ENDLESS™ Space 2

ENDLESS™ Space 2

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Endless Traits
   
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TYPE: Extension
File Size
Posted
Updated
873.817 KB
7 Jul, 2018 @ 10:52pm
30 Jul, 2018 @ 7:50pm
16 Change Notes ( view )

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Endless Traits

Description
An enhanced traits mod, with a fair amount of material from More Traits mod by Redraluin (much accolades and credits to them) along with a few additional levels and traits added by yours truly. Recommended to play alongside another mod that adds population traits, like Happy Trait by Jabbic. All new/modified traits are in yellow.

- Adds well over 200 new traits and levels.
- Population trait point count increased to 70 to provide a little flexibility for populations.
- Massively increased trait point pool, via a negative trait (“Greed is Good”) that adds -1500 points (found in the Starting Modifiers category).
- Large increase to the trait count a faction can have, now 30.

The increases in points were added to be able to take advantage of the new large amounts of levels for traits while still keeping a faction not too all-encompassing and still somewhat specialized. The cost vs bonus that most traits have, has been heavily changed, and rebalanced.

NOTE: Because of the massive power increase this provides, this mod is only intended for players playing with a game difficulty minimum of Serious with Pirates at a constant Endless difficulty. Additionally, due to the way this mod changes/modifies critical game XML files, it should be used as the LAST mod in the priority order (lowest priority, last one selected).
Popular Discussions View All (1)
0
27 Jul, 2018 @ 10:39am
Additional Content Suggestions
Fligglebleh
73 Comments
Tedd 23 May @ 2:20pm 
Is anyone aware if this is still working?
Fligglebleh  [author] 1 Aug, 2022 @ 3:42pm 
FYI to all: I cannot devote the time to add content or update this mod any further.
I hope it works indefinitely, but if it doesn't I apologize in advance. Good luck.
[Khorne] Shits'N'Giggles 3 Dec, 2020 @ 5:06pm 
@rorrim mod you click first is the first mod to load, and the last mod you click is the last one to load. the mod you load last will overwrite (if applicable) all other mods. so you must click this mod before the custom one
Rorrim Eluc 28 Jan, 2020 @ 8:00pm 
Well I'm sorry for bothering you. I guess my understanding of the way the load order works with this game is wrong. By having Endless Traits set as #1 and Sandbox set as #2 it gets rid of the trait cap like I want. I don't particularly get why it is the way it is but I was under the impression that you activated mods in descending order of importance. Seems like that's not the case though? Seems to load the higher # mods and then counting down I guess? Weird.
Dycantos aka Dyno Nuggies 28 Jan, 2020 @ 7:18pm 
*could you
Dycantos aka Dyno Nuggies 28 Jan, 2020 @ 7:17pm 
There are mods that create traits with no cost could create a mod that removes the cost of traits instead of increasing the cap
Rorrim Eluc 28 Jan, 2020 @ 7:00pm 
If your mod sets a trait max of 30 (maximum 30 traits on a custom faction regardless of the amount of points used or left over) why isn't that being overwritten by the sandbox mod which gets rid of the cap altogether? Considering it's #1 in my load order I'd figure that it's changes would take priority but it's only with your mod out of the 2 to 4 other trait mods that I use that causes the trait count limit to appear again. Or are you saying a limit of 30 traits is already a lot? In which case, I suppose it's even then restrictive of how I want to dick around.
Travis  [author] 28 Jan, 2020 @ 4:20pm 
Hi Rorrim,
Due to the fact that the mod sets a (massively) higher trait count limit than the vanilla game, the only way to remove that limit would be to use another mod that sets an even higher limit (so high as to be effectively limitless), prioritizing that mod over this one. This is because a mod that removes the limit would only be overwritten by any mod that sets a limit (non-null values always overwrite null values, regardless of mod priority).
Rorrim Eluc 27 Jan, 2020 @ 7:47pm 
I get that it's for balancing purposes but is there a way you could get rid of the trait limit? Not the points but the amount of traits you can have itself. I'd like to use the things that this mod adds with the sandbox mod for dicking around purposes but if I use this mod it forces the trait limit that the sandbox mod gets rid of. Or if you don't want to get rid of it entirely, is it possible to add a trait that increases the trait cap? So I'm not stuck choosing at most 30 traits and instead I can pick up however many I want/can afford?
Dycantos aka Dyno Nuggies 19 Sep, 2019 @ 4:56pm 
It might affect multiplayer but otherwise I think it's just the 2nd expansion in particular that messes with Traits.