ENDLESS™ Space 2

ENDLESS™ Space 2

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Arkon UNION
   
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TYPE: Extension
CONTENT: Gameplay
File Size
Posted
Updated
6.474 MB
23 Dec, 2017 @ 5:39am
1 Oct, 2019 @ 3:01am
76 Change Notes ( view )

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Arkon UNION

Description
STARTING TECHs, WEAPONS, PORTALS AND SHIPS

This mod includes the traits of the former and deprecated mods:
EVO
EVO+
STARTTech
OMNITech
COLONIZER

Furthermore, the traits of the mods
COLCAP
and
OmniTech V2
are provided.
In addition, traits can be selected that unlock several weapons and ship hulls for the player's own faction.
A trait that allows the player's faction to build teleportation portals is available.

Due to its structure, this mod should always be functional, even if it is not up to date.

TRAITS
AU - EXTRA POINTS (500 Points)
500 extra points for selecting other traits

AU - Greater food production (5)
+5 planet food (per pop)
AU - Greater food production (10)
+10 planet food (per pop)
AU - Greater food production (25)
+25 planet food (per pop)

AU - Greater industrial production (5)
+5 planet industry (per pop)
AU - Greater industrial production (10)
+10 planet industry (per pop)
AU - Greater industrial production (25)
+25 planet industry (per pop)

AU - Higher research rate (5)
+5 planet science (per pop)
AU - Higher research rate (10)
+10 planet science (per pop)
AU - Higher research rate (25)
+25 planet science (per pop)

---(old EVO / EVO+ mod)---
AU - THE AWAKENING
+25 system production (industry per pop/system)
AU - BASE POLITICS
+20 system empire points (influence per pop)
AU - SATISFIED POPULATION
+30 happiness/system
AU - FANATIC PATRIOTS
+120 happiness/system
AU - BASIC DUST PRODUCTION
200% dust production
AU - GIGANTIC VEINS OF DUST ORE
800% dust production
AU - REPLICATORS
+20 planet food (per pop)
+20 planet industry (per pop)
+20 planet science (per pop)
AU - LUXURY LOVERS
+4 luxury resource extraction
AU - MARTIAL SPACEFARER
+5 command points
+7 vision range/system
ground combat bonus
space combat bonus
AU - (EVO+) START TECHs
more starting (tier1/tier2) technologies

---(COLCAP mod trait)---
AU - LARGER EMPIRES
depending on choosen galaxy size:
empire with 25 - 60 star systems w/o penalties

---(OMNITech2 mod traits)---
AU - almost all TECHs
You can choose how many technologies of the player's faction are already known at the beginning

---(old StartTECH mod)---
AU - (StartTECH) even more starting TECHs

---(COLONIZER mod traits)---
COL - (planet type colonization technology)
various traits for each planet type

---(AU traits)---
AU - STELLAR ENGINES
faster ship movement (+5)
AU - PROGRESS THROUGH POWER:
buyout option for production/technologies (like EMPEROR'S WILL) with empire points
AU - CORE CRACKER MkII and MESON-BLASTER
new weapons
AU - DEVIL'S CLAWS
new weapon

minor faction ship hulls
(all slots unlocked)
AU - STEVAGGIO (medium attack)
AU - GLADIUS (medium attack)
AU - MORSICARE (small attack)
AU - RAPINATORE (medium attack)

other ships
AU - THE VODYANI ship hulls
the faction of the player can build these ships
AU - THE RIFTBORN ship hulls
the faction of the player can build these ships
AU - The VAULTERS ship hulls
the faction of the player can build these ships
AU - The extra ship hulls
cheap RIFTBORN based hulls with all slots unlocked
AU - The extra VODYANI ship hulls
VODYANI based hulls with reduced cost and all slots unlocked

AU - System portal
teleportation portals


weapons info
Core Cracker MkII
type: planet destroyer
cost: 400
base charging time: 2 rounds

Extreme Meson-Blaster:
type: beam
cost: 20
damage: 118 (DPS)
crew (enemy) killed per hit: 25
chort: 100%
medium: 100%
long: 100%

Devil's Claws
type: kinetic
cost: 20
damage: 112 (DPS)
short: 95%
medium: 80%
long: 60%



NOTE
The Core Cracker MkII weapon module will not be visible until the technology for the carrier ship has been researched,
or the carrier hull itself has been unlocked by the associated trait.

The damage of the Devil's Claws and Extreme Meson-Blaster weapon modules can be increased with enhancer modules.

In order not to influence the number of selectable traits, the AU's are not counted when creating your own new faction.

IMPORTANT
Do NOT choose ALL the traits for the ships at the same time!
With more than three dozen possible ship types in the yard,
the game GUI is over challenged and only a few ships will then be properly displayed and selectable ...

27 Comments
ton10p 11 Dec, 2021 @ 10:38am 
never mind just found out its property's are already used in the two mods i'm extremely happy with
ton10p 11 Dec, 2021 @ 10:33am 
ohh another mod to check out
js.cap44.hh  [author] 10 Dec, 2021 @ 11:40pm 
@ton10p: An extra mod for weapons or for defense and shields is simply not necessary, because with the weapons and hulls of the mods GEC,UNION and TERROR your enemies have not a chance at all ... not even on the "endless" difficulty level ... :)
ton10p 10 Dec, 2021 @ 5:10pm 
looking foreword to trying it out, plus wondering if your going to make a all weapon based mod, and or a defensive mod (shield armour and the efficiency/re-gen of said attributes)
js.cap44.hh  [author] 21 Nov, 2019 @ 2:21pm 
@Tanstaafl: I am glad that you were able to pinpoint the conflict! :steamhappy: As already mentioned, certain variables can not be increased arbitrarily. But if, as in this case, two mods try this, it will lead to incompatibility. Have fun!
Tanstaafl 20 Nov, 2019 @ 11:38am 
Sorry, you're right. I traced it to the unlimited resource mod. It works fine with all of the other mods I use (except yours). It used to work fine with your mod.
js.cap44.hh  [author] 12 Nov, 2019 @ 5:01am 
@Tanstaafl: some mods collides in adressing the same variables and this causes sometimes errors. These mods are then unfortunately not compatible with each other ...
js.cap44.hh  [author] 11 Nov, 2019 @ 11:46pm 
This mod is not broken. I have just started a new game with a custom faction (Unfallen) and a dozen traits of this mod and everything ran ok. Do you use other mods? If so, try to start this mod last. The orange markings in the error log shows the traits wich are not part of the original game. The red ones are the important ...
Tanstaafl 10 Nov, 2019 @ 4:43pm 
This mod seems to have broken in the last update of the game. I get errors such as Can't find the element 'FactionTraitFanPatri' in database of 'FactionTrait'. , Can't find the element 'FactionTraitMORFOOC' in database of 'FactionTrait'. and Can't find the element 'FactionTraitReplicas' in database of 'FactionTrait'. in the diagnostics. They're for traits defined by this mod.

If I disable this mod and create a new custom faction I have no problem starting the game.
js.cap44.hh  [author] 16 Jul, 2019 @ 5:42am 
Fixed bug that prevented the teleportation portal from appearing in the build list.