Recent Posts

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General Discussions / After the Collapse compare
« Last post by Seeler89 on December 06, 2017, 01:58:32 PM »
How does After the Collapse compare to games like Rimworld and others with that feel??
General Discussions / Re: Isn't core a bit OP?
« Last post by ErwinC on November 22, 2017, 04:27:31 PM »
Did you try running it multiple times and got the same result? I don't find Core that OP.
Modding / Re: Enabling Cheat / Debug Tools
« Last post by Ellsworth on May 19, 2017, 08:44:33 AM »
To enable the cheat menu in Unending Galaxy:

  • Create a file called "modder.cfg" (no caps) in the main hydromax x20 review game folder
  • Run the game as normal
  • A blue "dev" button will appear in the bottom menu

Notes: Many of the tools are there for debugging purposes only and none are documented or supported. While the buttons do what they are supposed to, the game won't verify if the parameters provided are correct.

Hey Eska is there something else we need to do because i tried this and don't see any new cheat menus.
Modding / Re: Extra Factions Mod
« Last post by EsKa on April 12, 2017, 11:54:44 PM »
I'm replying like super late, but modinfo.txt is missing in your folders, game can't autodetect the mods
General Discussions / Isn't core a bit OP?
« Last post by Cirind on December 03, 2016, 02:38:44 PM »
So well.
In my game core conqued almost whole galaxy.
Asterians lost all shipyards.
ISA lost capital.
Titan Corp under heavy attack.
Also Drath is loosing last shipyard.
And every time they attacking my sectors more than 300 ships comming. (NOT counting fighters/drones).
Also for some reason AI Core Plot line don't want to start up.
What i need to trigger it?

(PS. I started game with only capital sectors colonised).

Also it's probably my fault because like an idiot i didn't set max supply. ^^'.
General Discussions / Asteroid respawn rate
« Last post by Heimdallxx on October 04, 2016, 12:59:49 PM »
Hi guys, i have a very basic question.How can i change asteroid respawn rate? in game editor i found ''rate'' but i quess its not what i am looking for. and sorry for my english, not my native.:(
Modding / Extra Factions Mod
« Last post by Erios on July 20, 2016, 08:12:21 AM »
I just started playing with the game's editor and finally figured out the process of making new factions. I haven't got to playtest them beyond a short period (I spent all day figuring out how to put them in the game, haha.) yet so they might be buggy and generic still but here they are: Dropbox

Right now all three only have the basic weapons and economy setup. I plan on making them unique weapons, if you have some ideas on what they should get let me know. I was thinking projectile cannons for the Aspel (machine guns for small ships, battleship cannons for bigger ships) and some type of longrange aoe artillery for the Ascendant.

Edit: Day 2 adds three more factions. Still haven't worked on weapons or special stuff for them. Added rank and tech descriptions for all factions. (Figured out you have to add an extra file for those to show up, they aren't in the editor.)

Aspel Hegemony
The Aspel are ruled by "God-Chiefs" who use hordes of warriors to keep control of the large slave populations they keep.
+ Extensive use of drones by most ships
+ Fast Ships
+ Access to firearm and slave production facilities
- No unique weapon
- Relatively frail ships

A splinter faction of humans that have begun to "Digitalize" themselves into computers.
+ Powerful military fleet
+ Docks are armed and fairly tough
- Very expensive ships that use a lot of supply

Ashrak Confederacy
The Ashrak are a religous splinter group from humanity. They favor armor and power over speed.
+ Good military fleet
+ Very well armored ships
- Slow and costly military ships

The Dendari are a group of mercenaries with a strange short commander.
+ Ships Similar to human federation

A splinter group from the federation, the Nastari are ruled by a honor-bound caste of warriors. They serve their emperor in everything they do.
+ Powerful Ships
+- Cheap freighters
- Expensive Ships

Pargus Junkers
The Pargus are a insular group who hate outsiders and love to scavange junk.
+ Super tough asteroid dreadnought
+ Strong battleships
+ Scavangers
- Slow ships
- Weak smaller ships

Installation Help
Step 1. Locate the Unending Galaxy folder. Program Files (x86)\Steam\steamapps\common\UnendingGalaxyDeluxe or wherever you installed it
Step 2. Locate the mods folder
Step 3. Extract the factions you want into the mods folder. (Each faction is a seperate folder that goes into the mod folder)
Step 4. Start up the game, click "Launch Configuration Tool"
Step 5. Hit mod manager.
Step 6. Active the mod.
(Thanks Starwars mod github! Here)

Credits for sprites and shipsets:
Star Sector
Appro Light
Gratuitous Space Battles
Distant Worlds Extended Universe
Modding / Star Wars Mod
« Last post by FrostBite704 on June 08, 2016, 07:30:36 AM »
This is a mod I created that introduces Star Wars ships into the Unending Galaxy Universe. Currently still a work in progress, but enjoy and give feedback! https://github.com/FrostBite704/Star-Wars-Mod
Development and Suggestions / Public Test 1.2.5 (Steam only)
« Last post by EsKa on May 02, 2016, 10:59:44 PM »
Hi there,

A work-in-progress version of the game is available as a test branch.

It fixes many problems with 1.2.1x and add a lot of the things that were discussed in the 1.3 development blog. It's not finished, well, it's half way finished, but I made a lot of internal changes that require public testing.

This version is NOT mod or save compatible with 1.2.1 and I cannot promise 1.2.5 will be save or mod compatible with 1.3 once it's officially released. A tool to convert 1.2 files to 1.2.5 is included, though (check in the data folder).

People who are experiencing freezes or crashes with the current 1.2 version should really try this version.


  • Open Unending Galaxy's properties (right click the game in Steam).
  • Select the "Betas" tab
  • Enter the beta access code (copy paste it) : A509B58C4F17AE
  • Press check code, close the menu, close steam completely
  • Launch steam, go back to UG's properties / beta tab
  • Select Beta - Public Test 1.3 Branch in the dropdown menu and close
  • Wait for Steam to update the game's files


If the game refuse to launch, you may have to delete the content of the game's folder manually, it should be located in: Steam\steamapps\common\UnendingGalaxyDeluxe


v1.2.5 Public Test

[ Not Save Compatible | Not Mod Compatible ]

Faction AI
 + Better allocation of money
 + Better at detecting and responding to building of military bases in territory

 + Shipyard Build time proportional to ship value
 + Bounties proportional to military strength
 + AI Core gains the "fast shipyards" trait
 + Added "armored" ship tag: hull absorbs 50% of damage
 + Increased colony building time x10 (takes a few minutes instead of seconds)
 + Large shield systems need a longer period of time before being able to charge after a hit
 + Killing a carrier will desactivate all its drones
 + Ships are using a tag system to determine how the simulation is going to use them
 + Military bases and carriers use drones instead of fighters.
 + Drones can't be piloted directly and come with preset weaponry
 + New faction trait "fast shipyards" : 30% faster ship production
 + SPQR has gates closed to non allies until the SPQR related event fires
 + Pirates use more ships
 + Warpgates can be destroyed
 + Small chance of spawning capital class raiders and bounty hunter after an hour of gameplay
 + Ceridan (AI) get more money on spawn so production isn't crippled
Game Data
 + Weapons fire rate reduced, damage increased (keeping roughly same DPS)
 + Rebalanced weapon prices, damages and energy consumption
 + Rebalanced stats of most ships, too many changes to list
 + Added many drone variants for each tech group
 + Drath : new dreadnought and armored cargo
 + Federation : new dreadnought and changes to existing ships
 + Siraks : new dreadnought, new corvette, and replaced frigate
 + AI Core: new assault cruiser, old cruiser become a frigate
 + Higher quality sprites for the Siraks
 + Resized many ships
 + Replaced a few sprites by better looking ones
 + Improved ceridan battleship sprite (added border, reworked glow)
 + Newly built docks fade in instead of popping
Modding Tools
 + Improved ship and weapon editors (filters, list, stats)
 + Improved faction editor (additional flags)
 + Included file format convertion tool for modders
 + Added option to auto set weapon prices (approximate)
Performances / Code Stuff
 + Much faster savegame loading (3-4x faster)
 + Ship order management should use less cpu
 + Adding and deleting of objects optimized
 + Large fleet battle should run better thanks to less bullets
 + Killing a carrier ship could use way too many CPU cycles
 + Misc stability related improvements
 + Game can recognize outdated, unusable savegames
 + Save system error correction mechanism improved
 + Reduced CPU cost of scavengers
 + Some new function added to debug/cheat menu
User Interface
 + Manual money transactions and dock building no longer need funds to be in specific accounts to work)
 + Click homebase in ship scan to center camera on it
 + Small improvements to shipyard build queue
 + Added command to sell all cargo in Ship Setup menu, with optional notification
 + Move Cargo menu is larger

Bug Fixes
 + Fixed: Game freezing due to memory management
 + Fixed: Game crash due to sound library
 + Fixed: Free traders trying to sell to hostile factions
 + Fixed: Potential issue in cache system which could cause the game to slow down and crash
 + Fixed: Money management wasn't thread safe
 + Fixed: Carriers able to auto build their own drones would ignore manual ship type selection
 + Fixed: Minor display bug in colony build menu
 + Fixed: Minor display bug in station setup menu if player is using a transparent logo
 + Fixed: "My Assets" map filter is counting bullets in currently focused sector
 + Fixed: It was possible to click game editor button while database is still loading  [modding tools]
 + Fixed: Saving weapon in editor doesn't auto update ware [modding tools]
 + Fixed: Updating ware data in weapon editor delete ware's picture [modding tools]
 + Fixed: FPS counter obstructed by money widget
 + Fixed: Small issue with ships calling for help
 + Fixed: Station destroyed with a carrier docked to it would cause problems
 + Fixed: Rare bug where the pirate guild would ask for way more money than necessary
 + Fixed: Galactic map would show gates that are closed to you
 + Fixed: ships escorting raiders could still call police for help causing relationship issues
 + Fixed: Rare case of ship/object duplication
 + Fixed: When spawning, ceridan could (temporarily) declare war to self, locking military fleet in place
Modding / Modding AI
« Last post by jonhutch01 on May 02, 2016, 02:15:05 AM »

Love the game. I've started trying to mod the game a bit and I was wondering if there was a way to mod the AI behaviors, or are they hardcoded? I'd like to try adding some different behaviors surrounding mining and trading. Thanks in advance!

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