ENDLESS™ Space 2

ENDLESS™ Space 2

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Is there a way to disable squadrons mechanics?
Hi there,

I do find the squadron mechanic (i.e. bombers and fighters) a bit lacking and too easy to counter with flak, so I want to disable the ability of AI to use those modules.

Does anyone know about how I can mod the tech tree to disable a particular technology, or at least some guide that have this information - I've searched and found no mods that affected squadrons in any way, which I could have used as an example of how to mod this out - I don't have motivation to go too deep into figuring out modding I'm afraid, but if I could find some close examples maybe I can fix this for myself.


Thanks!
Last edited by HMEE; 16 Jun @ 9:43pm
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Showing 1-5 of 5 comments
Helios 23 Jun @ 8:53pm 
You can create your own mod that blocks off the first TechnologyPrerequisite or PathPrerequisite section of each module you want disabled in the ModuleDefinitions files. Here is example of me blocking the basic bomber:
<!-- <TechnologyPrerequisite Flags="Edition">TechnologyWeaponModule2</TechnologyPrerequisite> -->
However, this only blocks it out of research or quest, but not sure if the AI can still use the modules. Another option is to strengthen the squadron modules [armor / evasion / speed] and weaken the flak modules. Some mods do both of these at the same time btw.
HMEE 23 Jun @ 10:27pm 
Hi, thanks for the advice!

I like the idea of making the squadron modules stronger - can you suggest some mods that do that (or at least do that as well, so I can extract the code for squadrons from them)? I'm not finding anythind for the 'squadrons' search in the workshop.
Last edited by HMEE; 23 Jun @ 10:27pm
Helios 24 Jun @ 3:03pm 
Originally posted by HMEE:
Hi, thanks for the advice!

I like the idea of making the squadron modules stronger - can you suggest some mods that do that (or at least do that as well, so I can extract the code for squadrons from them)? I'm not finding anythind for the 'squadrons' search in the workshop.

For a major overhall, I'd go with ES2 REDUX. For a mod that changes the squads a bit and weakens flak use Re-Awakening Combat Balance. I personally use mod Excellent Space 2, but I then mod it to death myself how I like. There is also ESG Mod - 1.6 for a major overhall, but this mod is more for human vs. human play.
HMEE 25 Jun @ 9:16am 
Originally posted by Helios:
Originally posted by HMEE:
Hi, thanks for the advice!

I like the idea of making the squadron modules stronger - can you suggest some mods that do that (or at least do that as well, so I can extract the code for squadrons from them)? I'm not finding anythind for the 'squadrons' search in the workshop.

For a major overhall, I'd go with ES2 REDUX. For a mod that changes the squads a bit and weakens flak use Re-Awakening Combat Balance. I personally use mod Excellent Space 2, but I then mod it to death myself how I like. There is also ESG Mod - 1.6 for a major overhall, but this mod is more for human vs. human play.

Thanks again, I do like the Re-Awakening Combat Balance, will try it out.
Originally posted by HMEE:
Originally posted by Helios:

For a major overhall, I'd go with ES2 REDUX. For a mod that changes the squads a bit and weakens flak use Re-Awakening Combat Balance. I personally use mod Excellent Space 2, but I then mod it to death myself how I like. There is also ESG Mod - 1.6 for a major overhall, but this mod is more for human vs. human play.

Thanks again, I do like the Re-Awakening Combat Balance, will try it out.
I hired the person who did the ESG combat to work on the Re-Awakening combat, if you liked that ESG has the full suite.
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