ENDLESS™ Space 2

ENDLESS™ Space 2

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ENFER Reloaded
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TYPE: Extension
CONTENT: AI, Gameplay
File Size
Posted
Updated
2.600 MB
7 Nov, 2023 @ 6:45am
14 Oct @ 12:24pm
52 Change Notes ( view )

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ENFER Reloaded

Description
TL DR: An AI mod that fixes and improves lots of things to make the AI play their cards better.

The good news: This is a TRUE AI mod. The mod itself only contains a DLL file, no XML at all.
The BAD news: sadly is not working as a subscription.

If you want to use the DLL mod, check out this Discussion Topic with the details of install and uninstall. Basically, is replacing the AI Core DLL file.

Compatible with the latest official version 1.5.60, patch preview, ESG...

Bugfixes

I fixed 80+ different issues on the AI side, from nearly insignificant to game-breaking issues.

These are the most impactful I successfully fixed:

AI is not able to attack fleets under systems of their own influence (yes, check out latest showcase screenshot...).

There's one specific instance I could spot the AI can get stuck in "Playing" when trying to advance to the next turn: retreating from a battle, landing on another system and trying to move again.

AI got the system production locked forever half of the time when using an infinite resource conversion improvement (IE 3D Printing).

When an enemy has more military than the AI, most of the time their motivation to build ships drops dramatically. (That's why peaceful AIs almost always have very little military).

Improvements

There are 120+ improvements, this is a condensed list with the most important.

Faction specific

Lumeris can use Shadow Banking, to lower dust inflation.

Cravers now can use their sacrifice slave action, Feeding pits, to raise approval or food output.

Nakalim is able to build Temples, Resurrect colonies, assign relics to fleet heroes. Also will not go crazy with science at the beginning due to their trait.

Volyani has improved leecher management, can Evacuate Minor faction systems, will raze enemy systems to place their own Arks, won't spam Holy Proliferation mindlessly.

Riftborn is able to use Fabricated forces when on really low manpower.

Hero Management.

Now the AI will we able to re-assign their heroes to better systems or fleets.

AI will be much more consistent assigning heroes to their main combat fleets.

AI will prioritize assigning senator skills to heroes aligned with their current leading political parties.

Will also prioritize heroes to fill empty leading parties from the market, or in new academy heroes.

AI will assign their governor heroes to their most important systems available instead of just in system acquisition order.

Technologies.

These technology improvements are now implemented: Siege Modules, hero/ship part of the marketplace, curiosity detection strength, extra population buildings.

Lots of improvements in Behemoth research, IE not researching improvements for behemoths types they are not using at the time.

Some adjustments, like more interest in researching ship upgrades, better Movement Improvement understanding, better resource needs understanding.

Improved and expanded trade route related, over-colonization and buyout tech interest.

Diplomatic Enhancements

AI will not ask for tribute if they don't perceive themselves as stronger in military.

AI will think twice before opening a new war front unless they feel superior.

Lots of internal checks and minor bugfixes to avoid many dead ends in diplomacy logic (IE not asking peace/alliance to Cravers...).

Building

Better building flow, able to queue several ships or extra stuff after a buyout.

AI can build special buildings like curiosity rewards, and ship upgrade improvements.

Better placement of unique buildings and wonders, and more motivation.

Will use resource planet improvements (IE: Slag and Sludge Center) on needed resources.

Fleet Management

General improvements in fleet pathing, and more responsiveness.

AI will reasign fleets to their mission much better.

Assisting invasion fleets will likely wait for the main military fleet to arrive first.

Much better assesment of danger, AI will prioritize defense a bit more.

Ship Design

No more invisibility/detection modules on carriers, better colonizer priorities, minor optimization in module slot type selection.

Now invader role support ships, colonizers, arks, leechers and rooters will not equip weapons and armor with strategic materials.

All Behemoths and Carriers, will not equip special weapons like boarding pods, and EMP interference Weapons. Same with medium ships heavy mounts.

Others

Greatly improved the analysis and planning for Luxury need regarding system upgrade recipes.

Reworked and greatly expanded the AI law management, now evaluates almost any law.

AI now understands and evaluates all hacking possibilities and all ground battle strategies.

Better victory progression, added default victory choices for Hissho (Supremacy) and Umbral Choir (Economic).

AI will pre-emptively create invader fleets when everything is calm, and will have more motivation into assisting invasions with them.

Better repair/retrofit logic, with proper hero handling.

Version 3.14:

Fixed AI not committing on attack when is target front., Lots of minor tweaks, and minor fixes.

Version 3.14 and earlier:

All the detailed information is moved into the Change Notes
Popular Discussions View All (3)
32
17 May, 2024 @ 1:21am
How do these changes impact the AI?
ninakoru
29
1
7 Oct @ 1:20am
Install and uninstall Instructions
ninakoru
0
10 Nov, 2023 @ 8:12am
About Behemoths and Invader fleets
ninakoru
269 Comments
ZimZol 22 Oct @ 11:28pm 
It's more than just a mod. Your work saved this game for me.
It was hard to imagine a better game experience than I got with this mod! Great job!
@Leya the Ai currently overuses ESG's Coilguns, which are really, really bad. You'd have to wait for an update or manually set the preference for those weapons lower in the XML file.
Leya 17 Oct @ 4:02pm 
Tried running this and ESG 1.6 together, ai normal difficulty, pirates normal difficulty, and ai just got completely shutdown by pirates from very early on, didnt build any ships etc... not sure where the bugs stemming from, but yeah.
ninakoru  [author] 17 Oct @ 3:11am 
AI will automatically do the quests if they are offered to them, like the players.

You may need to either:
Give AI a hint of a target system to invade, system to search curiosity, etc
Set an autocomplete after X turns option.

Check on similar quests if there's any AI specification in the Quest XML code.
Dęąth Viper 17 Oct @ 1:49am 
Im making a new quest line mod with rewards like heroes and system improvements.. how do I get the AI to make use of the quests?
SpookyBooty 15 Oct @ 6:17pm 
ohhh okay. Makes sense. Thank you for answering so quickly! <3

Are you gonna buff Sophons AI by chance? I notice he's the only one that doesn't gain an extra trait vs everyone else 3 traits as AI :o
ninakoru  [author] 15 Oct @ 5:26pm 
@SpookyBooty, you need to replace the DLL again, yes. Most of it minor tweaks and minor fixes, but one about maybe attacking instead of potentially fleeing at the mission target.
I reduced the weighting for the coilguns priority in the XML, few turns later the AI turned up with really decent ships. It actually killed some of my fleets before I could adjust lol. Thanks again for this great mod!
SpookyBooty 15 Oct @ 1:15pm 
I see that there's a new update on this mod. Do I have to resubscribe and install the new one and uninstall the old one I already have?
ashbery76 15 Oct @ 8:13am 
You gonna still add now it's the base A.I soon.