ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
A man can dream... I also thought about it, but he already has hands full of work :/
On the bright side, EL is complete. This means it will be quite possible to "finish" this mod eventually. That doesnt mean he'll move on to ES2, but hey.
What do you guys think of making diplomatic stances between the AIs accessible even without spies? It seems odd to me that usually I'd need at least one spy in an opponent's city to know who they like and don't like. In most 4X games, that information is easily directly accessible or with a lower barrier.
Or does an alternative already exist that I'm not aware of?
What do you guys think of making diplomatic stances between the AIs accessible even without spies? It seems odd to me that usually I'd need at least one spy in an opponent's city to know who they like and don't like. In most 4X games, that information is easily directly accessible or with a lower barrier.
Or does an alternative already exist that I'm not aware of?
You will also notice that most 4x games have a bad espionage system (over or undertuned). Imo spying should be - amongst other things - exactly about that, making an investment to get information other 4X games deliver you for free (which is why I personally play with partial empire information).
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What do you guys think of making diplomatic stances between the AIs accessible even without spies? It seems odd to me that usually I'd need at least one spy in an opponent's city to know who they like and don't like. In most 4X games, that information is easily directly accessible or with a lower barrier.
Or does an alternative already exist that I'm not aware of?
You will also notice that most 4x games have a bad espionage system (over or undertuned). Imo spying should be - amongst other things - exactly about that, making an investment to get information other 4X games deliver you for free (which is why I personally play with partial empire information).
Indeed, gaining this kind - and other - information is part of the benefits of placing a spy. Making it available for free would reduce their value.
My thought was more that diplomatic stance is generally not something too unknown. It's generally know who likes and dislikes whom and why. Secret agreements notwithstanding. Ofc I am coming from from a Civ perspective here with factions thinking similarly, as opposed to EL's more diverse and psychologically different factions/
Gameplay-wise, I just like to keep tabs on not just who loves/hates me, but where wars are likely to emerge and how I can use that to my advantage. Fair enough to say that information shouldn't come for free. But placing spies that widely is a bit of a heavy investment. Could there be a diplomatic agreement to prvide that information? Civ IV eventually had a decent espionage system where you would only see other empire's stats with a certain investment in espionage points towards them. Maybe switch this around such that you get diplomatic info more easily, but stats harder. Would make a bit more sense, but would probablt also be way harder to implement.
Do you find yourself placing at least one in most rivals? Maybe it's a matter of me learning/understanding the game systems better.
I agree that information is best reserved for espionage. Stuff you mentioned such as knowing who likes/dislikes who, who got issues with someone and so forth, to have you determine where war might be likely to happen or not so you can take advantage of it, is pretty much a thing that suits espionage and an advantage playing forgotten with a lot of spies everywhere should have. The tiny bit of information can do a lot and I feel it's enough you can see who's at war, cold war, peace and alliance.
I can however agree that it'd been nice if you could exchange such information through diplomacy when at peace or in an alliance without having to spy on your own ally, same as their global score and so forth, if they agree to let that through, and whether it's a set agreement or just "only for this turn". It's among many things I wish Amplitude would've added to flesh out diplomacy so there's a lot of more ways to spend influence and play diplomatic.
Not sure that'd be possible to add through this patch, hard to know since LeaderEnemyBoss has been able to do several things I didn't think would be possible, not easy to know where the boundaries go with modding!
Hey everyone, I have released the beta for the next "full" version of ELCP. Since there are some larger AI changes included (better Urkan managment, Mykara-AIs being able to use fast travel), I have decided to only release a beta for now. If you feel brave and want to test: [link removed, version outdated]
Updated 6 years ago.
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I agree with all balance change you did. And the A.I improvements are incredible. For exemple, Mykara can now finally use their fungal ruins to teleport their armies !
this is a save game that was already using the mod, correct? If you were playing a vanilla game, installed the mod, and tried to load that vanilla game it wont work.
Wish there was a way to keep Steam from updating a game until I want the update.....I was in the middle of a riveting game and now I'm dead in the water until ELCP gets updated.
I know you can prevent updates by staying in offline mode, but that is not ideal for me.
(Un-)Fortunately the update was very small, so the porting process was rather smooth. Current beta is [online], I'm pretty confident that it should run fine. Will test some more tomorrow and make it official soon.
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Installed the beta and played about 80 more turns so far of my slow-speed huge-map game that was in progress. All running well so far.
As an aside, this is only my 2nd game using this mod. I watched the Wild Walkers do a few stages of their faction main quest; they sent 9 full-stack (of 6 unit) armies marching into my territory and I started to prepare for a war with them for a few turns until I remembered a Dust Guardian had spawned there a bit earlier. I'm not sure if the AI does faction quests with the default game AI, but I know I had never noticed before using this mod...and I most certainly never felt threatened by the AI before this mod.
I started my first game of this mod this week on hard (I never played higher difficulties before.) with the Mykara and attacked a lonely Allayi Skyfin and killed it. Well I guess the AI remembered that and it kept up with destroying my fungal blooms (with upgraded armies which I couldn't defeat fast enough) and it managed to grab the first Urkai (which was contested by another AI faction). Just a few turns later an Allayi army and the Urkai marched on my capital. I could barely defend the city and was not able to destroy the Urkai. The AI then retreated the Urkai to its territory but it kept being a threat.
I later restarted on normal just to learn the ropes of the Mykara and your mod.
I never encountered such a behavior with the vanilla game. Well done, great job! The game feels much more engaging and the AI is much more active on the map.
In my current game I didn't attack the AI and manage to keep my fungal blooms. They have settle the regions around me with fungal blooms on their extractors. So far they don't want to remove it but I guess it will only be a question of time until someone throws the first rock. The Broken Lords are allready mustering some armies.
Hey everyone, I updated ELCP to be compatible with the latest official patch v1.7.4! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers on [page 1].
This patch is the first big one that targets many of the new systems Symbiosis introduced.
On the balancing side of things, the Mykara have received some love! One of their most glaring issues was the fact, that overgrown cities are more of a burden than an asset. Many players resorted to just burning them down as soon as Symbiosis was completed. To make keeping them more worthwhile, their impact on empire plans and booster cost has been reduced by 50%. Additionally, after completing Symbiosis they no longer contribute to Expansion Disapproval, and their base Happiness increases from 60 to 80. I am also eyeballing the other new Symbiosis feature - the Urkans! While they didnt receive any direct nerfs (yet!), I provided some new counters, and made peaceful taming in the early game more expensive.
Speaking of Urkans: The AI received a complete overhaul of their Urkan management layer. They are now able to use them in army form, and are more eager to get the luxuries necessary to tame and train them! Other notable changes include Mykara AIs now being able to use Fast Travel and Atmos being able to use his teleport.
[Version outdated]
Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)
Changelog for v2.3.3:
Ports the Community patch to Endless Legend v1.7.4 S3
General
Fixed an ELCP bug that could lead to AI battles locking up when modding tools where enabled
Introduced a workaround for games failing to load ("object reference not set to an instance of an object") due to trade routes of razed cities not being deleted correctly
When loading a save, the game now also checks, if there any converted villages of dead cultist players left and "fixes" them if necessary
This workaround was added to adress a rare issue of converted cultist villages not being "freed" correctly, when the converting empire is eliminated
Fixed some more instances of stuttering caused by the AI being unable to generate a path to its intended target
Fixed Vaulter Holy Resource Booster preventing Urkan Resource gain and AI difficulty bonus of that resource to work
Less Nudism: Nidya Arpuja mercenaries now wear torso and head armor pieces corresponding to the current era
Fixed a bug where Urkans would only be able to embark if they where in army form when shipyard research finished
Improved lategame AI performance slightly
Streamlined ELCP's new trade route calculation a bit, Frozen Water tiles will no longer be considered for roads
Fixed the randomization aspect of "Dust Opportunist" not working correctly, also changed the equation a bit
UI
Fixed fungal bloomed Villages not displaying their Assimilation Bonus in the tooltip
The tooltip for the Infiltration-Action "Dust Opportunist" now displays how much dust will be stolen when using the action (lower and upper limit)
Balance [Core]
Due to popular demand, there is now a pre-game setting that lets you disable the ELCP-rule-change on how blackspot works
With the Vanilla-Blackspot-Ruleset enabled, you can again conquer cities and fortresses of blackspotted enemies
Balance [XML]
Increased the amount of dust stolen by "Dust Opportunist" by roughly one level
Soul Burn (Broken Lords eclipse ability) now causes 5% of max hp damage per turn (down from 10%)
The "Ward of the Cocoon"-Shield now grants "Natural Immunity" (immunity against most debuffs and stuns except overtime-damage)
The quest granting this shield is rarely completed due to it requiring the sacrifice of a settler, which is typically considered too much of a price for a slightly better early game shield
Giving the shield an additional rare capacity should make it a bit more enticing. "Natural Immunity" also allows it to be combod with Ceratan Driders, thus matching the lore of the quest.
The "Better Friends Than Enemies" competitive quest now rewards strategic instead of luxury resources
The completion of this quest is mostly down to luck and the luxury reward can lead to some nasty snowballing (getting an early Urkan and/or the Wealth Harvester deed)
Rebalanced some neutral units with the intention of weakening the overused ones a bit while improving the weaker ones.
Jotus Tetike now have true sight. These neutral units are quite expensive, and neither their passive bonus nor their battle prowess justifies this. True sights fits their theme and gives them a more distinct role.
Increased base damage of Ceratan Driders by 10. While the passive effect of these unit is fine, their stats in general are bad (as are those of most support units), and the weak heal is typically not worth using due to the stun effect it entails.
Reduced the base damage of Dorgeshi Burdeki by 14 and increased their base production cost by 33%. Dorgeshi are one of the better Assimilations due to their good passive effect, and their cheap but highly effective unit. This change is intended to make the Burdeki more of a "support stunner" and less of a damage dealer.
Urces Rumblers lose their Beam capacity, can now wear 2h Axes instead of Claws, and have their base cost reduced by 10. Urces are one of the most used Units dues to their strong passive and them being cheap, well statted tanks. In particular they outshine the very(!) similar but more expensive Silics Harmonite in most situations. This change should give it a more distinct role as cheap, sturdy infantry without any extras.
Reverted the general 50% Increase to Cat's Paw influence cost that ELCP introduced a few patches ago, instead only Fomorian armies are now 50% more expensive to mind control
While the Morgawr remain one of the stronger factions, there have been complaints that the old nerf makes the use of (landbased) Cat's Paw in general not feasable
As a compromise I opted for a more targeted approach, mind controlling fomorians (one but not the only source of the Morgawr's guaranteed early ocean dominance) is still more expensive, while mind controlling land based armies is back to its original influence cost
Reduced the food gain of all volcanic tiles by 1
Since their introduction the Kapaku have been an unholy combination of easy to play and very(!) strong , mainly because of their many strengths (5 base FISDI on preferred terrain instead of the usual 3, good Science and Industry, one of the best Era 2 units) in combination with no real weakness that matters, as volcano formation is cheap early on, and they tend to have more strategics anyway
With this change, their base FISDI is reduced by 1, the intention is to make food gain their weakness and their early game slower when compared to other factions
As a side benefit, the effectiveness of volcanic terrain for other factions is unchanged
Reduced the number of Regions required for an expansion victory slightly
Slavery no longer works with Converted Villages
Gave Urkans Disease Immunity in order to make Necrophages less lopsidedly strong against them
Taming Urkans now always requires at least Era 3 Luxuries, and the amount needed is now fixed at 30 (+ 20 for each other Urkan under control of the instigating empire)
Scythers now have the "Urkan Slayer 2" Capacity, The Guardian "Atmos" now has the "Urkan Slayer 3" Capacity
Both units are expensive and rarily seen, with the Introduction of the new and very strong Urkans these can now serve as alternative ways to counter them
Atmos in particular lacked a specialized combat role and was rarily seen for that reason
Expansion Disapproval reducing Technologies are no longer available for Mykara
Overgrown Cities no longer generate Expansion Disapproval as soon as Symbiosis is complete
Overgrown Cities have their happiness fixed at 80 as soon as Symbiosis is complete (they still only have 60 otherwise)
Overgrown Cities have their Empire Scale factor reduced by 50% (that means their impact on Empire plans as well as some Boosters like Luxuries is halved when compared to normal cities, thanks Cornebre)
AI
Heavily reworked the AI's management of Urkans
Updated ELCP's reworked trading AI, so it takes the Urkans Luxury needs into account. AIs should be more likely to peacefully tame and train them.
AI's can now uproot Urkans and use their army form, if they deem it to be necessary.
They will also use the teleport/resettle ability offensively
AI's are smarter about choosing the actual settling position of Urkans
Furthermore AI's no longer "cheat" when using resettle, that means they can't ignore the AP or cooldown requirements. They also don't resettle while the Urkan is in army form.
This is just a first step, this new AI will probably need more work in the future
Reworked how AIs try to engage Urkans, they should be less inclined to just waste armies on them, attacks should be more coordinated
When at war, AIs will be unlikely to send forces away to tame an Urkan that is no immediate threat
Fixed AIs trying to settle regions occupied by Urkans
The AI now makes usage of the Atmos' teleport ability
Mykara-AIs are now able to use fast travel via overgrown ruins
Fixed an instance where Forgotten-AIs would still assign infinite value to a technology trade (thanks TrueValhalla)
Mykara will now research resource technologies even if no deposit is in their main region
Added the missing AI skill weights for Mykara heros and the Haunts hero
Broken lords will no longer assimilate Bos, Forgotten will no longer assimilate Haunts
Broken Lords will try to avoid using food based governors, Forgotten science based ones respectively, improved governor skill builds of both factions aswell
Some minor tweaks to colonization behavior
Improved pacification AI
AIs below hard difficulty sometimes had trouble pacifying their regions which in turn let to no colonization attempts and small empires
The changes made should improve lower difficulty AIs expansion behavior and should also improve their ability to deal with "hard"-difficulty minor factions
AI Heros will now use additional accessory slots gained by skills
Introduced a new pre-game option "Shackle AI". Use this option to "put the AI in shackles", resulting in it having a soft cap on how many units it can produce depending on its empire size
This option is mainly intended to be used by players that deactivate most victory conditions
In very long games (due to missing victory conditions) an AI may otherwise snowball and continue producing absurd amounts of units which can tank the performance to permanent single-digit fps
Note: this will naturally reduce the lategame challenge an AI can pose
Modding
With modding tools enabled, selecting a technology in the Research Screen while pressing the "G"-Key instantly unlocks that technology
Updated 6 years ago.
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