ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
While we're waiting for the official modding manuals I thought I might help with modding in the meantime.
So far, I have messed around with faction traits for custom factions, If you want to create custom traits (or edit existing ones) here is how:
Firstly, download this ExampleTrait mod and add it to the community folder (you need to create it if you have not already) It should be located at %MyDocuments%\Endless Space 2\Community But it can vary. Once unzipped into the folder you should be able to run the game and find it in the mods menu, if you activate it you should find 2 new example traits (one has 2 levels) in the start modifiers section of the custom empire creation screen.
I have put many comments in each of the files explaining what each part does to my knowledge.
So that you can change bits around, reload the mod and end up creating a mod for yourself.
Using a mod to edit vanilla Traits instead of add them:
I was asked this on the workshop so I'm writing it here in case anyone else finds it useful.
Changing a trait requires less work than creating one, If you want to change a traits effect the only file you need from the example trait zip above is the SimulationDescriptors[ExampleTrait].XML in that file use the name of an already existing trait e.g. FactionTraitBigFleets1 and set the modifier to what you want e.g. with big fleets trait maybe you want to increase command points but also increase upkeep costs. and that's it the mod should overwrite vanilla. you may also want to use the FactionTraits[ExampleTrait].xml file to adjust the costs of traits you edit. Also make sure to remove database plugins (in ExampleTrait.xml) for any files you delete as they are not necessarily and might case issues.
If you have any questions about it or want me to try create a tutorial for a different type of mod please ask.
What would be the best way to go and make a mod for making research take longer? like for instance just a simple x2 cost on science, or a 1/2 modifer on all science production. I'm not the best at programming but I'd like to learn :D
- Find the TechnologyDefinition of the technology you want the module to be linked to.
- Add a new TechnologyPrerequisite in the module's ModuleDefinition so it matches one of the SimulationDescriptorReference listed in the TechnologyDefinition
- Add a new FactionTrait which unlocks the technology
Do you want to create a new module, create a new technology, create a new trait, or use only existing data?
I was originally going to add a new trait that includes starting weapon modules, but I found another way to do it, hence the other post. I just need to find the weapon modules to add which is the problem.
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Registered an account just to say thanks. Super straightforward guide- got a fully functional trait on my first try. After that I downloaded the More Traits mod for inspiration of other possibilities- highly recommended if you plan to mess with traits. He does some very creative things with them.
I had a little trouble finding this on google- ended up googling Endless Space 2 Modding Forum. My initial searches were misses, so adding a few here.
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