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 funny idea occurred to me the other day: would it possible and desirable to randomise the location of new pearls over the winters?
My impressions is that at the moment they always appear in the same spot. And it there are already uncollected pearls, the cluster will just grow. Which turns pearl collection away from exploration to routine fetch exercise, similar to visiting those shops each week in HoMM 3. I find that actually pretty repetitive and tedious.
Randomisation could add a little wiggle to it in that you again have to find where the pearls are. And I do like how "stealing" pearls can impact diplomatic relations.
I would be for this idea if it could be done without much effort. I always thought it was odd how pearls appear inth esame place all the time. And if you build a district there...they just stop appearing at that point.
Pearl spawn locations are governed by a weighting system where specific map features (like Anomalies, Resources, etc.) "attract" pearls. I have no plans to mess with this system.
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Pearl spawn locations are governed by a weighting system where specific map features (like Anomalies, Resources, etc.) "attract" pearls. I have no plans to mess with this system.
That's fair enough. I had a hunch it might not be trivial and in that case, it's not really worth the effort.
This is the best armor, together with things from level 3 of the mithrite! They should not be considered outdated. It seems that this happens when quest things become available to me: Greaves of Fury and Helm of the Urkans.
Yes, some of these quest rewards have the internal "tier 4" to them assigned. I know its an annoying issue, but since it can be worked around I probably wont do something about it as I'm planning to leave ELCP on maintenance mode again (as I did before during the last summer, my patch output during christmas time was an ...uh ...accident!).
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Pretty late to the party on this, but wanted to thank you for the hard work and dedication put into making, updating, and assiting with this mod to the game. Every moment of the game since I installed it has been intensely unpredictable in the way that I would really hope for going into the game. I just wanted to pass along my thanks for your work while I was here! ^-^
I have a suggestion to the patch its rather a very minor one...
Issue: Although im a cultist player, it always bugs me alot about how vaulters dawn officers, allayi seekers, minotaurs, urkans, and Ice wang are called "cavalry" despite being not mounted and hence a foot troop.. I would agree that urkans and icewang are kinda border line okay but at the same time its also like they arent centaurs and not mounted by anyone or mounting something... Same with a other few races might have units that arent mounted but are also called "cavalry"... and yet the roving clan's s3 unit is an "infantry" despite being on a giant mount....
Suggestion: Im not asking for any major unit type reassignment... I was wondering if its possible for a minor tweak on name change I believe that the proper term there for the "cavalry" they are refering to is actually "Shock Troop"...
Reasons: Shock troop generally refers to heavy cavalry or infantry that breaks charges and attempts to break through enemy formation (example: viking berserkers and polish winged hussars) With that name change, then alot of categorization makes alot more sense ... Unmounted units can be shock troops, and in fact given the fact that many of them have charge ability, which is what shock troops is for, i think it will really fit the name and + make it less awkward for roving clan's s3 to be called infantry since the term cavalry doesnt exist and infantry is the second closest thing to roving clan's S3 since mounted infantry is a thing
Food stockpile (at least Recycled Stockpile for Necrophages) is valid only once per turn per city. That is, I choose a city, apply stockpile - it works. But the second and subsequent applications of stockpile do not accelerate the growth of residents.
Food stockpile (at least Recycled Stockpile for Necrophages) is valid only once per turn per city. That is, I choose a city, apply stockpile - it works. But the second and subsequent applications of stockpile do not accelerate the growth of residents.
Additional stockpiles on the same city increase the duration of the bonus.
magecliff wrote:
(...)
Thanks, but I wont touch localization needlessly. You always have to keep in mind there are tons of other players out there, and changing such a minor thing would cause lots of confusion. Also: if it bugs you so much, its an easy mod to make on your own ;).
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Issue: Although im a cultist player, it always bugs me alot about how vaulters dawn officers, allayi seekers, minotaurs, urkans, and Ice wang are called "cavalry" despite being not mounted and hence a foot troop.. I would agree that urkans and icewang are kinda border line okay but at the same time its also like they arent centaurs and not mounted by anyone or mounting something... Same with a other few races might have units that arent mounted but are also called "cavalry"... and yet the roving clan's s3 unit is an "infantry" despite being on a giant mount....
As far as I can tell, they are called "cavalry" by their purpose more than their physical composition of being a mount and rider. For comparison, many armies all over the world used to call certain armored forces "cavalry" (and I believe some of them still do.)
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Additional stockpiles on the same city increase the duration of the bonus.
Is it vanilla behavior, or is it done in ELCP? I don't see the point in that.
It's vanilla behavior. The point is that you cant just finish your wonder victoryx or whatever in one turn by using 10 or so stockpiles at once. (you can still do that in vanilla anyway by other means but thats besides the point).
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Did anyone have a problem with Allayi 4th Faction Quest? The quest never showed up after completing the 3rd quest. I had tried with mod, without mod and vanilla all with ELCP. Can someone verify the bug for me? I genuinely want to finish the faction quest. Thanks in advance.
Another question.. During eclipses food stockpiles said they should create 2 Battle Borns for Necrophages, but only one appears after use.. is it a typo or an error?
Region names being unreadable can have a number of reasons, typically a wrong installation or a pirated copy. Cadavre Stockpiles got nerfed and only give 1 battleborn now. The tooltip will be updated accordingly in the future.
@danvibro123 Quest errors can have a ton of reasons: Custom factions, cities getting destroyed/razed that are required for a quest, etc.. without a savegame its impossible to say anything, that save should ideally be right before the bug happens (i.e. the turn before the quest should trigger).
Updated 5 years ago.
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Region names being unreadable can have a number of reasons, typically a wrong installation or a pirated copy. Cadavre Stockpiles got nerfed and only give 1 battleborn now. The tooltip will be updated accordingly in the future.
I will try reinstall (I saw some unreadable text into the localizattion files) and I remember it worked fine before...
I will fix the Stockpile info myself, just wanted to be sure before doing it ;)
Region names being unreadable can have a number of reasons, typically a wrong installation or a pirated copy. Cadavre Stockpiles got nerfed and only give 1 battleborn now. The tooltip will be updated accordingly in the future.
I will try reinstall (I saw some unreadable text into the localizattion files) and I remember it worked fine before...
I will fix the Stockpile info myself, just wanted to be sure before doing it ;)
BTW does someone know if we can change spawn rate and strength for neutral villages?
Thanks!
The spawn rate scales with game speed, the strength scales with the minor faction difficulty setting.
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