ENDLESS™ Space 2

ENDLESS™ Space 2

Excellent Space 2
34 Comments
WeltonCitan 9 Jul @ 3:39pm 
Confirmed no endless turn bug with this mod as I finish 2 runs with this mod without issue.
ninakoru  [author] 7 Jul @ 4:26am 
Did another run to completion with Cravers. No issues at all and won by conquest on turn 132.
ninakoru  [author] 4 Jul @ 1:49pm 
Check the update on the AI mod (replacing the DLL), there's a bug I solved with the latest update, that could lead to endless end of turn but you could save and everything.

121 turns vs 7 AI I added the most problematic on purpose (Riftborn, Hissho). No hangs. I'll try with other faction combination next game, maybe Nakalim or something... BTW I'm playing for fun but also can be used as testing.

The thing with endless turn bugs, it could be just anything, that's the end result but there are so many causes. Hopefully someday Amplitude makes some extra fixes... ^^
Dizzy Ioeuy 4 Jul @ 1:05pm 
And now it's not happening again. And yes using your AI mod as well.

This game is so dreck sometimes. Could be just the combination of the AI races involved or something completely unknowable! Thanks for looking!
ninakoru  [author] 4 Jul @ 6:13am 
You are using it with other mods? Anyways I tested on my own, turn 80 no bugs. If you don't give me any detail a cannot confirm or deny this mod has something to do. The latest changes are not prone to bugs, so IDK.
Dizzy Ioeuy 4 Jul @ 12:26am 
Removed your mod after three games that ended this way. And into turn 50 now. IDK what to say. Could be a magical coincidence, but it did NOT happen with your mod prior to the 3 July update either.

As a modder for Rimworld, I get it- wish I could be more specific on this.

Oh and strangely I could NOT send you a save because the game refused to even save the game once it encountered this bug.
ninakoru  [author] 3 Jul @ 11:40pm 
Well, pending turn bug could be just about anything! I'll check a bit on my side, just in case, but the update shouldn't have the potential for pending turn bugs. If you could check the log, if anything is in red or purple, or send me a save... I can narrow it down.
Dizzy Ioeuy 3 Jul @ 11:25pm 
Hope it's not this mod, but ever since your last update I've been getting Pending turn bugs relentlessly in about 10 turns or so of a game. Never happened to me before. :(
ninakoru  [author] 3 Jul @ 2:06am 
Yep, Notepad++ and WinMerge are my main tools of choice here :)
Dizzy Ioeuy 2 Jul @ 3:58pm 
Notepad++ is the modders tool of choice!
Helios 2 Jul @ 11:50am 
Hey, I noticed because I both mod mods and incorporate other mods into mods and this forces me to look at the detail of a mod. I dump all Steam mods into the user folder so I can play with them. I use Notepad++ which has a powerful file search and a nice file compare plugin.
ninakoru  [author] 2 Jul @ 10:43am 
Hi! Good Catch, how did you notice? I needed to swap the battle action references. Thanks for noticing out!
Helios 2 Jul @ 9:12am 
Just a quick bug note. You swapped the type [shield vs. weapon] for these two EMP weapons, but didn't update [or swap] their associated definition files:

ModuleWeaponMissileEMP1

ModuleWeaponBeamEMP1Strategic3

Otherwise, great mod project! Maybe you can borrow an idea from the ESG Mod and prevent cloaking when using the Core Cracker module. Thanks!
Ghoulvarine 23 May @ 3:32am 
There might be a madlad someday that would create the ESF (Endless Space Fusion) which will bring together the three somehow. :steamthumbsup:
ninakoru  [author] 8 May @ 7:39am 
Yes, if it is not clear enough: Excellent Space 2, ESG and ES2 REDUX are exclusive with each other.
Skummeh 8 May @ 5:14am 
@Archailect REDUX is an overhaul as well, so no they wouldn't work together.
Archailect 8 May @ 1:59am 
I'm guessing this doesn't work with ES2 REDUX?
ninakoru  [author] 2 May @ 9:50am 
Both are overhauls, choose one or the other.
WeltonCitan 2 May @ 7:45am 
should I run this with ESG or only choose 1 ?
ninakoru  [author] 21 Apr @ 1:51pm 
Well, that's a though one! This mod is more vanilla-like, but ESG is more suited for multiplayer.
Neru 21 Apr @ 11:48am 
@ninakoru Thanks for the reply, my issue with these rebalancing/overhaul mods is that I'm never sure if a change is a bug or an intentional decision. I'm trying to find something that feels vanilla that I can use in regular single player or with 1-2 friends, so far I like using your ENFER mod plus either this mod or ESG, still undecided. Great work and care overall for sure!
ninakoru  [author] 21 Apr @ 2:22am 
@Kaliban: Interplanetary network and the planet improvement that gives +5% industry per system manpower are great to keep some decent industry output in those systems with 1-2 planets, or all cold planets, also to develop faster late game built systems, still hot planet systems will have a far better industry output. Rather than messing with the planet count on galaxy generation, I felt is better to give player the right tools for the job.
ninakoru  [author] 21 Apr @ 2:21am 
@Neru: You'll need some food buildings for Vodyani sometimes, at least at the early game, yep, food upkeep for Arks has drastically increased. Is usually not an issue because Vodyani pops give +4 food, but on some sterile systems could be an issue, but a few food buildings should fix it also keeping approval at least in happy helps a lot. Vodyani food consumption is rare, they usually have problems in low planet count systems, that's why I added a faction-specific food buildings: a Farsighted Crops version with food per system level, so they are able to manage any system somewhat no matter the odds.
(Kaliban) 20 Apr @ 11:33am 
I am so happy with the detail in these changes.
with some of the vanilla buildings you really never had a reason to make them if the system didn't have the right mix of planets.
plus the interplanetary network scaling with number of constructions is very nice both as making it a useful building to put on any system you can as well as a nice use of the idea of it being part of a industry "network" which naturally would scale to be more efficient in large scale.

and the food changes were absolutely necessary for the heros.
I should not be able to change the growth of a 5 planet system from 20 - 200 just by putting a guy down there.
Neru 19 Apr @ 7:47pm 
Vodyani Arks seem to be eating loads and loads of food and I struggle to keep up at the start, I can't even create new pops because it somehow causes the system to go into -40 food and persists even when the newly created pop leaves
Skummeh 15 Apr @ 6:35am 
I could write an essay but instead I'll keep it short. ENFER Reloaded + Excellent Space is currently the best way to play single player ES2 by far.
ninakoru  [author] 14 Apr @ 6:36am 
Nope, same tech costs than in vanilla.
CapitaineYolo 14 Apr @ 3:38am 
This is a great mod with many sensible changes ^^ I love how you solved the whole jadonyx- and ramscoop problem in a hollistic way. Do research costs scale more aggressively now? It feels so but I didn't find a mention in the changelog.
ninakoru  [author] 12 Apr @ 4:14am 
If you could detail what parts you're not sure about I could explain why those changes exist.
Ironman_Mk11 12 Apr @ 12:31am 
You've gotten me curious. In the middle of a playthrough now, but I've subbed and may check this out next time around. Some of your changelog I'm not sure about, but some parts seem pretty good on paper.
ninakoru  [author] 22 Mar @ 3:34pm 
nope, use one or the other.
Chiupi 22 Mar @ 8:25am 
compatible with ESG ?
ninakoru  [author] 1 Mar @ 1:36am 
Yes, compatible with both of them...
凪橙 28 Feb @ 11:54pm 
Is this mod compatible with the ENFER reloaded and the patch preview?