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!
I am new to the game (and modding). I am interested in applying this patch. I have bought the game + all DLC from steam (for Windows PC) however am currently only playing the vanilla base game while I learn. My plan is to gradually introduce the DLC as I get more familiar with it. However how does the ELCP fit with this appraoch? Will the ELCP in its current form work with only the vanilla game or do I need all DLC installed. Also if I do install the ELCP now to use with the base game and then download some DLC will it cause a problem? Would I need to reinstall the ELCP.
I am new to the game (and modding). I am interested in applying this patch. I have bought the game + all DLC from steam (for Windows PC) however am currently only playing the vanilla base game while I learn. My plan is to gradually introduce the DLC as I get more familiar with it. However how does the ELCP fit with this appraoch? Will the ELCP in its current form work with only the vanilla game or do I need all DLC installed. Also if I do install the ELCP now to use with the base game and then download some DLC will it cause a problem? Would I need to reinstall the ELCP.
Many thanks in advance
Normally installing new DLC shouldnt break anything (as they are "only" unlocked as far as I know). However you can always just reinstall ELCP after doing so to be 100% sure, the installer is small and the installation process short and painless. ELCP is compatible with all DLC configurations.
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I'm not sure if someone has sid this before, but I find it very weird that the AI never offers trade/research deals even if their faction would benefit or is based around it, do you think something coul be done about that? In another note, I wanted to thank you for your amazing work!
I mean trade/research agreements, resourse/tech I see a good amount (forgot trade/research had a different term)
But now the I think maybe it's because they don't build roads until later in the game (if at all)
You can trade them the road tech to help them with that ;). But yeah, the AI will not consider these agreements without having built roads, and having the possibility to conduct trade (your borders need to touch). Anyway, I have adjusted some of the weights regarding those agreements in my internal build a bit, so they should be more likely to occur in the next version, if the necessary prerequisites have been met.
Updated 5 years ago.
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Would veterans of this mod recommend it for new players? I just finished my first game of Endless Legend on normal difficulty and I'm hooked. Should I definitley install the mod before going forward?
If you stick to Normal at first their is no drawback to this mod.
The thing is even if the higher difficulties are somewhat punishing because the AI knows what to do with it's resources, it is still worth it for the huge number of fixes and adjustments to quality of life for the game.
In essence you should not be playing without this mod...period.
definately, The AI plays each faction (even custom ones) in a more optimal way. This'll give you a better grasp of the game's mechanics and strategies each faction like to play with.
Hey everyone, after quite some time, a small update for ELCP! You can join my [Discord Channel], if you want to have a chat. Further information for newcomers in the [official forum thread].
As announced, I consider ELCP as largely finished, but I will continue to provide support on a smaller scale. This new version contain a number of tweaks, AI improvements and bugfixes I accrued over the the months. The most notably change is probably that game speed scaling now also affects cultist village conversion and stockpiles (costs and yield). This was done in order to make the balance of the Cultist faction a bit less dependant on the game speed.
I will keep collecting bug reports, so maybe you'll hear from me again in a few months ;)
Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)
Changelog for v2.4.2:
General
Fixed "Brotherhood of Urkans" not working (by Amplitude Dev The-Cat-o-Nine-Tales)
Fixed "The Gauran Games" quest ending prematurely (thanks HighLordGrim and Xephi-Zero)
Fixed a bug that could lead to neverending sieges (thanks ThanatoastArigata)
Fixed an issue where Towers wouldnt upgrade correctly upon researching new technology when all tower foundations of a Region have been built on (thanks ThanatoastArigata)
Fixed an old Vanilla bug where retrofitting units sometimes costs more Dust than it should (especially noticable when the "Nwere" item was involved)
Fixed an issue introduced by patch v.1.7.5 where pressing the End-Turn-Button would not let the player end the turn while battle reports where still open
Introduced a new multiplayer-only Ruleset that controls, how battles play out if the two contenders choose different participation modes (coding and idea by Xumuk)
"Classic" (default): If player A chooses "Manual" and player B chooses "Auto", player B will not be able to control their units during the battle.
"ELCP": If player A chooses "Manual" and player B chooses "Auto", player B will be automatically set to "Manual" and can control their units during the battle.
Note, the ELCP Ruleset is still experimental. Please report if you encounter any bugs.
UI
Eliminated all references to the deprecated tech "Rookery" in the tooltips (thanks HighLordGrim)
Science Stockpiles now show the correct applied amount on the empire screen (they always showed the maximum amount previously)
Fixed Allayi unit designs with custom names not displaying their "dark" unit portrait during winter
Balance [Core]
Stockpiles now scale with game speed (except Necrophage's Recycled Stockpiles)
That means, production cost, market price AND their output scales
Example: A level 2 Industry Stockpile costs 900 Industry and yields 600 Industry on Normal game speed, but costs 450 Industry and yields 300 Industry on Fast game speed
Balance [XML]
The Vision and Detection range of Armies can no longer be smaller than 1
Conversion cost of villages now scales with game speed (similar to construction cost and bloom time)
AI
Fixed a bug where AIs could attack pacified villages leading to a number of weird issues (like quests ending prematurely)
AIs now perform a pathing check when deciding which regions to colonize to prevent performance issues caused by settlers trying to settle regions they can not path to
Increased pressure to settle additional regions for small empires (to prevent issues with low difficulty AIs sometimes never expanding)
Fixed a bug with the SiegeBreaker army strength evaluation leading to AIs being more timid than necessary when defending cities
Adressed AI stockpile production once more, they should be less eager to overproduce them over more important buildings now
Adressed a rare case where the new Ruin Hunter AI and the Quest Solver AI would step on each others toes
AIs are now more willing to accept trade and research agreements (depending on their faction)
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@Guvenoren I would need a save where the notification is reproducable
Here you go sir! Good luck fixing this! You're helping my only favorite Civ-like game and my favorite Endless game! :)
Hope this save is sufficient. Click on the facility "Graldam" and check the presets in the bottom bar. Weirdly enough, it seems that the preset is the same as "tangled", if I am not mistaken. They seem to do the same thing. But, I could be wrong. First time I have ever used the Sky-Shaker facility.
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OOOH, now ain't that a clever idea.
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