Результаты опроса
#211 Parines_renamed_64691_23082024 13.07.2017, 16:46
Сообщение от DrSlon:
Там надо социальные технологии учить чтоб открыть продвинутую дипломатию.
"мир" означает всего лишь что он не будет гопать твои шипы в нейтральной зоне.
ок, спасибо. Сегодня тогда посвящу вечер изучению древа.
Кстати, первые разы игры наталкивался на проблему нехватки пыли - на планетах автостройку включал и потом только увидел как много налога берут здания :)
Просто взять и тупо все здания построить не катит :) И над специализацией систем думать приходится :)
А вчера играл за Люмерис, так наоборот у меня бабла текло немерянно по 3к в ход к 100 ходу...
Но меня начали серьезно давить "medium" флотом, а я еще лайтовых делал...
#212 kot_nastoyatel 14.07.2017, 07:42
Сообщение от Parines:
Что-то после Stellaris дипломатию тут не понимаю, тут максимум можно "мир" с кем-то? А союз 2х и более?
вся дипломатия кроме "мира" надо иследовать. Типа федерации создать можно, альянс. опятьже нужно до этой технологии дойти. в левой четверти колеса науки.



Сообщение от Parines:
Просто взять и тупо все здания построить не катит :)
вполне себе катит. нехватка пыли бывает только в начальной стадии игры. 3к пыли за ход, это относительно немного. десятки иногда можно довести и сотен тысяч в ход бывает доход. Твой основной источник дохода это не планеты и население, хотя и оно тоже, а торговля.
двигайся в правой четверти колеса науки до третьего радиуса, там есть технология, которая позволяет тебе открывать торговые компании. при нормально продуманном торговом маршруте, даже внутренний способен нормально приносить прибыль, хоть и не сравниться с международным. но международный торговый путь запустить иногда бывает проблематично. нужно смотреть по коридорам между звёздами.
также по пыле вполне может помочь ресурсы роскоши на деньги, про повышении уровня системы. вообще в среднем системы существуют в ноль обычно, вся прибыль с торговли, редко какая система даёт много дохода в пыли. но не забывай про экономичесские технологии и здания.


Сообщение от Parines:
Но меня начали серьезно давить "medium" флотом, а я еще лайтовых делал...
вообще не проблемма. смотри чем распологает твой противник и вооружи флот в противовес. опятьже смотри как ИИ настроил оружие своих караблей и выбирай тактику в соответсвии с слабыми сторонами противника. например выбирай максимальное сближение если у него оружие на дальнею дистанцию или наоборот.
Флотский герой также способен оооооочень сильно поднять силу любого флота за счёт своих абилок "на флот". но в боях его качать бесмысленно. нужно прокачивать боевые навыки назначив его в систему, кривая система опыта может поправят.
флот из мелких караблей вполне способе бороться с медаками легко и просто, особенно продвинутые модели с доп слотами за ресурсы.
#213 kot_nastoyatel 20.07.2017, 08:58
Амплитуды решили испытать новый способ теста балансовых патчей. бета версия патча сделала в виде мода который можно легко включить и выключить. с данную сборку пока входят ребаланс марали и влияния.
http://steamcommunity.com/sharedfile...?id=1077924717
#214 kot_nastoyatel 28.07.2017, 09:47
Предистория Горацио. через Ауригу и Эндлес данжен=)))
https://wiki.endless-space.com/comics/horatio
#215 SAVIOR_RU_renamed_1158441_26072021 29.07.2017, 12:47
Сообщение от kot_nastoyatel:
Предистория Горацио. через Ауригу и Эндлес данжен=)))
https://wiki.endless-space.com/comics/horatio
Неплохо, неплохо.

Товарищи, у кого-нибудь игра еще корежит сейвы? Начал за властелинов времени, потом хочу сейв за них загрузить - вечная загрузка.
#216 kot_nastoyatel 31.07.2017, 07:30
небыло такой проблеммы ниразу.
#217 Lexxx20 08.08.2017, 21:24
https://www.games2gether.com/endless...bombers?page=1

Истребители и бомбардировщики

Добавлено через 16 секунд


Добавлено через 38 секунд
https://www.games2gether.com/endless...ghters-bombers
#218 kot_nastoyatel 09.08.2017, 06:52
давно было пора. как клас Авианосцы есть, анимация и модели открытя лётных палуб есть, а истребителей нет. не считая оптимизации, замая бросающаяся в глаза недоделанность в игре.
#219 DrSlon 17.08.2017, 11:37
[1.0.36] Release Notes
Full patch notes below:


[IMPROVEMENTS]
  • Added a scroll bar to the company list on the left banner of the economy screen
  • Disabled and greyed out trade route lines between turns in the economy screen
  • Polished Chat messages (rename, join)
  • Players can now force their fleet to take a direct path by using the Ctrl key
  • Added info about spaceport and population transit in the Star System List
  • Planetary destruction cinematics can now be disabled
  • Added the possibility to rename Vodyani arks
  • Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
  • Fleets can no longer escape a player when the player is selecting a target
  • The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
  • Ground battles now start automatically when the ending turn button is pressed
  • Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
  • Ground battles on a mothership now have a specific ground texture
  • Added Unique planet lore in Planet screen
  • Global improvements of the performances in game


[QUESTS]

General
  • Secret Quest Reward: All "?" are now replaced by "Random Technology"
  • Hidden tooltips "?" have been replaced by "Random [icon] Technology" in order to be clearer
  • “Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
  • "The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
  • Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
  • Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
Horatio
  • If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
  • Horatio Chapter 3 part 2 is now triggered properly
Lumeris
  • Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
  • The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
Riftborn
  • Rewards on the first chapter of the Riftborn main quest are more balanced
  • Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
  • Chapter 3, two of the rewards display a bonus which wasn’t correctly applied. Now, it is functional
  • The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
Sophons
  • Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
  • Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
  • Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
  • Chapter 4 Reward effects are clearer now
United Empire
  • Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
  • Main Quest Chapter 1: Increased the Traitor’s Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
  • The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
  • Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
  • Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
Vodyani
  • The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
  • In the event of failure, the Vodyani Population quest now explains why the quest has failed
  • Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani


[MODDING]
  • Added warning message when exporting resources is supposed to overwrite files
  • Resource export screen is disabled while an export is in progress
  • Fixed empire improvements not being editable by mods
  • Added compatibility between saves with and without non-gameplay mods


[MAC]
  • Fixed the planet scan view which was not displayed properly
  • Fixed ship path feedback
  • Fixed game remaining stuck when using the Exit to desktop feature


[DESYNCS]
  • Fixed DustInflation desyncs
  • Fixed desync on hero experience
  • Fixed desync on retrofit


[AI]

Generally improved AI performances including:
  • The AI is now aware of victory conditions and pursues them according to faction personality
  • Added a mission to help an ally in defense
  • Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
  • Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
  • Vodyani AI now uses support modules on motherships in a better way
  • Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
  • Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
  • Fixed an issue where the AI was trying to buy a Hero during the metaplot
  • Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
Multiplayer
  • Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
  • Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
Military and fleet behavior
  • The AI now computes ship design for heroes
  • The AI now changes its fleet composition depending on the situation
  • The AI now chooses better support modules
  • The AI now uses advanced hulls better, and uses a wider variety of ship design modules
  • The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
  • The AI is now able to use complementary weapons and handle module levels in a better way
  • The AI is now able to use militarist laws ‘lower fleet costs’ and ‘spoils of war’
  • The AI now handles ground battle strategy better
  • Fixed an issue where AI was not able to wake up to answer battles
  • The pacifist and benevolent AIs now don’t like to use planet destroyers
  • Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
  • Improved merge fleet behavior
Minor factions and diplomacy
  • The AI now uses all the minor faction actions
  • Improved the declaration of war against minor factions’ heuristic
  • Fixed AI being able to interact with minors it doesn’t know
  • Created the sandbox mode in the diplomacy behavior
  • The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
  • There are now negative consequences for declaring war after a diplomatic demand has been accepted
  • The AI now takes already invested resources into consideration for contract cost computation
  • Unfallen AIs are now able to root their allies
  • Diplomacy AI now reacts in a better way to the use of core cracker
  • Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
  • Fixed an issue where an AI declined an Alliance despite requesting it
  • Fixed an issue where AI would infinitely try to propose a contract
  • Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
  • Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as ‘military trespass’
  • Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not
[FIXES]

Tooltips and other visual features
  • Fixed tooltip positions on New Game Screen
  • Fixed tooltip of faction droplist in new game screen for custom factions
  • Improved system buyout tooltip
  • Added explicit failure description in construction tooltips when you cannot buyout a construction because it is turn based
  • Added failure tooltip when the player tries to move a hangar
  • Added tooltips on Faction cost/Population cost/Trait count in Custom faction panel
  • Improved the Wonder Constructible feedback in tooltips
  • Destroyed planets are now properly displayed as destroyed with the correct tooltip information in the galaxy view
  • Tooltip of systems under the entwine process no longer overlap the bottom of the screen
  • Tooltips are no longer displayed during the loading screen if they’re visible while performing quick load
  • If a hero is a Senator, the “next level” part of his senator skill is hidden in the Senate screen (on tooltip)
  • Fixed words bleeding through the tooltip for several modules
  • Made Bhagaba assimilation trait "Culturally Resistant" description more explicit
  • The turn transition indicator is displayed when performing quick load
  • The "Sacred Harvest", "Feeding Pits" and "Endless Research Park and EndlessWorld" (Wonder1) duration value is now modified inside its tooltip based on the chosen game speed
  • Changed migration minor action error "system is full" to "no valid system available"
  • Fixed the Relation bar not updating when the player used the Declare War and Cease Fire actions on a Minor Faction on the same turn
  • The last quest viewed is not selected when reopening the "quests and events" screen
  • Removed the Colonize button from appearing on a Destroyed planet label
  • Fixed Anomaly reduction information showing false information for AffinityGameplayVampirilis
  • Moved the FIDSI values for Huge and Large planets inside the FIDSI sectors in Star system management scan view
  • Made the In-game timer option modification more obvious (tooltip and label)
  • Other empires’ hangar information is now properly hidden in all circumstances
  • Player no longer receive a false "Abduction Complete" notification if a Leecher is destroyed while leeching a system
  • Fixed an issue where the "Destroy Planet" action displayed the same duration regardless of game speed
  • The loading save menu, the competitors panel and the loading screen image now properly reflect the faction chosen when picking randomly
  • Fixed Technology Unlocked notification layout sometimes appearing broken the first time the notification was opened
  • Capped the remaining turn until new population feedback to 99 (will display 99+). Improved the feedback of losing population in the side panel system population
  • Portraits are now so they look okay in 4:3 faction selection
  • Removed Politics Unlocked notification from Auto-popup menu
  • Fixed the G2G feed in main screen so that the text will always be fully visible when the mouse is over the banner
  • Reduced the size of the net value in the Control banner and removed the decimal in some other cases.
  • Fixed the population sectors being hidden in a 5 planets configuration
  • Fixed an issue where the Negotiation screen continued to be displayed after a multiplayer session ends
  • Fixed the feedback when trying to reach an unreachable node with a fleet (advice for Free Move instead of Wormhole technology)
  • Fixed an issue where false information was displayed in guardian curiosity tooltips inside the star system management screen
  • Added Total Upkeep label for selected law on Laws Management Modal Window
  • Made Neighbors count clearer in Star System Management Scan View
  • Removed a graphical corruption on the system level disk in the system view
  • Fixed outpost migration not saying why it is halted
  • Added info on spaceport and population transit in the Star System List (No Empire Demographic screen is available)
  • Fixed the hero ship design statistics according to hero skills
  • Fixed attached arks not showing up properly
  • Prevented the StarSystem tooltip to be shown while hovering the Constellation label
  • Text is now properly displayed in the marketplace news feed
  • Luxuries are now shown in the economy screen when they have been seen on a system
  • Added assignment information in the Skill Tree Panel
  • Hero ships / ship design upgrades: the ship upgrade cost is now hidden until anything has been modified in the ship
  • A warning message is now displayed when a hero assignment will replace an already assigned hero.
  • Probe placement mode / time singularity mode are now canceled if the user opens a screen on the control banner or the scan view or clicks the end of turn
  • Fixed an issue where the ground battle notification "ready" button could bleed out of the window in some languages
  • Fixed outpost counter and tooltip when playing Riftborn
  • Added specific description in tooltip of ground battle action when invading an ark
  • The Home System icon no longer overlaps with the "colonizable planets" icons when the home system tab has more than 4 lines
  • Boosted populations now display their effect properly in population modal window and tooltips
  • Added feedback on besiege & blockade effect so it says it removes all resource production
  • Added cut off (word wrap) when there is a ‘-’ (hyphen) to prevent weird word wrap with fleet names, particularly in German
  • Fixed the Show quest markers button’s behaviour; the view now cycles through all the quest nodes if there are several
  • Added info on reinforcement man power on the ground battle notifications (Users are now informed about the maximum manpower deployment limit for invasions)
  • Fixed the inspect button in the marketplace
  • Elements from the Empire (Target) Selection (when several empires can be fought in a system) are now properly displayed on higher resolutions
  • Fixed Hero assignation to fleet when double clicking an invalid line; the invalid lines are now disabled
  • Fixed diplomatic scan view showing center of empires that aren’t known
  • Destroyed arks tooltip now display the effects of arks on the system
  • Fixed tooltip of hero upkeep reduction skill
  • Added Alignment info on treaty tooltips in the diplomacy screens and panels
  • Fixed empire screen and system construction queue displaying different values for same construction
  • The name of the hull class no longer gets cut off when switching between ship designs in the Ship Design screen
  • Added info in side panel on why an outpost will not receive migration
  • Added icon on the star system label if the system hosts the Marketplace
  • Battle tactics card now have a comprehensive tooltip in the tech tree
  • Fixed non-boostable populations displaying info on desired resource (only for guardian and Riftborn)
  • Created a specific message when the player can’t destroy a quest planet
Gameplay
  • Removing and re-equipping the same module should now consider the ship design to be the same, so no upgrade is needed
  • A spaceport can now detect when its destination has been destroyed
  • Unfallen colonies successfully invaded by the Vodyani can no longer be instantly recolonized
  • Ships can no longer be disbanded when around an outpost
  • Improved tooltip of Riftborn unique building
  • Prevented OverPopulation feedback from appearing on Outposts
  • Fixed sacrificing guardians with "Sacred Harvest" not removing the guardian global +5 approval bonus or extra pop slot information
  • Reviewed gains on Vox Populi & Steaming Fertilizer Tricks Hero Skills
  • Minor faction praise is now canceled upon declaring war
  • User can no longer have both peaceful and aggressive alliance veto on an empire
  • After system invasion, remaining attacker manpower is given back to orbiting fleets or attacker empire.
  • When discovering a new Population Affinity, the associated Luxury used for population bonuses is automatically discovered if not known already
  • The planet population slots on the planet HUD are now properly updated with the upgrades made by the "Floating Superstructures" unlock
  • System buyout is now impossible when the cost is 0
  • Planets can no longer be destroyed while the planet destroyer fleet is being attacked
  • Major Factions are now able to control a constellation they don’t see entirely
  • Added check on empire elimination status in diplomacy
  • Made possible to realize a survey at any time in exchange for influence (added a button in the senate screen not available for Cravers)
Bugs
  • Fixed various issues where wrong diplomatic notifications would appear with unlocalized strings in it, for the wrong players
  • Fixed saves loading slowly because of very large amounts of unused AI ship designs
  • Factions no longer sometimes reset if a player joins the lobby twice in a row
  • Fixed resource exports crashing the game when done too many times
  • Fixed battle scan view no longer displaying ship health after loading mods
  • Ancillary Academy is now functional
  • Fixed the initial count of population for CustomFaction with AffinityGameplayVampirilis
  • Players no longer remain stuck during the end turn transition while viewing the invasion cinematic in multiplayer games
  • Users no longer remain stuck in the loading screen when starting sessions as custom factions with the Mutual understanding trait
  • Fixed trait count for CustomFaction using AffinityGameplayCravers
  • The game is no longer stuck when an empire is eliminated while performing a ground invasion
  • Fixed a bug where players were able to join an eliminated empire in multiplayer
  • Fixed an issue where the users which use different mods could still join MP sessions through steam invites
  • Fixed simple encounter resurrected hero ships not getting damaged
  • Fixed quest colonization not working with custom factions with Unfallen gameplay
  • Fixed an issue where players cannot assign heroes as governors from the "Hero Management" screen
  • Fixed dead AIs being able to do diplomacy
  • Fixed error when taking a system which has no population
  • The user can no longer quick saves/load during the loading and viewing of a Battle
  • Fixed Hero and HeroShip experience being desynchronized when ship levels up with a battle
  • Fixed issues when quickloading during the KeyArt Loading Screen (BlackCurtainWindow) (displayed when quitting games or briefly before loading a game while in a game)
  • Pending connections are now ignored when verifying the game state synchronization
  • It is no longer possible to load a save when in load/save window, to avoid loading a save that’s being deleted
  • The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
  • The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
  • The player is now assigned to their previously occupied lobby slot when re-joining
  • Fixed error in hero inspection window when inspecting recruitable heroes
  • Fixed stuck situation when quitting the game from the planet view (maximum zoom)
  • Fixed multiplayer errors when players have different amount of palette colors with mods
  • Fixed hero upkeep minimum being negative infinite
  • Fixed loading save after a UE-like custom faction turned into a Sheredyn or a Mezari faction.
  • Fixed an issue where probe launching was still active when passing turns
  • The skippable assert is no longer generated when saving changes to a hero ship design from the Hero Overview screen
  • Access to save files is now working with Avast Antivirus (file extension is now .sav instead of .zip)
  • Fixed hero ships being destroyed when a space battle retreat fails
  • Fixed "New laws" panel in elections screen
  • Fixed the Population Collection Bonus selection when creating a custom faction from a standard faction
  • Fleets no longer move automatically after canceling an auto explore action via GUI
  • Simplified encounter retreat now properly applies the 60% HP damage
  • Fixed ark modules effect not being applied immediately after retrofitting the ark
  • Fixed simple encounter retreat not taking health into account
  • Fixed vines not being destroyed when the owner’s empire was eliminated
  • Fixed minor bribe lasting 4 turns instead of 5
[HERO BALANCE]

Military and ship improvements
  • Authoritarian Leadership:
    • Tier 1 reduced from +40% to +25% Maximum manpower on Fleet
    • Tier 1 added +10% Siege damage
    • Tier 2 reduced from +80% to +50% Maximum manpower on Fleet
    • Tier 2 added +20% Siege damage
  • Battlefield Grandmaster:
    • Reduced from +40% to +25% Damage on Fleet
    • Reduced from +40% to +33% Shield on Fleet
  • Blunt Force Trauma:
    • Divided all tiers by 2 (from +20/+40% Projectile Damage on Fleet to +10/+20% Damage on Fleet)
  • Burning Light:
    • Divided all tiers by 2 (from +20/+40/+80% Energy weapon Damage on Fleet to +10/+20/+40% Energy weapon Damage on Fleet)
  • Defensive AI Integration:
    • Reworked tier progression (from +10/+20/+40/+80% Shield on Fleet to +5/+10/+25/+50% Shield on Fleet)
  • Legendary Authority:
    • Final tier: reduced from +8% to +2% Health per current Command Point on Fleet
  • Military Spine:
    • Reworked tier progression (from +1/+2/+4/+8% Damage per current Command Point on Fleet to +0.5/+1/+1.5/+2% Damage per current Command Point on Fleet)
  • Post-Relativistic Targeting:
    • Divided all tiers by 2 (from +10/+20/+40/+80% Damage on Fleet to +5/+10/+20/+40% Damage on Fleet)
  • Patchwork Defenses:
    • Tier 1: reduced from +20 to +10% Health on Fleet
    • Tier 2: reduced from +40 to +20% Health on Fleet
  • Righteousness of the Ordained:
    • Reduced from +40% to +25% Health on Fleet
  • Tunnelling Defense:
    • Tier 1 reduced from 40% to 25% Ground Troop Health on System
    • Tier 2 reduced from 80% to 50% Ground Troop Health on System
  • Zero Tolerance:
    • Tier 1 reduced from 2% to 1% Ground Troop Health per Pop on System
    • Tier 2 reduced from 4% to 2% Ground Troop Health per Pop on System
Movement, probes and vision
  • Celestial Mechanics:
    • Starting tier: reduced from +2 to +1 Maximum Movement on Fleet
    • Tier 1: reduced from +8 to +6 Maximum Movement on Fleet
  • Deep Space Adaptation:
    • Tier 1: reduced from +2 to +1 Maximum Probe Stock on Exploration Ships
    • Tier 2: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships
  • Fleet Black Market:
    • All tiers: increased Probe Refill Rate on Exploration Ships to +50% for all tiers
    • Tier 1: removed upkeep reduction on Fleet
  • Horatic Curiosity:
    • Tier 1: increased from +10% to +20% Vision Range on Fleet
  • Overclocked Scanners:
    • Tier 1: reduced from +4 to +3 Vision Range
    • Tier 1: reduced from +8 to +6 Vision Range
  • Prescient Guide:
    • Tier 1: reduced from +4 to +1 Maximum Movement on Fleet
    • Tier 1: reduced from +20% to +15% Shield on Fleet
    • Tier 2: reduced from +8 to +2 Maximum Movement on Fleet
    • Tier 2: reduced from +40% to +30% Shield on Fleet
  • Sensitive Systems:
    • Tier 1: reduced from +8 to +4 Vision Range on Fleet
    • Tier 2: reduced from +16 to +8 Vision Range on Fleet
  • Slim Probe Model:
    • Tier 1: reduced from +4 to +2 Maximum Probe Stock on Exploration Ships on Fleet
    • Tier 2: reduced from +8 to +4 Maximum Probe Stock on Exploration Ships on Fleet
  • Startrekking Instruction:
    • Tier 1: reduced from +2 to +1 Maximum Probe Stock on Hero Ship
    • Tier 2: reduced from +4 to +2 Maximum Probe Stock on Hero Ship
Governor skills
  • Blue Sky Speculator:
    • Reduced science gains on all tiers (from +20/+40/+80 to +15/+30/+60 Science on System)
  • Clerical Corrections:
    • Tier 2: reduced from +2 to +1 Deposit Value on Planets
    • Tier 2: added +5 Approval per deposit on System
  • Endless Consumption:
    • Increased from +32% to +50% FIDSI on non-depleted Planets
  • Forced Labour:
    • Divided industry gains on all tiers (from +10/+20/+40 to +5/+10/+20 Industry on System)
  • Geniocrat:
    • Tier 1: reduced from +40% to +30% Science on System
    • Tier 2: reduced from +80% to +60% Science on System
  • Infallible Authority:
    • Starting tier: reduced from +1 to +0.5 FIDSI per Pop
    • Reduced from +4 to +2 FIDSI per Pop
  • Mechanical Genius:
    • Tier 1: reduced from +20 to +15 Industry on System
    • Tier 2: reduced from +40 to +30 Industry on System
  • Renegade Master:
    • Reduced from +8 to +5 Approval per NonMajor Pop on System
    • Added +2 FIDSI per NonMajor Pop on System
  • Tech Hubs:
    • Reduced from +80 to +50 Industry per Anomaly on System
  • Titan of Industry:
    • Reduced from +4% to +2% Industry per Hero Level on System
  • The Joy Initiative:
    • Added -20% Upkeep on System
  • Vox Populi:
    • Tier 1: reduced from +20% to +15% Industry on System
    • Tier 2: reduced from +40% to +30% Industry on System
  • Peer Review:
    • Tier 2: reduced from +20 to +10 Science on System
    • Reduced science gains on all tiers (from +1/+2/+4/+8 to +0/+2/+2/+4 Science per Hero Level on System)
  • Personal Militia:
    • Tier 1: Reduced from +2 to +1 Influence per Pop
    • Tier 2: Reduced from +4 to +2 Influence per Pop
  • Personal Networking:
    • Tier 1: reduced from +4 to +3 Industry per Pop
    • Tier 2: reduced from +8 to +6 Industry per Pop
  • Public Relations Expert:
    • Tier 1: reduced from +10% to +5% Influence on System
    • Tier 2: reduced from +20% to +10% Influence on System
  • Restricted Supplier:
    • Increased from +20% to +33% Luxury Deposit Value on System
    • Added +2 Industry per Pop on Ecstatic
  • Rousing Orator:
    • Tier 1: reduced from +4 to +2 Influence per Pop
    • Tier 1: added +2 Influence per Pop on Happy
    • Tier 2: reduced from +8 to +4 Influence per Pop
    • Tier 2: added a +4 Influence per Pop on Happy
Other Hero skills
  • Dust Catalyzation:
    • Tier 1 reduced from -20% to -25% Assignment cooldown duration
    • Tier 1 switched from -20% upkeep on Hero to -25% upkeep on Governor
    • Tier 2 reduced from -40% to -50% Assignment cooldown duration
    • Tier 2 switched from -40% upkeep on Hero to -50% upkeep on Governor
  • Papers Please:
    • Switched from -50% cost on Hostile treaties to all Diplomatic treaties
  • Red Tape Scyther:
    • Increased from -40% to -25% Assignment cooldown duration
  • Transcendental Outlook:
    • Switched from x0 upkeep on Governor to x0 upkeep on Admiral
    • Added -10% upkeep on all Heroes


[CHANGES FROM THE G2G BALANCE MOD v1.1]

Basic Laws
  • Fixed upkeep issues
  • Super Tax Act: changed approval penalty (-1 per pop) to a flat (-20)
  • Increased penalty of Brains over Bucks and Parks not Quarks (from -10% to -20%)
  • Senator Bob Bill has been changed to an effect in per population (+2 approval per pop / -2 Dust per pop)
  • Toy for Boys has been changed to lower industry instead of science (-10% industry)
Party Laws
  • Trusted Broker: now the bonus increases each turn (by 2% (3% in Republic) per turn up to 30%) giving incentive to keep the law active for a long time
  • Increased effects of Need to Breed (from 20% to 30%)
  • Right Thing Rule changes to unlock « Force Peace » term
  • Fair Trade Bill changes to +5% FIDSI / peace, +10% FIDSI / alliance
  • Inverted unlock prerequisites of My Precious Precept and Trusted Broker
  • Green Fertility Bill (+20% Food / Anomaly) changes to +5% FIDSI / Anomaly +2 Food / pop on planets with anomaly
  • Power to the People Act changes to +2% (+4% in Republic) Science per pop type
  • All Hands Dictum changes to +2% Industry per pop type
  • Power to the People Act and All Hands Dictum: now have an Horatio variant which counts assimilated population instead of population types
  • Racial Purity Act has a Vodyani alternative: +2 Essence per pop and +15 Essence per system
  • Us or Them Decree changes to +20 Approval per Home System on all the systems
  • Spoils Of War Act adds: -10% Military upkeep as a complementary effect
Unlock prerequisites
  • Inverts unlock prerequisites between Admit and Improve Bill and Racial Purity Act; to have the Essence from the beginning with Vodyani
  • Inverted unlock pace of Cram Exam Act and Larger Hosts Bill
  • Inverted unlock prerequisite of Star Boogie Bill and Dirty Hand Acts to improve Sophons’ early game
Approval
  • Planets now give penalty in -X approval per pop instead of -X
    • -5 => -1 per pop
    • -10 => -3 per pop
    • -15 => -5 per pop
    • -20 => -8 per pop
  • Luxury resources and anomalies also provide approval bonuses and penalties using a "per pop" count
    • bonuses have been lowered and penalties increased
  • Overcolonization threshold is lower for all galaxy sizes (from Tiny to Colossal, by increments of 1 system by size from 2 to 8)
  • Transvine now provide +2 Approval per pop when used for Leveling system
  • Added a new improvement (temp name: Autonomous Administration) which increases the Overcolonization threshold by 1 in stage 4 of Empire Development
  • Costs 2240 Industry and 1000 Influence and only available on level 4 systems
  • Leveling Arks will provide a default +1 Approval per population (not properly shown in the mod)
Balance changes
  • Increased Drone Networks output from +5 to +10 Food/Industry
  • Increased Cerebral Reality output from +10 to +15 Dust/Science
  • Moved the unlock of level 4 curiosity to stage 4
  • Increased Dust given by Galactic HQ from 25 to 40
  • Added +25 Dust on The Cathedral of the All Worldly Affairs
  • Replaced the default Dust module on Mothership with an Essence module
  • Alms for Essence now converts 50% of Dust and provides 25% of Dust into Essence
  • Unfallen vines now take 20 turns to complete (instead of 10) for a single vineship
  • Population luxury boosts now double their native FIDSI bonuses as well


[FURTHER BALANCE CHANGES]
  • Lumeris maximal population collection bonus is now "ignore trade route blockade even when at war"
  • Fixed and increased influence costs to change battle tactics
  • Removed upkeep also for admirals on Transcendental Outlook skill
  • Vodyani Ark now is worth 4 CP, not 8 CP
  • Alternative quests can no longer be triggered several at a time
  • Changed Tax change cost formula to be more expensive
  • Changed effect of Nanohaze Defenses curiosity improvement as it was outdated with ground battle rebalance
  • Fixed "Autonomous Administration" being able to be built multiple times on a single system

#220 kot_nastoyatel 17.08.2017, 12:01
как много букв в патче а непонятно они нерфнули Водянских героев или нет=)
#221 kot_nastoyatel 11.09.2017, 08:30
завтра, 12го сентября, амплитуды наконецто выпустят очередной патч ( ооооочень долго мужики, прям непозволительно долго возятся) в котором введут истребители с бомбардировщиками, новый квест и героиню.


ну и куча новых правок баланса и самой игры.

Добавлено через 20 секунд
https://www.games2gether.com/endless...is-coming-soon
#222 Lexxx20 11.09.2017, 10:48
Ох, руки не дойдут долго...
#223 kot_nastoyatel 11.09.2017, 11:02
Сообщение от Lexxx20:
Ох, руки не дойдут долго...
а ты не торопись ещё.
#224 Lexxx20 13.09.2017, 08:23
Игра стоит смешные 524 рубля сейчас, кстати: http://store.steampowered.com/app/39...1_5_1100__1100
#225 Immotaru 14.09.2017, 04:08
Сообщение от kot_nastoyatel:
не идиально, но теперь хоть можно играть после 150го хода.
ну фиг знает ... у меня сейчас партия 250+ ходов на самой большой карте и 8 соперников, тьфу-тьфу все ок.
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