ENDLESS™ Space 2

ENDLESS™ Space 2

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Discover the world of modding in Endless Space 2. Download an asset from this workshop (map, gameplay addition, etc.)
Mod ideas
Since I don't know a thing about making mods for any game and have zero modding experience I will explain things that would be nice in my books to see in the game. Hopefully, there are people that do know modding who will read and make these mods for everyone to use!

General Issues, Community Fixes

1. Sometimes (sadly, more than once) your fleets do not display when stationed in systems with destroyed planets. Those fleets can still be sold through Fleet Screen, but using other options doesn't seem to do anything.

2. When a player (or an alliance) destroys all planetsin the home system of the target player it sometimes doesn't count for Supremacy Victory conditions. I see two options to resolve this: either change Supremacy Victory to capture home planets (and not systems), or add new Victory condition about capturing home planet, or somehow fix the bug.

Improvements

1. While there are lots of options to transfer Industry into Dust and Science, it would be great to have Stockpiles back, tradable as they were in Endless Legends.

2. There are different ship types, but those lack the bonuses the ES1 ship types had. It would be great to have those bonuses back (so that different factions gameplay becomes even more unique), and add a unique ship class for every major faction.
In my books those ship classes should in some way describe the way the faction goes, and top that.

- Sophons could have a Large Support ship with more defence/support slots. but without the ability to place World Cracker weapon in it.
-Lumeris could have a Large Versatile ship, with most of its slots being multipurposed (so that player can adjust it to the current needs).
- Imperium could have a Large Vanguard ship, with most of its slots being defensive, and two World Cracker weapon slots.
- Cravers could have a Large Swarm ship, with unique design (not a single ship, but rather few that count as a single Large ship with the most of its slots being offensive. If a player decides to place a World Cracker weapon in that ship there could be unique animation of ship parts connecting into single construct that fires the Doomsday.
- Unfallen could have a Large Ship with slightly less slots than the rest factions, and an ability to create vines in the system.
- Riftborn could have a Large Ship with more than most slots dedicated to carried craft. and some bonuses atop to make that work better. Perfect Carrier with strong flak.
- Vodyani could get an enormous Ark Ship, which can do everything that does the regular Ark ship better. Including fighting - maybe slightly less sltos than the normal Large ship, but with some defensive bonuses.
- Horacio could get a unique Medium ship (means you can build only one of a kind) that generates influence and dust for every CP lost in battle, whatever the side it was on. To keep it useful in the lategame the rate of the dust/influence income should be bound to Academy level (the more the match progresses the more the benefits).

3. World Cracker weapons don't feel faction-bound enough. Maybe, make two types of World Crackers - projectile and beam? It can be purely aesthetic choice, but I'd say the mechanics can differ also.

Beam World Cracker has a warmup timer upon entering the enemy system - it's cool, I'm fine with it.
Projectile World Cracker could have not a warmup timer upon entering system, but rather a cooldown between each use like 7 turns and a prerequsite of 'Clear Skies' - 0 enemy ships in the system.

4. World Cracker is a fine addition to the gameplay, why only restrict it to ship mounted systems? Let us build a unique system iprovement (say a competitive quest reward wonder) that will grant an ability to destroy planets in distanced systems.

Each use could be buildable without the option to buy it out aside from Lumeris faction, that should be able to buy into anything.

Also, might be of a different type (beam or projectile) depending on the player choice.


5. Heroes could have an option to trade skills from the skill tree for other ones, tier to tier. Why? Because I just don't need fleet bonuses on a guy that never left a chair since the start of the match till the end (late 600 turns).

Also, additional levels could do fine. When you run out of skills to earn heroes can get staged bonuses for fleet (Seekers/Guardians) or adminostrating (Councilors/Overseers). Like, +5% fleet damage/shields/projectile absorbtion for fleeters and +5% FIDSI for administrators.

That gives a lot of opportunities to think of it, and adds spice to owning the Academy.

I'll add things as I play more matches.
Last edited by Brother Gato Sicarius; 19 Nov, 2017 @ 12:31am