Nakalim Approval trait has a broken description when choosing it on a custom faction (displays its "code" name, plus "missing GUI element"), and by looking at the code, it adds +1 Influence, which isn't displayed (I think the effect works in-game, but I'm not 100% sure).
Honestly, almost feels like Nakalim pops are a bit overtuned, with how usually easy it is to maintain high happiness.

Also, the Long and Propitious Seasons anomalies don't display Science they now add when displayed in custom faction maker, and Long Seasons should cost zero points since it's a mixed anomaly now.
Captain Cobbs  [author] 26 Mar @ 12:02pm 
@TanukiAlarm try turning off Balanced Galaxy Generation and using a non-balanced Galaxy Size. Sorry for the slow reply.

@The Spirit of Depsair would you happen to have a file I could replace ours with? Thanks for your help :)
The Spirit of Despair 25 Mar @ 10:38am 
Greetings, Devs. I have some typo fixes for you.

ES2_Localizations_Settings:

Line 16: 175% (orig. 125%)
Line 223, 225, 227, 229 - Its probably 40%, 30%, 20% and 10% lower than default (orig. 60%, 70%, 80% and 90%)
Line 289, 293: need swap
Line 325, 329: same as previous
TanukiAlarm 21 Mar @ 4:07pm 
@wakystuf In my past 3 games, all on fast, none of my systems have any strategic resources. Like no planets generate any of any kind :/
wakystuf  [author] 19 Mar @ 11:44am 
@Paupiette I think you may need to set the # of luxuries setting to "All" if you are seeing that issue. I believe that will solve it.

@PWF912 I don't believe you can delete the "base" designs once you unlock them

@TanukiAlarm Depends on what you mean. Resources will scale more significantly with gamespeed (so there will be more of them on Fast than in vanilla Fast). Consumption of strategics to build many buildings is certainly higher than in vanilla, however.
TanukiAlarm 15 Mar @ 9:05pm 
Is it part of the balancing that strategic resources are heavily reduced?
PWF912 11 Mar @ 7:06am 
When I explore anomalies which get a reward ship(its name is flame, cog, bodkin or something) and research 'mercenary contracting' in military technology in the middle of the game, then its ship button appears in system construction window and can build it. I don't want to use it so trying to delete ship design but there's no reward ship design with its name in military status tab. Is it a problem with my mode?

My mode list : Endless Anomalies 1.1.3 , Deep Space Mining
[] Paupiette 11 Mar @ 4:25am 
Recurring problem since months: I possess luxury deposits (they appear in systems) which do not appear in my luxuries list. Therefore, I cannot use them to upgrade my systems. Right now it's Benthic gems and proto orchid.
Captain Cobbs  [author] 10 Mar @ 1:47pm 
Can you elaborate on your issue