Endless Space 2 Endless Difficulty

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Fallout new vegas pc fast travel crash. FNV Crashing on Fast Travel. If I've been playing for more than just a few minutes, every time I fast travel, the loading screen appears, but never goes away. When I kill/restart the game, I can fast travel once or maybe twice, but it'll lock up again on about 2nd or 3rd fast travel. (right after crash and restart) 1. Load last save 2. Walk away for about 10 seconds 3. Save in a different slot (overwrite another existing or make new) 4. Walk again for 10 secs 5. Attempt to fast travel the bug happens when you fast travel too close to loading, saving, or opening a new area. And yes, it seems to thankfully be limited to big mt. Crash on Fast Travel - posted in New Vegas Technical Support: I got some mods, but out of nowhere I started getting a LOT freezes during fast travel sometimes, but it always crash at a certain location, more specifically Field's Shack/New Vegas Clinic area. Disabling all mods doesn't work, as it crashes all the same. Reloading a save I made 12h earlier works though, even with all the mods.

ES2: Endless difficulty too easy? Hello space conquerors. I bought Endless Space 2 last month and i played about 100 hours. The game is fun, but i have a problem: i never lost a game against ai. Warning: wall of text incoming, and as you can see english it's not my mother tongue, sorry. Endless Space 2 offers an entire arsenal of ships and infantry troops to help you deal with various threats plaguing the unexplored universe. One of the biggest such threats is the pirate fleet, which you may encounter completely randomly during the campaign.

At the time of the Endless Space game, Dust is only known as a rare and priceless resource created by the Endless that appears to give almost god-like incomprehensible powers to its users. For, as the Endless technology to handle it was lost, new races will have. Vaulters - Let's Play - Endless difficulty - Endless Space 2 - #1. I was thrilled and surprised to see 2 new inexpensive pieces of DLC when I got.

I had more fun with Endless Space than many strategy games. I played this for 75-100 hours. Much better than Beyond Earth, Sorcerer King, Disciples 3 - yeah I know some of those are different style games. I’m not sure about Star Ruler 2 though.I know Endless Space didn’t have good AI, and despite the UI looking like it was good on the surface, it didn’t always present all the information in a clear way. The battle system didn’t work for me, but it was fun to play through with the different races.All I’m saying is that even with the flaws I enjoyed it. Tgb123:Endless Legend was my GOTY for 2014, and it’s safe to assume they’ll take some of the things from that game that worked, like unique factions playing differently.I haven’t tried Endless Legend yet (it’s near the top of my wishlist once I’ve cleared some backlog), but I really liked the factions in Endless Space–at least in theory.Especially after the DLC added a few extra races (like the environmentalist robots that lived in floating cloud cities), they were pretty diverse and creative. But they didn’t do quite enough to make the races feel distinct, and some of the alternative mechanics were a bit half baked IMO.

(E.g., the environmentalist robots could earn ‘interest’ on unused production up to a cap. Thus, you maximized production by not building anything for 4 turns followed by building a bunch of stuff on turn 5. Aside from being a bit nonsensical, the obvious gameplay problem was that I couldn’t use the convenience of build queues for my planets because I had to micromanage each planet on a strict schedule).I also liked their idea (again–if not the implementation) of the card-based battle system. It could be a great compromise between player control (unlike auto-resolve) and late-game-battle-overload (unlike tactical systems). I’m glad Amplitude has survived long enough to make a 2nd attempt. Endless Space was always a divisive title, but I loved it and still have it installed. Its strengths were empire management, a clean UI, an excellent aesthetic, and a lovely sense of minimalism that permeated the whole design.

The races/cultures didn’t quite have the strong differentiation that is present in Endless Legend, but you could see the roots there as there were some fun aspects like the Sowers (purely robotic culture) not needing Food/agriculture, but instead have the population growth and other improvements pegged to Industry and factories. A great game and I am really looking forward to the sequel with all the lessons they learned. RPS has called Amplitude Studios one of the most important and interesting PC developers in this era and I agree; they have been moving from strength to strength and learning valuable lessons with each iteration.-Todd. Janster:One of the more important but neglected aspect is how well it lends itself to multiplayer, fast combat resolution, simultaneous turns, this makes it possible to play for normal people, galciv 3 has fast combat, but sequential turns which honestly makes it a beast to play mp wise. You will literally NEVER complete a gameWell, it’s probably very important to a minority of people. I think even Age of Wonders 3, that has a multiplayer system, in their latest survey around 20% of people play multiplayer. That’s not insignificant, but for these types of games it’s got to be difficulty to put a lot of resources into multiplayer features.

I’m guessing an even smaller amount of people buy these types of strategy games specifically for multiplayer. It’s tough because it has to make financial sense for them.

Originally posted by:I agree the AI could be improved but we know there's no humanlike AI in most if not all games if that's what you want and game bonuses based on difficulty is nothing new in any game, not just this one. Maybe you can elaborate what specifically you don't like about the AI, as well as what difficulty, faction and map settings you play?what I don't like is that the A.I. Is never effective in attacking your empire when it declares war (no matter which faction). It's stupid, even when it's much stronger and has better fleets. It's unable to organize a good invasion.I always play on impossible or endless difficulty. Sometimes on medium or very large maps with 2-3 A.I.

It's always the same story and the same A.I. I've played games with better A.I. And ES2 one can be definitely improved. It's true that the AI is rather passive but I think a lot depends on the pathfinding due to galaxy type that the AI is able to exploit. I also don't remember the AI doing one unit suicidal attacks.Short of an AI overhaul in terms of coordinated invasions, I can see that efforts have been made to improve the challenge. For example, I've seen AI factions allying to counter my alliance and jointly declare war. Even my long ally turns 'sneaky' when it senses that my military forces are weaker than theirs and masses fleets in their systems close to mine.

'Peaceful' rival alliances also seem to demand much more out of diplomacy than neutral factions/those in my own alliance, and this is even after I've used the Pacifist law lowering diplomatic cost by up to 50%. So that's a plus.Until coordinated invasions are improved, try increasing the number of AI players for now so they can form alliances against you. And avoid selecting opponents that require extreme strategies (like Cravers or Vodyani) as the AI cannot handle those as well as the human player. This has been an issue even back in Endless Legend. Maybe the AI could be improved by having neighboring factions less willing to form alliances because you're in the way of their expansion.The one thing ES2 has done right is the introduction of multiple mechanics that check overaggressive expansion.

I'm sure that once coordinated invasions is improved, it would make an almost perfect game.Edit: Forgot to add. The interesting thing from my experience is going on a military path is straightforward but taking many colonies and managing the expansion penalty is challenging to the point that it's just as viable if not more so to go for a non-military win (excluding turn and science) because you'll have to depend more on beneficial diplomatic agreements.

The non-military victory conditions also seem to scale up with map size/opponent number. And the AI is reasonably adept at playing the diplomacy game. Hello all, a good way to semi-adjust the feel of the game regarding AI is to make custom factions for Vodyani, Cravers, Sophons, Unfallen, and Vaulters.

Endless Space 2 Manual

For all EXCEPT the Vaulters you can simply change the Gameplay Affinity to Horatio's. For Vaulters all you need to do is disable the Argosy/colonizer.

I recommend you disable the Cravers perpetual war as well, as they'll always be the worst AI without it.While it's not the same as the AI being decent at each empire, it's definitely much better overall in terms of fun as you see all sorts of ships etc. Instead of simply the Empire, Lumeris, and Horatio. The AI for Horatio is very competant. Same with the Empire and Lumeris, except their gameplay affinity would buy up the whole galaxy before your first expansion/colony.Edit: I also have full confidence the developers will continue to improve the base AI for each of the empires. This is just a fun solution in the interim.

Endless Space 2 Guide

Unfortunately the AI has always been this games primary weakness. It simply cannot do the most basic things such as attacking you with full strength fleets, attacking you with multiple fleets at the same time, attacking you where youre not defending, and defending itself properly.I prefer this game over Stellaris, ive got hundreds of hours in both games, but I keep going back to Stellaris as the AI there, while not perfect, is vastly better at massing its forces and striking a strong blow. It also knows how to retreat, when to defend, when to abandon all hope and save its fleets etc.

Jul 5, 2019

What would you say about an empire that doesn't need science and can have every tech, colonizes 20 systems over the limit and can build or hack anything in a single turn? That's the umbral and this is my short guide to the most op race ever.
Other Endless Space 2 Guides:
  • Guide for Confusing Achievements.
  • Behemoths: Economy, Special Nodes and Mining.
  • Guide to Cravers.
  • Holy Slavedrivers.

Umbral Guide


I was a bit disappointed how bad hacking was when i looked up the umbral and how to play them so i found my own way.
I just want to start off by saying this guide isn't going to give you advice on what to do after your sanctuaries are discovered or with sleepers etc. It's going to show you the simplest way to making your umbral better than the endless ever even could pretend to be.
Also, I did this on Endless difficulty just cause I wanted to know how effective this was. Any lower difficulties will accomplish this much easier since the ais won't have higher hacking techs that fast.
Description

This will help you be the most op race ever. This race has every tech with no science, colonizes 10 - 20+ over the limit and can build or hack anything in one turn. I recommend building the wonders as well especially the trade one. It will give you 10 - 50k turn per turn if you set the taxes of the marketplace to 25% depending on the size of the map thus giving you unlimited dust. By the time this appears you can make it in 4 turns or less.
Side note I have no clue wtf would happen if you tried to go for a wonder victory for umbral. I would assume you would either need a single wonder or you would be unable to get it in the first place but I don't really wanna try and find that out.
Hacking

Hack and set up sanctuaries with reckless abandon. There is only the need to rush to spread them out as fast as possible although don't over-colonize more than a few systems early on since you don't have the approval stuff yet. You can always steal all the planet colonization techs later from empires however placing sleepers slows you down a ton while you don't need any as long as there is a single sanctuary in the system. Also remember when hacking homeworlds from nearby systems later go for a route that isn't linked by a starlane if possible. Its not a must have but it makes the tracing take a lot longer then normal.
Set up sanctuaries in as many systems as possible and backdoor any minor civs in your way. You will need the systems for industry, food and closer hacking nodes. Hacking itself is simple however you might find some setbacks early on due to your hacking speed. I recommend that you dont use a system directly linked to a homeworld at the start of the game and instead pass through an empty one or one with no starlane. Doing this will usually allow you to hack a homeworld with the accelerator on. Also, apply the offensive hacking accelerator to every single target system possible. It speeds up the hacking process by a ton and lets you hack nearby empire non-homeworld systems with no problems. Later on, when you hit 160 hacking speed or higher you can hack a homeworld from a nearby system before it can be traced back until they get all the hacking techs. By then, however, you will have increased hacking speed from the missions so that is no longer an issue.
Techs
You want one of these 3 techs to start with depending on the situation. You do not need any other techs but the +1 hacking operations and a colonization tech or two depending on which planets are near you. Ideally, you want them all from the science quadrant so you can advance the tiers to get the extra hacking operations faster. Basically, aim for the +1 hacking operation techs all the way till you get 4 at a time then teching means nothing and you can pick whatever you feel like.
Colonization Tech - Any will do. Pick whatever has the highest density near you.
Xenolinguistics - For the Industry per planet. It will give a ton of industry when you get a few sanctuaries.
Eukaryotic Sap - You want this for the acceleration hack. It's an offensive hack that will make it so you can hack most systems other than homeworlds before they can trace it back early on and later on hacking homeworlds from adjacent systems is easy with it. Only apply it on targeted systems. It does NOTHING if you apply it on the system you started the hack from. Don't waste your bandwidth on it like that.
Autonomous Materials + Low Kelvin Sciences - Don't be fazed if it takes 20 turns this early because these are the only techs you seriously want and need besides eukaryotic sap. By the time you have the 4th one running, you should have 160+ hacking speed. With acceleration on every target system, you can now hack any homeworld from the neighboring system before they can trace it back giving you unlimited technology.
Generally, at this point, you want to expand your backdoors to the systems next to homeworlds with reckless abandon. Never forget the accelerator offensive hack or you might fail!
Build Order

You want the industry buildings first and then the food ones followed by colonizing your home systems worlds after your first food upgrade. Anything else can come after since your main goal is to be able to take advantage of your sanctuary industry and food as soon as possible. Science buildings don't mean anything to the umbral but one or two doesn't hurt early on.
Colonization
Endless Space 2 Endless Difficulty
You really only need one or two colonization technologies and that's it. Get the ones that appear the most in the nearby empty systems and spread across the map like a plague. Don't go more then a few over the limit early on due to not having the approval techs, laws or leader skills. Also try to stick to 3/4/5 planet systems since 1 and 2 are not really worth taking unless there is no nearby place to hack.
Missions

Do all the umbral missions as fast as possible also choose the hacking speed for everything. You effectively have unlimited bandwidth with your pop growing it at 1 per turn later on so bandwidth upgrades don't matter compared to speed however if it has one between bandwidth and anything but speed always goes for bandwidth. The 5% hacking speed per backdoor mission, however, is the most important mission you will find. It will let you hack any node when you reach it in a single turn with enough backdoors.
Leaders

You only need the one you start with. It'll half the negative approval from over colonization and increase hacking stats along with a few other things. I recommend that you beeline the hacking and over-colonization skills but everything else is up to you.
Home System

I tend to move it to an isolated node sometime around turn 100 just cause I want to. Later on, you are going to want beacons in multiple isolated systems though out the map to migrate to on a moments notice. By then you'll have more than enough bandwidth.
Diplomacy

This is the most important besides the hacking techs, Never ever reveal yourself to anyone! As long as they cant see you then you can hack and steal as much as you want. Never hack from a system you have sanctuaries in so it will never be traced back to you. Also migrate your system to a far out node that influence cant or wont reach for a long time. Do not build ships once someone has discovered the anti-cloaking tech! I delete all mine just so no one can find me expect for a few for missions that are useful but that's just me.
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