ENDLESS™ Space 2

ENDLESS™ Space 2

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ESG Mod - 1.6
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30.537 MB
1 Jul, 2022 @ 12:53pm
9 Mar @ 11:41am
28 Change Notes ( view )

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ESG Mod - 1.6

Description
Compatible with the most recent version of the game.

ESG 1.6 is not fully released, but is stable. Changes may not be fully implemented and may not be localized in other languages. New updates to this mod may break saves or have bugs, however, they issues are generally fixed very quickly. All community feedback is welcomed and appreciated, and as such we are interested in contributions, bugfixes, and translations for any language the game supports.

List of changes new to this version: https://github.com/wakystuf/ESG-Mod/wiki/Changelog#version-16


The ESG Mod is dedicated to reworking and rebalancing the game to generally improve the game, while maintaining a vanilla feel and level of quality. The original intent of the mod was to buff terrible factions and nerf broken factions by adjusting their respective mechanics, rather than making all factions "equal", however, it has since evolved from that goal. We’ve reworked nearly every part of the game to be more strategically interesting. listed below are the major focuses of the mod:
  • Combat Rework
  • Law & Government Rework
  • Hero Skill Rework
  • Faction Quest Reworks
  • Hacking Rework
  • Economy Rework
  • Diplomacy Rework
  • Food Overhaul
  • Technology Tree Overhaul
  • Awakening / Academy DLC Overhaul
  • Additional Custom Faction Options
  • Additional Settings and Customization
  • Bugfixes
  • Quality of Life Features
  • Many UI Improvements
The goal is not to balance the fun out of the game, but to bring out what makes the game great while also keeping things fair. If you don’t like something that ESG changes, chances are that you can turn it off and play how it worked in vanilla.

The changes of ESG are determined largely by the community, with the specific balance changes being determined by a group of the top competitive players, game designers, and mathematicians.



If you encounter any bugs we haven’t caught, please join our Discord server below and report them there.


To read ALL of the changes ESG has made, click HERE[github.com]


[discord.gg]
[github.com]
Use the mod and still get achievements by clicking HERE[github.com]


Read the complete list of credits HERE[github.com]


Previous versions of ESG are kept on the workshop to ensure that people's save games are not ruined between updates, and to allow people to choose the features they want. These previous versions of ESG are not compatible with the latest version of the game.

ESG 1.5
ESG 1.4
ESG 1.3.1
ESG 1.2.2

Popular Discussions View All (4)
17
2
10 Jun @ 1:25pm
PINNED: Compatible Mods
Captain Cobbs
4
28 Jun, 2024 @ 3:21am
Corrupt Save
FaithlessZealot
4
28 Jun, 2024 @ 12:52am
Release ETA?
Riekopo
741 Comments
ID Dragnil 39 minutes 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.