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Endless Legend Community Patch

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6 years ago
Sep 20, 2018, 4:55:03 PM

I had a look at all of your saves (which are switched when compared to your description, but I got the gist I think ^^).


Silly attack 1 describes an attack that should either have been avoided at all or could have been a lot more successfull, had the AI brought the reinforcements into the fight.

Yeah calculating when to reinforce, and when to count a fight as lost cause is always a bit iffy. Its hard to find a simple ruleset that teaches the AI, when to attack, when to reinforce, and when to flee. Anyway I included a special case exception so the AI is less likely to ignore reinforcements when it attacks (instead of being attacked). In your save they attack with everything they got now and do a chunk of damage ;).


I found something else that made me curious in that save: your enemy has not researched army size allthough they are in era 4 already. I have never seen that happening, but I adjusted the weights a bit so this shouldnt happen anymore (AI will now focus army size research when at war).


Silly attach 2 is just a suicide run, no idea why on earth it would do that.

I assume you mean that hjalf dead army ("Boar Warriors") attacking your Wrath Vanguard. Its good I had a look at this save, because this behavior was caused by a bug in the Military evaluation that got introduced by my fortification ruleset change. I fixed that issue, and now the boar warriors run away like they should.


DoW save is hopefully self-explanatory. Just the turn when it happens and ... well, it doesn't seem to me that the AI is much prepared to benefit from its DoW.

I loaded the save and no DoW happens (next turn neither) so I cant really reproduce the issue.


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6 years ago
Sep 20, 2018, 5:56:58 PM

Wow, you sure are quick looking into this. Thank you!


Yes, the reinforcement bit isn't even always easy for us humans. How much more so for an AI. One can obviously try and think of some rules, but anything too complex will likely slow things down and anything too simple wont yield good results. If i do have a clever thought, I'll let you know.


Re DoW. So, the DoW sbould have happened at the start of the turn and there was a notification informing me of it. I think it was turn 127 or so. If you'd need the one from the turn before to make any educated statement, I'm afraid i don't think i have any. But i can keep it on my radar.


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6 years ago
Sep 23, 2018, 10:01:33 PM

huge thanks man for providing this beautiful community patch...especially the AI improvements are very welcome. thanks!!!

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6 years ago
Sep 25, 2018, 3:59:47 PM

This is amazing work and has really improved my games with the AI. Thank you so much for making this.
There is one thing about the game that still bother me though: The resource imbalance between land and sea. Just the other day, I played an MP game with a friend new to the game and 4 AIs - admittedly just normal, since it was his first game. I played the Morgawr at 50% land, the maximum recommended by the game, and normal resources. Since I was largely uncontested for fortress control early on, when Era 3 arrived, I had 4 Oceans with a fleet of just 2 Vores and 2 quest-spawned submarines, so minimal investment. From those Oceans I immediately got 4.5 Adamantian and Palladian plus a ton of Luxuries per turn.

Meanwhile, my friend and the AIs had to research extractor tech to exploit the one or two deposits in their territories.
This has always bothered me about Tempest and even made me disable it for a long time until recently. From what I understand, land resource amount is based on land percentage, meaning the land resource density is more or less constant. Setting resources to abundant, however, would cause even more resources to appear at sea, replacing the more interesting facilites and also still keeping the imbalance.
So I wondered, would it be possible to put a larger part of the deposits on land at a given land percentage? Such as instead of 2:2 land:sea ratio at 50% land, make it 3:1 at 50%?

Luxuries being gained mostly from the sea is fine and even kind of makes sense, if you equate ocean control to oversea trade in real life. Plus, Luxuries are optional. Strategics, however, are absolutely necessary to play the game properly and a landlocked empire or one that cannot take oceans away from a neighbour who already controls them (e.g. Roving clans vs Morgawr) is crippled compared to a naval power. That just makes naval control way too mandatory and also makes peaceful strategies pretty hard (again, Roving Clans). 

Of course there is the market, but selling resources there earns shitty prices and thus, stock is very limited, especially in larger MP games, where several people would need to buy them.


I'm sure many disagree with my criticism, but could you maybe make an option in game creation to control distribution of resources on water and land?


Thanks for reading

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6 years ago
Sep 25, 2018, 4:05:59 PM

I completely agree with you.


I know LeaderEnnemyBoss is already thinking about this problem.


Yes too much ressources are proportionaly given to fortress. And yes, the investissement is minimum. And yes, especially for Morgawr, who just need their hero level 4, and few cat's spawn, to conquier all the oceans.



Morgawr are overpowered, especially in Pangea Map, where the players are not forced like in islands, to go conquering the oceans.

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6 years ago
Sep 25, 2018, 4:07:28 PM
Alchemyst wrote:

This is amazing work and has really improved my games with the AI. Thank you so much for making this.
There is one thing about the game that still bother me though: The resource imbalance between land and sea. Just the other day, I played an MP game with a friend new to the game and 4 AIs - admittedly just normal, since it was his first game. I played the Morgawr at 50% land, the maximum recommended by the game, and normal resources. Since I was largely uncontested for fortress control early on, when Era 3 arrived, I had 4 Oceans with a fleet of just 2 Vores and 2 quest-spawned submarines, so minimal investment. From those Oceans I immediately got 4.5 Adamantian and Palladian plus a ton of Luxuries per turn.

Meanwhile, my friend and the AIs had to research extractor tech to exploit the one or two deposits in their territories.
This has always bothered me about Tempest and even made me disable it for a long time until recently. From what I understand, land resource amount is based on land percentage, meaning the land resource density is more or less constant. Setting resources to abundant, however, would cause even more resources to appear at sea, replacing the more interesting facilites and also still keeping the imbalance.
So I wondered, would it be possible to put a larger part of the deposits on land at a given land percentage? Such as instead of 2:2 land:sea ratio at 50% land, make it 3:1 at 50%?

Luxuries being gained mostly from the sea is fine and even kind of makes sense, if you equate ocean control to oversea trade in real life. Plus, Luxuries are optional. Strategics, however, are absolutely necessary to play the game properly and a landlocked empire or one that cannot take oceans away from a neighbour who already controls them (e.g. Roving clans vs Morgawr) is crippled compared to a naval power. That just makes naval control way too mandatory and also makes peaceful strategies pretty hard (again, Roving Clans). 

Of course there is the market, but selling resources there earns shitty prices and thus, stock is very limited, especially in larger MP games, where several people would need to buy them.


I'm sure many disagree with my criticism, but could you maybe make an option in game creation to control distribution of resources on water and land?


Thanks for reading

I'm actually in the process of looking at what to do with sea resources. The change I am currently testing is to remove the region completion bonus on resource gathering for ocean regions. This translates in an overall resource gathering reduction of 33% (normal speed). Its the easiest way to change things I have found for now (since its just a simple xml change) - what you have in mind would be a bit more complicated because I would have to tinker with the world generation.




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6 years ago
Sep 28, 2018, 2:56:10 PM

Hi, I read through the notes but didn’t see anything addressing this: Does this fix the Cultists bug where villages have double upkeep?

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6 years ago
Sep 28, 2018, 3:18:58 PM
warper wrote:

Hi, I read through the notes but didn’t see anything addressing this: Does this fix the Cultists bug where villages have double upkeep?

Yes it does. I didnt write anything about it, because it should be fixed with the next official patch anyway.

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6 years ago
Sep 29, 2018, 11:29:51 AM

Just installed this mod, so first time user. Also a returning player to the game series, so a bit out of touch with the mechanics. On my first game playing as Necrophage I am attempting to attack an army or a minor faction, but neither will happen. I get the "attack" button, click it, and nothing happens. Skipping ahead several turns and reloading doesn't change anything. The AI minor factions also doesn't seem to iniate an attack on me.


Is it a bug?

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6 years ago
Sep 29, 2018, 12:13:43 PM
Kuzym wrote:

Just installed this mod, so first time user. Also a returning player to the game series, so a bit out of touch with the mechanics. On my first game playing as Necrophage I am attempting to attack an army or a minor faction, but neither will happen. I get the "attack" button, click it, and nothing happens. Skipping ahead several turns and reloading doesn't change anything. The AI minor factions also doesn't seem to iniate an attack on me.


Is it a bug?

I have only heard of this issue in combination with illegal copies of the game - since these copies modify the .dll files themselves to remove some copy protection, which in turn gets removed by my patch.

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6 years ago
Sep 29, 2018, 2:55:47 PM
Kuzym wrote:

Just installed this mod, so first time user. Also a returning player to the game series, so a bit out of touch with the mechanics. On my first game playing as Necrophage I am attempting to attack an army or a minor faction, but neither will happen. I get the "attack" button, click it, and nothing happens. Skipping ahead several turns and reloading doesn't change anything. The AI minor factions also doesn't seem to iniate an attack on me.


Is it a bug?

yeah lol ... maybe buy the gam first like LeaderEnemyBoss said, illegal copies of games and mods don't fit well.

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6 years ago
Sep 29, 2018, 9:11:11 PM

In the last 2 games I've tried playing, the Ice Works doesn't work on any water tiles. It works fine on rivers, but literally does nothing on coast/ice/water/lake/etc.

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6 years ago
Sep 29, 2018, 11:25:12 PM
callmewoof wrote:

In the last 2 games I've tried playing, the Ice Works doesn't work on any water tiles. It works fine on rivers, but literally does nothing on coast/ice/water/lake/etc.

That's how they work according to the description and has nothing to do with ELCP. They only give a bonus on non-river water tiles when there is an "ice-shelf" winter.

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6 years ago
Sep 30, 2018, 12:55:25 AM

Thanks for explaining that. I see now that some tiles are randomly Ice Shelfs but others aren't. That's pretty stupid since 100% of rivers work 100% of the time... but oh well.

LeaderEnemyBoss wrote:
callmewoof wrote:

In the last 2 games I've tried playing, the Ice Works doesn't work on any water tiles. It works fine on rivers, but literally does nothing on coast/ice/water/lake/etc.

That's how they work according to the description and has nothing to do with ELCP. They only give a bonus on non-river water tiles when there is an "ice-shelf" winter.


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6 years ago
Oct 3, 2018, 7:49:16 PM

Hi LeaderEnemyBos,


First of all a big thank you for the effort you put in this mod, I've just discovered it and changes really sound great.


I think that there is a bug with regards to Eclipse frequency game setting. Although I have it set to "Long and rare" in my first two games I encountered dust eclipse around turn 10 that lasted for ~5 turns. In vanila games eclipses were never this short. There is a save in the attachment just before the eclipse.


Forgotten - Turn 11 - Dust early.sav

Updated 6 years ago.
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6 years ago
Oct 3, 2018, 9:45:29 PM
liston wrote:

Hi LeaderEnemyBos,


First of all a big thank you for the effort you put in this mod, I've just discovered it and changes really sound great.


I think that there is a bug with regards to Eclipse frequency game setting. Although I have it set to "Long and rare" in my first two games I encountered dust eclipse around turn 10 that lasted for ~5 turns. In vanila games eclipses were never this short. There is a save in the attachment just before the eclipse.


Forgotten - Turn 11 - Dust early.sav

Early game eclipses can be that short, in Vanilla aswell. My mod doesnt touch eclipse length, so if there is a bug - which is possible but cant be confirmed with one datapoint because randomness - you should report it to the official bugreport forum, since Inferno is still actively being patched.

Updated 6 years ago.
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6 years ago
Oct 5, 2018, 5:43:22 AM

I've had a few games (default settings) where the game completely skips the dust eclipse and goes straight into winter, or, basically it acts just like pre-inferno. Usually this bug, if it happens at all, is during the first season, aka game start-up. But I've had it happen in the middle of a game too. Do you know/think this is a vanilla bug?


LeaderEnemyBoss wrote:
liston wrote:

Hi LeaderEnemyBos,


First of all a big thank you for the effort you put in this mod, I've just discovered it and changes really sound great.


I think that there is a bug with regards to Eclipse frequency game setting. Although I have it set to "Long and rare" in my first two games I encountered dust eclipse around turn 10 that lasted for ~5 turns. In vanila games eclipses were never this short. There is a save in the attachment just before the eclipse.


Forgotten - Turn 11 - Dust early.sav

Early game eclipses can be that short, in Vanilla aswell. My mod doesnt touch eclipse length, so if there is a bug - which is possible but cant be confirmed with one datapoint because randomness - you should report it to the official bugreport forum, since Inferno is still actively being patched.


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6 years ago
Oct 10, 2018, 7:54:33 AM

I have a few more stray observations:


The AI seems curiously passive about pursuing the final victory quest. From the status screen i could see that they had finished their faction quest 30 - 50 turns ago ... And they have done nothing since. Still stuck at the first part. If the lead AI had followed that one as well as its faction quest, the game would have been (deservedly) over long before I could challenge it. Again, not sure this has been reported or whether it's a priority.


I also sneaked into the way the AI uses heroes and must say I am positively surprised. They tailor the skills picked to the role they put them on and equip them with good gear fitted to that role (especially the accessories stuff which offer lots of flexibility). I only noted a certain reluctance of infantry type heroes to pick the skill that enhances defense, often in favour of the siege specialist skill. Maybe that's me and I overestimate the defense skill, but it seems powerful enough to me and I tend to make it a priority for army leaders.


In the meantime, I am having one of the most interesting endgames in a 4x for a while because it's still quite open. So, good stuff, thanks again.

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6 years ago
Oct 10, 2018, 12:36:38 PM

The Vanilla AI doesnt know how to do quests, at all. The developers gave the AI an Auto-Questsolver that automatically resolves some of the (non-competitive) quests within a semi random number of turns and a preset success chance. They didnt give the AI an Auto-Questsolver for the Victory quest though, probably because it would feel cheap if the AI would just "Auto-Win" after a set amount of time without the player being able to stop it. 


Implementing a "real" quest solving logic is a lot of work, because you need to do it manually for all the quests basically. But I have actually done it for a few special cases (most notably the "From Dust to rust" quest). In my internal build i have implemented a real questsolving AI for the first steps of the victory quest, so with the upcoming patch you will see AIs solving those first steps. I wont mention it as an official feature as long as its not complete yet though.


As for skill choices: I left them mostly how they were with ninakorus improved AI mod. Maybe I'll improve them some day, but in my opinion its not that bad if the AI has some "suboptimal"/random choices in there, as long as it makes some form of sense.

Updated 6 years ago.
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