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Endless Legend Community Patch

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5 years ago
Jan 13, 2020, 9:31:39 PM
Rustam wrote:

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.

You need to attach savegames where issues like these are reproducable, otherwise I cant do anything.

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5 years ago
Jan 13, 2020, 10:23:13 PM
LeaderEnemyBoss wrote:

You need to attach savegames where issues like these are reproducable, otherwise I cant do anything.

I use the following fashions, top-down order:

1. Victory Condition Tweaks

2. Expanded Hero Market - ELCP Edition

3. Hidden Jewelry - one more accessory slot

4. Combo Techs

5. World Generator Full Customization


All DLCs are purchased and included. I prescribed -ushellexecute in Steam game launch parameters.  I enclose a couple of savings, I'm a significant leader in all the characteristics of the empire, and you can easily declare war on someone to quickly check. Save Files.rar

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5 years ago
Jan 13, 2020, 10:36:42 PM

This is not how a reproducable save works. I need a step by step instruction (attack army [name A] with army [name B], army [name A]  retreats, but it shouldnt because [short reasoning]). Please always keep in mind that I do this in my free time, so if you want me to fix something, you need to put in a minimum amount of work so I can open a save and immediatly see the issue without having to play around and guess.

Updated 5 years ago.
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5 years ago
Jan 13, 2020, 11:05:34 PM

Okay.  New save. There's a colonist in the city of Perusk ("Перуск"). I'm attacking an army of wild walkers - 4 units with a hero. I remove all support (from the garrisons of neighboring cities) - I must lose if the fight takes place. The AI army is retreating.

Another problem, with the subsequent attack, cannot be reproduced on this colonist, I have no war with wild walkers, and I attacked on my territory.

But I suppose if you remove the constant retreat of the AI - will be removed and their subsequent attack of "revenge" on the next move, I think it's 1 problem.

Video attached.

Хранители - Ход 33.sav


Updated 5 years ago.
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5 years ago
Jan 14, 2020, 11:30:13 AM

Thank you for the work, I have had a look at the video and your save. Here are the issues:
The reason the enemy retreats here is,because he doesnt know that you dont let your other garrisons join the battle (he doesnt cheat!). It expects you to, so it retreats.

The general reason why you have no challenge is because of your mod setup. I strongly suspect combo techs is the main culprit. Its turn 33, you have half the map and you are in era6, while all other empires are around era 2 - this is not normal! I assume this mod introduces a lot of new OP stuff and the AI doesnt recognize it as such and mostly ignores it. There are also some bugs in the mod that are immediatly obvious with one look in the log.  

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5 years ago
Jan 14, 2020, 1:13:40 PM

Yes, I saw your message on the Combo Techs mod page. I experienced other problems with it (I wrote there, as Figaround). It seems, that it breaks the AI. And my advantage is related to cheats on the first turns.

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5 years ago
Jan 14, 2020, 1:19:15 PM

> The reason the enemy retreats here is,because he doesnt know that you dont let your other garrisons join the battle

I didn't know the AI had no information about which armies I was using in the attack. In the multiplayer, another player will also see all the armies in the attack - even if I use 1? I think it's bad, the defending side must see the real force that's attacking.

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5 years ago
Jan 14, 2020, 2:56:10 PM
Rustam wrote:

> The reason the enemy retreats here is,because he doesnt know that you dont let your other garrisons join the battle

I didn't know the AI had no information about which armies I was using in the attack. In the multiplayer, another player will also see all the armies in the attack - even if I use 1? I think it's bad, the defending side must see the real force that's attacking.

As far as I know its the same in multiplayer. You can see which armies the enemy CAN bring. But you wont see what he brings until the fight actually starts. Its the same when you fight against the AI. They dont always bring all their reinforcements which can actually work out badly for you (if you comitted all your forces and they dont, they can counter attack). Its basically a bit like a mind game.

Updated 5 years ago.
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5 years ago
Jan 14, 2020, 4:04:11 PM

Can you make a setting that disables this behavior of the game - that is, to always see the real lineup of attacking armies?


Now the situation is different. At the beginning of the turn my army was attacked by an opponent (the Necrophage), a weak army, doomed to defeat (without losses for me). Why this suicide?

The video.

In the same video I attacked the weak army of this necrophage, it retreated (now it is reasonable, because I am stronger). The next turn of the attack "revenge" this army did not have, strange, I've seen it before. 

I add 2 save, turn 33 - if it is finished, there will be that self-destructive attack of a necrophage. And turn 34, where I expect the battle to begin. Save Files.rar

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5 years ago
Jan 14, 2020, 9:00:45 PM

The attack happens because the AI wants to settle the region (or any region really). It basically tries to do a last ditch effort of getting new land, disregarding yourt superior power. Now could that be improved? Maybe. I'll think about it a bit, but please keep in mind that the situation you generated here isnt all too common. 


Btw. if you have trouble loading your turn 34 save: its because of another bug in the Combo Techs mod.

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5 years ago
Jan 14, 2020, 9:13:45 PM

Thank you. Yes, I saw your comment about a bug in mod (on its page), and there asked you to write me how to fix the mod myself (the author has been absent for a long time and previously saw my bugtickets and did not respond).

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5 years ago
Jan 20, 2020, 10:32:42 AM

I already did that in the latest beta - allthough not as an option but just as default behavior. AI takeover typically happened after a client lost connection to steam (even though the p2p connection  to the host was fine). Since steam connections can be unreliable sometimes depending on where you live I decided to ignore the connection for clients for the most part once the game is running. Only a short warning will display. Note: the hosts still needs a stable connection, as otherwise the whole game will disconnect.

exe: https://drive.google.com/open?id=1wE6xRyz4SSwN-Ln4bV0PENUja8mpR_lD
zip: https://drive.google.com/open?id=1JviflWz6GnfTFZCc70Wt-g9RubqFy6LV

Updated 5 years ago.
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5 years ago
Jan 21, 2020, 5:17:14 AM

Hello, I had Endless Legends in my library for a while and finally got into playing it today. I bought it on sale, because I played and love ES2, so decided to get EL a go. I came across the ELCP, which I will add in my game some time in near future, once I get some vanilla gameplay in. My question is, I bought the collection a while back, before the last two dlcs came out, Inferno and Sybiosis, do I need those last 2 DLC to install ELCP? I haven't got around to getting them yet, I might grab them in the future. Thanks for the reply.

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5 years ago
Jan 21, 2020, 2:15:36 PM
LeaderEnemyBoss wrote:

I already did that in the latest beta

Thank you very much! One more bugfix request:

There is annoying bug in the Empire Plan implementation: if you choose to decrease production cost and there is almost complete production in the queue, that should be complete next turn due to the plan discount, the production really don't complete. It just stay with full production bar (as if it is just purchased). Any extra production points don't be placed into next production in the queue as normal, but are lost completely. This happens even if the previous Empire Plan contained the same discount. As far as i can imagine, this happens due to bad timing: the new Plan come to being not at the very beginning of the turn but after production is added and checked for completion. Is there a possibility to change the timing?


P. S. The same happens with science if a tech should be complete at the turn the new plan with a discount to research starts.

Updated 5 years ago.
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5 years ago
Jan 26, 2020, 6:48:32 PM

ELCP reduces income from trade routes? It seems to me, with all the buffs, a little income.


And another question (though rather, request) - can you add a button (hotkey?) to cancel the display of city flags. Cities have big flags on the map, they cover ruins, pearls and other interesting things.

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5 years ago
Jan 29, 2020, 1:01:16 AM
Rustam wrote:

ELCP reduces income from trade routes? It seems to me, with all the buffs, a little income.


And another question (though rather, request) - can you add a button (hotkey?) to cancel the display of city flags. Cities have big flags on the map, they cover ruins, pearls and other interesting things.

ELCP doesnt change trade routes. Trade route gain depends on the length, so make allies and you should have considerable income.

I have no plans (and time really) on providing further UI options atm, you can disable the whole UI by pressing CTRl + F11 though.

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5 years ago
Jan 31, 2020, 3:38:54 PM

Due to the big lags (after distributing the heroes' skill points and after specifying the route for moving the armies, seconds 3-25 each time), I applied the advice from this list, chose the "32-bit" version of the game in Steam. I take it that after that ELCP doesn't work for me (because I can't download the save), I have to set it again, will it work ELCP for 32-bit version of game?

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