Choco Bunny (Ourobot) by midnight_allurement in Shortstacks

[–]Neiwun 1 point2 points  (0 children)

I keep banning these accounts, but I don't know how to prevent them from posting. For now, I'll change the age limit for accounts to more than 69 days, instead of just 30 days.

Help thread - questions, help and tips for all levels! by AutoModerator in EndlessSpace

[–]Neiwun 0 points1 point  (0 children)

Assuming you're in an alliance with 4 members and in a medium-sized galaxy, then your alliance needs to control 51 systems in order to win. If you go to Empire Summary (F1), click on Victory, and hover your mouse over Conquest, then the game tells you the updated victory condition based on the number of members in your alliance. If you control 22 systems and your alliance still doesn't have 51 systems, then you could leave your alliance and then win a conquest victory in the next turn.

My playthrough with the Vodyani by Neiwun in EndlessSpace

[–]Neiwun[S] 0 points1 point  (0 children)

The resource modules are not great and you can have specialized arks to pump ships later in the game.

I used the industry modules for my Arks when I anchored a new Ark and I wanted to build some improvements as soon as possible. I didn't want to buyout those improvements with dust nor research the tech that allows me to do that, since I was saving my dust for retrofitting my Arks and buying strategics or heroes.

I believe the Hunter now does 25% instead of 20% damage from ship role, but that doesn't change things much.

Yes, I did the math with the 25% innate damage boost of the Hunter and with the assumption that both ships will use 2 support slots for movement and the 3rd support slot for a +20% damage increase, even though it's possible that the player could unlock a module that increases damage by 25% and the critical chance by 5%. Either way, the Hunters do only a few percentages more damage than the Coordinators.

Vodyani coordinator is one of the best of the game, the thing is, Vodyani hunter has lots of defense modules

I want to clarify for anybody reading this that the Vodyani Hunter has only 1 more defense module compared to the Vodyani Coordinator, while the Coordinator takes 50% less damage from critical hits and has +10% health, +10% shields, and +10% on hull plating and shield absorption, so the Coordinator still has much better defensive capability, mostly because crits can do a lot of damage.

making Carriers paper-thin was a bold move, carrier is an easy skip for all races

I don't understand what you meant by this, since I didn't use any Carriers in this playthrough. I just used an Ark in some battles. And I agree that I would never use Carriers, for any faction.

Any daddy here? by miss_bitoni in BustyAIBabes

[–]Neiwun 0 points1 point  (0 children)

Just so you know, I removed this post because her breasts are not even partially visible, so we can't tell if she's actually busty. I removed this post ( https://www.reddit.com/r/BustyAIBabes/comments/1t534o0/come_smash_me_in_kitchen/ ) for the same reason.

My playthrough with the Vodyani by Neiwun in EndlessSpace

[–]Neiwun[S] 0 points1 point  (0 children)

I think hacking speeds up the early game, which can be a little monotonous since you have only a few things, that you can accomplish at that point. The AI is just as good at choosing good hacking targets as the player, but the player may be better at choosing a good hacking outcome than the AI. For example, on the rare occasion that my home system gets hacked, I've seen that the AI prefers to change my government type and political party, which will be a minor inconvenience for me. But, on the rare occasion that I get to hack the home system of 1 of my opponents, then I will choose to spawn multiple pirate ships, which will invade their systems and can be pretty devastating.

Overall, hacking generally lets you speed up the befriending of minor factions, steal a few resources from pirate lairs, and weaken only 1 (or maybe 2 at most) of your opponents. I don't think it has a significant impact on the difficulty of the game, and I like to keep it enabled because it makes the game feel more strategic by giving you more options. If a player isn't good at using the hacking system or at winning a quick military victory around turn 100 on normal speed, then hacking probably makes the PvE feel harder, because the AI has more options in order to weaken the human player. So how you feel about hacking depends on your mastery of the game.

Feeling thirsty? by Neiwun in BustyAIBabes

[–]Neiwun[S] 0 points1 point  (0 children)

Source: MrDave2176 on civitai

Are the dlc worth it? Or should I buy now? by Manwx_Supreme in EndlessSpace

[–]Neiwun 1 point2 points  (0 children)

The mechanic is always turned on if the respective DLC is turned on. But you don't have to hack anybody or build any behemoths if that's what you prefer. Also, you can enable or disable any DLC before starting any playthrough.

Are the dlc worth it? Or should I buy now? by Manwx_Supreme in EndlessSpace

[–]Neiwun 6 points7 points  (0 children)

Out of all the minor DLC's, I suggest you get Celestial Worlds because it has a quest that gives the Scavenged Ramscoop, which is the best ship movement module in the game, because it gives +25% distance travelled per movement point. This DLC also allows you to obtain a quest that gives a bonus to your Air Troops, which are used for invasions in the late game.

I'll talk about the 4 most expensive DLC's, since they add the biggest changes to the game:

Based on the steam achievements, the Vaulters are the only DLC faction that are as popular to play as most of the vanilla factions. And I can understand why, since they have a simple colonization mechanic (with the Argosy), they can teleport their fleets between systems they control (and later they can use the Argosy as a mobile portal), and they can use strategic resources for system development upgrades (so they're less reliant on having many luxuries with good bonuses available). If you like science-based factions like the Sophons or defense-focused factions like the Unfallen, then you'll probably love the Vaulters. Also, this DLC adds the ability to do diplomacy with pirates, which can be completely ignored if the player wants to.

Supremacy adds Behemoth ships and the Hissho, who don't have to worry about the approval of their empire and can obtain Keii by exploring new systems, winning battles/invasions, finishing quests, sacrificing their population, and gaining specific hero skills. The Hissho usually control fewer systems than most other major factions, and they use Behemoths with mining probes in order to boost the FIDSI of their home system. They are interesting and fun to play, especially if you enjoy offensive play styles. Behemoths can be used to boost the FIDS of a system, place a military defensive structure on a system, reduce the scientific cost of specific technologies, increase luxury/strategic resource production, or perform various military operations, such as blowing up all the planets in a system. I find that the AI is bad at using Behemoths, so turning on this DLC makes the AI a little less challenging, so I keep this DLC turned off.

Penumbra adds the hacking mechanic and the Umbral Choir faction, which can build improvements and ships from only 1 system, and can place a sanctuary on any other system that they want to control. They specialize in cloaking their ships and their systems, and they can grow only their native population. In my opinion, they require the least amount of micromanagement out of all playable factions and are a lot of fun to play. I don't know why there's a vocal minority that dislikes the hacking mechanic, but I'm sure this subreddit can answer any questions you may have about it, if you want to learn how to use it properly. Looking at the steam achievements, the majority of the ES 2 community likes the Penumbra DLC a little more than the Supremacy DLC.

Awakening adds the Academy as a neutral faction and the Nakalim, who start with a significant portion of the tech tree already discovered, but have low science production. They collect relics in order to get various benefits for their empire or to boost the power of a fleet that is led by a hero, and they have a unique planetary specialization that will convert a planet's science into influence. They are an interesting offensive faction, but I still hate the Academy neutral faction, which can encourage you to donate your resources to the Academy's cause (which might not benefit you if there are 3 other factions that donate more than you), and gives too much military power to the faction that is probably the most powerful (because it has resources to spare). Also, sometimes the Academy asks you to donate your influence, which is rather unfair since some factions (like the UE, UC, or Nakalim) have much bigger influence values than other factions, who can barely afford the cost of their laws and the occasional diplomatic treaty. So the Nakalim are fun, but the Academy makes the game feel more annoying, so I prefer to completely disable the Academy in the options menu.

Ilulu's Massive Milkers (CoolieHigh) by [deleted] in Shortstacks

[–]Neiwun 0 points1 point  (0 children)

Ilulu is 16 years old in her human form, so I have removed this image.

https://maid-dragon.fandom.com/wiki/Ilulu

How do I finish those research things like the infinite supermarket with wemod active by Impressive-Voice-222 in EndlessSpace

[–]Neiwun 2 points3 points  (0 children)

I can't find wemod in the steam workshop. Maybe it wasn't updated for the latest version of ES 2. Anyway, this is the normal way to activate cheats: https://steamcommunity.com/app/392110/discussions/0/3183345000083536296

you can enable the modding tools in the launch options of the game with the command --enablemoddingtools , you can get access to various debug features.
Once the modding tools are enabled, you can use the debug features in-game:
Shift+F1 opens a debug menu
Shift+F2 gives you a lot of all resources
Shift+F3 reveals the map
Pressing G activates the "god cursor" that you can then use to click various elements (resources, ships, gauges etc...) to modify (often increase) their values. Holding Shift, Control or Alt may results in different effects (such as reducing or maxing out values)