ENDLESS™ Space 2

ENDLESS™ Space 2

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Better Systems - Less Random/More Consistent
   
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TYPE: Extension
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183.704 KB
6 Sep, 2019 @ 3:29am
1 Change Note ( view )

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Better Systems - Less Random/More Consistent

Description
EDIT: I haven't had the time to delve into the files to see how things have changed since the Awakening update. It seems like it still works, however it should be impossible for 1 planet systems to spawn, but people are reporting that happening, so obviously some things have changed. I'll remove this EDIT, or add another EDIT when I identify/fix whats going on. In the mean time, go ahead and keep reporting errors/issue if you find them, as that will help narrow down where I should look for changes.



One of my least favorite aspects of ES2 is how the systems you are dealt in galaxy generation almost entirely dictates how successful you'll be in that game, more or less, in the first half or so of your game. After a while, I felt like playing ES2 was akin to just rolling a bunch of dice on a table, seeing the results, going "neat!"... and thats the game. Instead of just being entirely at the whim of RNG to dictate if you have a good or bad game, I decided to reign it in a bit. This mod isn't made to destroy the original concept of the game having varying system sizes (like some similar mods out there), and I hope to still require players to explore and invade to find better systems, instead of just being handed tons of them from the start. That said, here are the intended frequencies of each:

Removed 1 planet systems. (Except those random no star/one gas systems)
2 planet systems are rare.
3 planet systems are the most common.
4 planet systems are a little less common than 3.
5 planet systems are also rare, but a little more common than 2 planet systems.
(The numbers being used in the background for this mod may be frequently updated to better achieve the above descriptions. Please comment with your feedback.)

5 Planet systems need to be rare to create something to be sought after, and fought over. The game quickly becomes more stale when all you find are 4 and 5 planet systems.

Also, the vanilla game has a rule where the better the planet is, the smaller it tends to be, where Atoll and Terran are often Tiny, for example. I lessened this penalty, so that it is a little more common to see some slightly larger versions of them (like Small or rarely even Medium).

Lastly, I made it so that the academy system always spawns with 5 planets, so the "finding the academy" quest is a little more rewarding. (This section will be obsolete in the next expansion, and I will watch to see if that makes my mod incompatible upon release.)
15 Comments
Commander Wildman 20 Sep, 2022 @ 7:08am 
@QuadQuantum This mod only edits the main galaxy generator file. Until this is updated, you will need to find and edit, with notepad, the DLC version(s) of the galaxy generator file to fix that. Change the value for single planet systems to 0 and you will be good. You can also edit many other values if you want to play around with this, but keep track of changes.
QuadQuantum 9 Jul, 2022 @ 4:45am 
I've got all the DLC, and I keep seeing 1 planet systems. I'm not sure the mod is working correctly with DLC.
Caos 23 Jan, 2021 @ 5:27am 
Hi, does the mod is compatible with 1.5.37 and last awakening dlc ?
Commander Wildman 9 Jul, 2020 @ 4:58pm 
The game has galaxy generator files for the DLC too. That might be why we see some one planet systems lately. I changed mine to 0 in those files. You might have to include them in the mod for the group.
Commander Wildman 9 Jul, 2020 @ 9:32am 
Still seeing a few one planet systems. Hoping you can fix this when you get time. Thanks!
Joe Zorah 25 Dec, 2019 @ 2:46pm 
I tried and seems working on my Vaulter-only DLC. Just two systems with only one planet, the rest of them was 3 or 4, and ust a few 2 planets on the galaxy
SITAKIE 16 Oct, 2019 @ 5:06am 
There's one planet.
Why don't we raise the minimum limit after 3?
Raikoh  [author] 6 Oct, 2019 @ 10:17pm 
@zArkham4269. There's a possibility thats the case, as I haven;t had the time to check to see whats changed since the Awakening update. However, knowing what my mod actually changes, it would be really REALLY weird if it interacts with the rules that allow the Nakalim to colonize or not. The changes I made should only be going into effect during the galaxy generation of a game first being launched, and after that it should have no effect on the game whatsoever.
Raikoh  [author] 6 Oct, 2019 @ 10:11pm 
@Zebrech, I'm still pretty amateur at modding, and Endless Moons changes A LOT of files in A LOT of ways, so making mine compatible with that will honestly be more work than creating this mod in the first place.
Zebrech 5 Oct, 2019 @ 6:57am 
Could you improve the compatibility of your mod ? When i play it with endless moons alot of errors pop off