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Endless Legend Community Patch

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5 years ago
Nov 21, 2019, 4:41:56 PM

yea - i dont know which relevant the tower thing is .... (but you will get the save anyway - i write over this later..)

The ice shelves thing is "complain at a high level " - i found this mechanic nice - but sadly not meant to end, it is simply dumb, i can travel on ice shelves with land units, but dont attack frozen ships on the shelves .... was dissapointing - but you are right, make this working nice would be much work, as the stats musst adjusted for these special fight conditions, as the ship cant move at all (lower def and attack and morale imho) and the land units should get bonuses on attacking an full motionless enemy ....


Now a new thing ;)

have played a good time now .. and suddenly i get horrible lag .... or more an oszillating lag - like an prg loop that freeze the game all ~2 to 3 sec short ... have tryed even to reboot pc and load the save .. but no change .... so it musst be in the save (game) and not my system related (gpu drivers crash or corruption imho)

I play with 2 Mods :

Improved AI

World Generator Full Customization


to clarify the load order i post better an picture ...


and here the Save .. hope it is an bug (and so potential fixable..)

R12.7z

Updated 5 years ago.
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5 years ago
Nov 23, 2019, 8:04:48 PM

I had a look at your save and fixed that specific issue. There is a beta of the next ELCP version availble, so if you want to continue your save, try it ;)
exe: https://drive.google.com/open?id=1o9qFX2yeEOAvrSHjqN513C1pvh7UvOZQ

zip: https://drive.google.com/open?id=1kiDe8sVWkTJIW0qrjRq0Tp9f0bC48ddy

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5 years ago
Nov 25, 2019, 4:37:47 PM

Hi !


First of all thank you for making this mod, it truly makes the game much more enjoyable.


I've been unsuccessfully trying to use the /Teleport command you implemented in the mod to move my army on a nice isolated island on turn 1 .

What is the specific syntax for this command ? And how can I see the coordinates of a given tile ?

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5 years ago
Nov 25, 2019, 5:31:53 PM

Its just /teleport x y. You can use the god cursor to see the the coordinates of a tile as a tooltip(hit the "G" key as long as you dont have anything selected on the world map. As soon as you click anything, god cursor will be deactivated and you need to activate it again). To teleport select an army, then enter the command. All of this requires the game to be started with --enablemoddingtools ofcourse.

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5 years ago
Nov 28, 2019, 3:59:47 PM

Would it be possible to add an option to change loading screen splash art when starting the game?
I find it such a waste of good art to only see the symbiosis loading screen instead of the original or the other DLC splash arts.

A minor thing, but I would have loved to experience the other loading screen arts when starting the game :)

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5 years ago
Dec 2, 2019, 11:49:44 PM
Guvenoren wrote:

Would it be possible to add an option to change loading screen splash art when starting the game?
I find it such a waste of good art to only see the symbiosis loading screen instead of the original or the other DLC splash arts.

A minor thing, but I would have loved to experience the other loading screen arts when starting the game :)

This feature will be included in  the next version.

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5 years ago
Dec 3, 2019, 8:40:38 AM
LeaderEnemyBoss wrote:
Guvenoren wrote:

Would it be possible to add an option to change loading screen splash art when starting the game?
I find it such a waste of good art to only see the symbiosis loading screen instead of the original or the other DLC splash arts.

A minor thing, but I would have loved to experience the other loading screen arts when starting the game :)

This feature will be included in  the next version.

Fantastic! When will next update come?
Not intending to stress, just wondering if a new version is on the horison or far away.

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5 years ago
Dec 13, 2019, 10:29:51 PM

The community patch gives city units attacking a besieger the fortification bonus. I've seen this several times. The city units are only supposed to get this bonus when defending. I'm not sure but it seem units not even in the city are getting the bonus.

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5 years ago
Dec 13, 2019, 11:12:17 PM
ToggleTok wrote:

The community patch gives city units attacking a besieger the fortification bonus. I've seen this several times. The city units are only supposed to get this bonus when defending. I'm not sure but it seem units not even in the city are getting the bonus.

This is intended, it is part of the ELCP fortification rules. The idea is to give defenders actually an advantage to prevent snowballing. In the vanilla game, fortification is just being a minor "road block" and a superior attacker will always win.


You can deactivate this ruleset in the pregame menu.

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5 years ago
Dec 27, 2019, 4:40:12 PM

Ho Ho Ho, dispite my resolution earlier this year, this version of ELCP grew kinda big! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers on [page 1].




This version of ELCP brings many new feature tailored towards the multiplayer community. Amongst them a new spectator mode for defeated players, optional world generation settings and better game speed scaling for many things (Quests, Wonder Victory, Golem Camp). Ofcourse there are many bugfixes aswell, amongst them some quest related issues with the newly introduced Minor Faction (Magtay).

I wish you a happy new year!




Downloadlink (Installer) || Downloadlink (Zip) || Downloadlink (Mac)

Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)

Changelog for v2.5.0:

General

  • Fixed an issue where eliminating an empire would sometimes not correctly untame Urkans they owned, leading to all kinds of bugs and possibly broken savegames
  • Fixed an old vanilla multiplayer bug, where pops of clients are disappearing seemingly at random when trying to move them from one resource tab to another.
  • Fixed multiplayer desyncs caused by the ELCP Fortification ruleset
  • Fixed resetting an already running Luxury Booster would count twice for quest progress
  • Fixed bought out buildings/units still "eating up" production on turn end, which could sometimes lead to weird issues (like razing not progressing as intended)
  • Fixed "Dust Gives, Dust Takes" quest not counting Anomalies of Converted Villages and Fungal Blooms (thx HighLordGrim)
  • Sacrifice no longer resets the City Growth Stock (thx HighLordGrim)
  • Altered the priority of "A Noble's Duty" so overgrown cities can no longer circumvent my "infinite blooms" fix from ELCP v2.3.8 (thx HighLordGrim)
  • Fixed quest armies not spawning when the quest was located in a region inhabited by Magtay
  • Fixed Zujajun not counting as Minor Faction units for quests (thanks The-Cat-o-Nine-Tales)
  • Fixed Museum of Auriga not reducing research Cost for Forgotten (thanks Triface)
  • Fixed oceanic region control bonuses not updating correctly when taking Fortresses from other players or when loading a game
  • Empire Approval now correctly updates on turn start to account for newly build approval increasing buildings
  • The Dark Form of Shifting Rage 2 now correctly applies during Winter, not Summer
  • Kapaku Golem Camp now scales with Cost reductions (game speed, empire plans ...)
  • Resources and Stockpiles are now correctly removed from defeated Empires
  • Heroes of defeated Empires will no longer be sold when the "money runs out", instead they will dismissed and reenter the market at random intervals, so keep an eye out!
  • Introduced a new, experimental multiplayer-only option, "Spectator Mode"
    • With this Option enabled, a defeated player no longer needs to leave the game but can instead stay and spectate the rest of the match
    • Spectators have full view over all other empires, their diplomatic relations, and the market
    • Spectators can change the empire context of what they see by right or middle clicking the empire symbols on the end turn panel
    • This currently allows Spectators to see the resources, spies and tech tree of other empires (more functions may follow in the future)
    • Is disabled by default
  • Introduced a new multiplayer-only option, "Stingy AI"
    • This has been requested by the multiplayer community, as it can happen that a player disconnects for a short time, and competitive players use this window to make diplomatic demands to the AI that a human would never accept
    • If activated, AIs will be very stingy in diplomatic trades, they wont give away technologies, resources, cities, fortresses
    • Is disabled by default
  • Added a new advanced World Generator setting: World Balance (coding and idea by fellow modder Xephi-Zero)
    • Activating "Xephi's Balance" alters the way resources are distributed in the world: Anomalies can no longer appear in tight clusters, starting regions contain starting resources, Regions contain either many villages or many resources
    • This feature has been mainly requested by the multiplayer community for more balanced games
    • If you enjoy the more chaotic vanilla style world generation, choose the "Classic" setting
    • Is set to "Classic" by default
  • Added a new advanced World Generator setting: Resource Distribution (coding and idea by fellow modder Xephi-Zero)
    • Allows the player to decide, whether Resources in Fortresses and Resources on land are drawn from the same pool
    • Activating "Seperate" makes it so resources on land and on oceans are generated seperately, Fortresses will not influence land resource generation
    • Is set to "Classic" by default

UI

  • Added a new UI option: "Randomize Splash Screen"; Randomizes the Splash Screen Art instead of always showing the one from the latest DLC (Idea by Guvenoren)
  • Golem Rider Sweep Attack now has the correct description and icons
  • Main Menu backgrounds are no longer weighted towards the Symbiosis DLC (thanks Fluffiest)
  • Added battle effect localization for Increased Fire 3

Balance [Core]

  • When the ELCP-Fortification Ruleset is enabled, Retaliation now also affects armies attacking a city
    • An army attacking a city will receive the usual Retaliation damage a sieging army otherwise receives at the begin of each turn
    • Exception: Attacking units can not be reduced to below 10% of their max health. This is done to prevent attackers from "just dying" (which could also cause bugs).
    • Keep in mind: This only affects the main attacker, reinforcements joining the battle will not receive retaliation damage.
    • This change was made to make Retaliation a more desirable defensive attribute and to prevent attackers from avoiding retaliation alltogether by just attacking cities without sieging.
    • It should also make certain pearl equipment that reduces received retaliation damage (the armor set, Brooch of Auriga's Chosen) or increases it (Tome of Auriga's wrath) more desirable

Balance [XML]

  • The Item "Nwere" has been removed from most era 2 droplists (except pillage), it can be found from era 3 onwards now
  • Added a new global event "Nwere" (idea and bad pun by Viix)
    • Triggers if someone in the game found the Item "Nwere" (accessory that makes the army invisible)
    • Is intended to warn the player that the item is in play (as requested by the multiplayer community)
    • Gives +2 global detection range on armies for 10 turns
    • Can only trigger once
  • A number of global Quests have had their prerequisites tuned so that they appear more often
    • There have been reports that some quests are very rare, due to their heavy trigger requirements, while others appear in every game
    • This change should provide a greater variety of quests to solve
    • Affected Quests are: A Plague of Savagery, A Test of Strength (all Variants), Winter Most Worrying, The Price of Luxury
  • The Pacification Quest "Diplomacy by Other Means" now only requires 3 unit classes for 3 turns (down from 4 for 5 turns)
  • Some side and minor quests should also appear more often: Winter has come, The Doubtful Chief, Body and Blood
  • Enabled the "Body and Blood" quest for Broken Lords, made its requirements scale dynamically with the largest city (larger cities require fewer additional pops)
  • The timers of a number of quests now scale with game speed (thx iceberg for the help)
    • Some quests could be either too easy or near impossible depending on game speed
    • The change affects mostly quests where resources have to be gained, or something has to be build, as these things scale with game speed
    • Quests where one has to walk around or fight/defend are NOT affected by this change
  • The Cost of Recycled Stockpiles now scales with game speed, but only for half of the typical scaling value
    • In practice this means instead of 8 Cadavers they cost 6 on Fast, 10 on Slow, and 12 on Endless
  • Urkans now boost the stats of Urkan Lice in their army by 20%
    • The latest official patch nerfed the stats of Urkan Lice, this had the side effect that - combined with all the ELCP Urkan nerfs - Urkans became very easy to tame in combat
    • This change brings Lice back to about their old strength, but only if they are lead by an Urkan
  • If a Fungal Bloom has been disposed by an army, the Owner of that bloom can not create a new bloom on that place for another turn
    • This change is done to prevent Mykara from immediatly "refungaling" points of interest after they were disposed. The agressor now has one turn to visit the ruin, talk to the village or whatever else they wanted to do.
  • Throne of Emperors now reduces Empire Plan cost by 30% instead of diplomatic cost, as the latter was often either useless or even counter productive for players pursuing the diplomatic victory
  • The Industry cost of the Temple of the Earth's Core (Victory Wonder) no longer scales with game speed
    • Wonder Victories are easily the strongest non military victory condition in (fast) multiplayer games
    • Removing the game speed scaling should provide comparable military response times on all game speed settings
  • Changed the Expansion victory a bit to differentiate it more from other militaristic victory conditions (mainly the mostly superior Supremacy)
    • Oceanic regions and regions settled by an Urkan now also count toward this Victory Condition
    • Since the total number of counted regions has been increased, the percentage of owned regions needed has been decreased from 70% to 60%
  • The effects of Difference Engine and Self-Driving Plows have had their priority altered, they now scale with improvements, season effects, etc.
  • Self-Driving Plows now adds +5 bonus population to all cities
  • Magtay Zujajun now has Disease 1 instead of Disease 2
  • Monks now have the "slow" capacity, giving them a weakness over the otherwhise ignored Seekers
  • Shifting Rage no longer applies double the damage to the primary target on Combo 2 and 3
  • Strength of the Vault now also removes the movement cost for armies that teleport to the city this improvement is build in
    • This faction unique improvement was always on the weaker side, since it directly competes with the arguably stronger "Borough Government" tech and the "Imperial Kennels" construction
    • This change gives it a completely new role. Vaulters can now teleport on cities that have constructed this improvement without losing any movement points.
    • To prevent "infinite teleporting", Teleport now has a cooldown of 1 turn.

AI

  • AIs should now "correctly" search sea ruins (they should lose their movement points, but should also be able to aquire ruin quests)
  • Fixed another instance where the AI pathfinding could lead to periodic stuttering
  • Broken Lords and Forgotten will no longer overvalue diplomatic trade offers of Spices and Moonleaf respectively
  • Improved the pathfinding checks made to determine, whether a targeted city is actually attackable, so armies should no longer try to attack a city that is unreachable
  • Fixed a rare issue that would allow AIs to bloom converted villages

Modding

  • Ability Cooldowns can now be forced to not scale with game speed or other cooldown influencing effects by using the "DoNotScale" element
  • Added a new property "ScaleWithGameSpeed" for quest behaviors "Action_UpdateTimerLocalization" and "Decorator_TimerEnded"
    • Is false by default (vanilla behavior), setting it to true scales that specific quest timer with the game speed setting
    • Note: Both behavior nodes need the setting to be set to "true" for the option to work correctly
  • Note: there is a "hidden" property of quest definitions "ChanceOfTriggering", which can let you assign a random chance for quests to trigger
    • In ELCP that chance scales with game speed (lower game speed -> higher chance)
  • The SimulationDebugMode now displays the currently active Global Tags
  • You can now check if a game is in #Singleplayer or #Multiplayer mode via global tags
  • GameOptionDefinitions have a new option/attribute: SaveAsGlobalTag, allowing modders to setup game obtions and check for their values via standard xml modding
    • add SaveAsGlobalTag="true" to your GameOptionDefinition to activate the function
    • If active, on game start a global tag will be created that consists of the Name of the GameOptionDefinition, and the Name of the selected ItemDefinition
    • Important: Avoid using tags that are already commonly used (like season names), bad things will happen!
    • The new "Stingy AI" option uses this method, modders can use it as a template
    • is "false" by default
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5 years ago
Jan 2, 2020, 4:43:02 AM

Hi there, i've recently started using this (excellent work by the way), but my game starts taking up massive amounts of memory around turn 90. it may be the ai having a lot of units, but i'm just wondering if this patch expands on the resources that endless legend has access to or anything.

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5 years ago
Jan 2, 2020, 9:06:49 AM
Vacuity wrote:

Please forgive my self-promotion, but I've had a lot of requests for this.


There now exists a version of my Expanded Hero Market mod for the ELCP ( https://steamcommunity.com/sharedfiles/filedetails/?id=1953796982 ).


Keep up the good work with the ELCP!

No problem! Your post actually got me thinking about doing balancing changes and additions to the two big simulation descriptor files (EmpireType and Class) differently now that I know more about how they work.It possible that in future seperate mods for ELCP wont be needed anymore, if they only need these two files.



kmpapples wrote:

Hi there, i've recently started using this (excellent work by the way), but my game starts taking up massive amounts of memory around turn 90. it may be the ai having a lot of units, but i'm just wondering if this patch expands on the resources that endless legend has access to or anything.

No, it doesnt do that. "Excessive" memory use has been reportet for vanilla aswell, so I would need some thoroughly tested comparisons to assume its ELCPs fault. I personally have never noted any problems in that direction (but I also have 16GB so I may just not be noticing it).


Updated 5 years ago.
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5 years ago
Jan 13, 2020, 9:15:34 PM

This problem is in the vanilla game, I thought ELCP was fixing it, but no. When attacking any army of main factions (opponents), this army will always retreat - even if it can easily win, even if I attack with 1 colonist - army of 10 units with hero. And on the next move, this AI army always attacks, even if it is much weaker. 2 very stupid AI army properties, that reduce interest in the military component of the game.

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