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!
Play brokenlord but I had a problem with watchtower..play in auriga map and after research science for building watchtower..there is no watchtower to be built in map...so i cannot complete brokenlord quest..is there any solution?
Ardent Mage's Spells. ELCP said that all spells can now effect enemy troops as wel as mine but I only noticed this happening once. All other times, for example when I casted defence spell that hit my troops and eneny ones, it effected only mine, just like in vanilla.
Play brokenlord but I had a problem with watchtower..play in auriga map and after research science for building watchtower..there is no watchtower to be built in map...so i cannot complete brokenlord quest..is there any solution?
Yeah older versions of the Auriga map have very little tower bases. This has since been patched so if you play with a current version of the game (+ the newest version of ELCP), the map should have many tower bases.
LuckyMagus wrote:
Ardent Mage's Spells. ELCP said that all spells can now effect enemy troops as wel as mine but I only noticed this happening once. All other times, for example when I casted defence spell that hit my troops and eneny ones, it effected only mine, just like in vanilla.
I may look into it but dont deem it a priority.
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I don't have that much experiences with neither Endless Legend and ELCP so I don't know whether following cases are normal or not (see my screengrabs) but near the end of my fast game different AIs occasionally threw silly trade offers on me. For instance Vaulters offered 0 (ZERO) silk for 2.7k dust. :D
(I'm on ELCP 2.7.4)
Is it normal, is it just EL thing? Or is it desperate AI trying to survive? I think such offers were comming just from races that had tougher times, but I can't be sure on that.
I don't have that much experiences with neither Endless Legend and ELCP so I don't know whether following cases are normal or not (see my screengrabs) but near the end of my fast game different AIs occasionally threw silly trade offers on me. For instance Vaulters offered 0 (ZERO) silk for 2.7k dust. :D
(I'm on ELCP 2.7.4)
Is it normal, is it just EL thing? Or is it desperate AI trying to survive? I think such offers were comming just from races that had tougher times, but I can't be sure on that.
It can sometimes happen. As a general rule: I can only fix issues when I get a savegame where the unwanted behaviour is replicable. So if you have a savegame - preferably an autosave from the start of the turn - where something like this can be observed, I can have a look at it.
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It changes the skill trees. I loved what you did with hero skill trees in the recent patches. But I think it could be expanded further. I was already playing with this mod several games on impossible with ELCP installed. It overrides the changes from basic ELCP unfortunately, so I can't have both this mod's and ELCP's changes at once (meaning skill trees). But infusing it with recent ELCP changes would do wonders. Now every faction can have a good governor and each faction skill tree feels so much more loreful, tasteful and fun. Ideal would be to have the best of both worlds. I miss the Vaulter new skill with fortification recovery gimmick. You did a fantastic job with that.
Please reconsider as I think that would amazingly boost the game fun factor. The only downside is how diffrent would it feel for players used to play with ELCP just to have better AI and logic improvements, because this is going above that. Still since you changed faction trees already and passed that barrier, I think this is a natural evolution.
Simply no. There is no reason to integrate a huge amount of changes when this mod already exists. ELCP isnt about integrating everyones favorite woprkshop mod. Updating the mod (or spawning a separate ELCP version) so it works with the latest ELCP changes shouldnt be too hard and can be done by anyone.
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Wow, this is fking amazing. They need to hire you (seriously). I say this as someone with 5 years experience in game dev with Unity (hobbyist) and professional software dev... I was a huge fan of Endless Space 1 & was kind of dissapointed by Endless Legends (initially). Revisting it, it was better. Then adding this... took the game from a 7 to a 10. Better than any Civ game because of the AI alone...
Anyways, I have a few things to report as things you might want to consider fixing. If you already know about them, sorry for repeating information. Also, I don't know what is or isn't possible, so I'm giving a couple different ideas for the same "problem."
Most games were on "serious" difficulty. I played a couple on harder difficulties but didn't find them fun, so went back to serious.
1. Early in a game playing Mykara (turn 8ish), I had started a fungal bloom on a Temple nobody explored (golden, not darkened). Allayi skyfin came over and just stayed next to it for many turns, doing nothing at all. It only stopped when a dust eclipse happened and that temple was not eclipsed, so presumably it went to an eclipsed temple.
2. AI will path their units through hostile AI territories. For example, (same Mykara game), I snatched an AI's city (turn 20 or earlier). They went to siege my city, but pathed their units straight through another AI's capitol. The other AI attacked this AI, wiping out their remaining units. Between the loss of their 1st expansion city and this loss of units/hero, they were crippled and wiped out by turn ~40, which is unusual for Vaulters. Assuming it's possible, for harder difficulties, have the AI ignore each other's units if those units are enroute to attack a human player?
3. Non-kapaku players will begin on volcanic terrain, at least on my settings. Is it possible to do the reverse of the "volcanic kapaku start region" so that you don't end up with AI on volcanic regions (that aren't kapaku). Or make them smart enough to travel off of it (and somehow keep them from going bankrupt?)
4. Impossible quests. To name a few, getting the Cetan's "bring a colonist to the village" as Mykara or Cultists. Getting a "travel to place X in Y turns" where distance is y+1 turns through warfog (most likely even longer because of difficult terrain and obstructions). Being asked for resources to pacify villages, when none of that resource is anywhere near you on the map and you have zero in inventory (quests rarely give you resources). The quest location (early game) being in an AI's capitol region (not impossible, but suicidal on higher difficulties). Being on another island in Era 1 (Allayi, Mykara and Morgwar excepting). I think I've come across more. The worst is definitely the ones asking for the settler you cannot produce.
5. Either prevent lava flows from completely killing heroes/units (they never go below 1 hp) or make AI smart enough not to cross them inefficiently or when it'll kill units. There was an Urkin in a region in a way where it was completely surrounded by lava flows. The AIs kept sending units, which would get damaged, then the AI wouldn't attack the Urkin (probably a loss with the damaged units) and the AIs kept their units wandering, until their units all died. Also related, a warning to the player. Sometimes it's hard to see the lava flows when zoomed out.
6. As much as I love the abundance of pearls, the AI's seem to undervalue them too much. I'll get like 30+ pearl from an AI for hardly any trade impact.
7. Sometimes if you save the game, do something, then go to load, it just says "Name: Default" and you cannot load without quitting first. Because of a couple of quests and loot items (technologies I don't want), I will reload before the moment I looted.
Personal wishlist
* No duplicate heroes for sale (ie two "Difore" for sale at once) * Configurable number of heroes for sale, or increases based off players (IE, 16 for sale with 16 players) * More autosaves or configurable number of autosaves
* Maybe display numerical values for "very hated" trades? Like if I ask for something that completely fills the bar (like a city), it's hard to know if it's worth adding other stuff to balance it (like one of my cities). Or scale the bar, so at least I can see the impact of adding things (even if it's a sliver)? * A way to save the AI player setup. I like to tie specific factions to specific colors (especially for 16 player games, it's annoying when Mezari and Vaulters are light pink and light purple and next to each other, for example). I also like for them to be on theme, like wild walkers being green... * Either related to the first, or in general, but give an automatic handicap to certain factions. Like cultists and Mykara always get wiped out on serious difficulty.
* Another possibility is to make the cultists/mykara start with better regions. Like 3 villages instead of 1, or more anomalies/strategics? This is more of an AI difficulty thing, imo. I can win serious with either... * A notification that an Empire has started a wonder or a more significant "refund" (espeically for era 1 & 2). Being 1 or 2 turns short of those early wonders is so crippling on higher difficulties, it's basically a loss. So I find myself either avoiding wonders altogether, or quitting games when I fail to get it. Like last night I was maybe 1 turn short of Museum of Auriga, and got back 450 dust, which doesn't make up for losing ~10 turns of production in my capitol city.
* Balance the impact of low tier technologies on higher tier costs. Or remove the naval techs from the loot tables (or equation?) If you're going for a tech victory, skipped gunboat or similar, it's annoying to see your tech turns jump up a couple because you explored a wreck. * Assuming certain quest rewards are exclusive (like other endless games) an option to make them per player? Seems like I hardly get any quest items in 16 player matches, even if I research Search Party and put points into Indiana bones, asap. * Delay the AI moving by at least a few seconds at the beginning of a turn, or on the first turn of a new winter/dust eclipse. Not a problem early game, but at turn 100+, the AI (including your allies), can easily grab every temple and pearl before you even have a chance to get one, even on your own lands. Or at least make it so your allies/at peace ignore what's on your own land.
* A warning message if your units are going to path *through* a pearl on an AI's land, or stop them just before the pearl. Occasionally, I've directed units and they happen to cross over a pearl hidden by FoW, and pissed off an AI I was trying to befriend.
Btw, what difficulty are AI at full intelligence, or do they step up every difficulty? At the very high difficulties, it seems like they must have insane economic advantages. Like they'll enter Tier 2 science when I'm going full throttle science as vaulters, way before me, at like turn 10.
ELCP is mostly in maintenance mode as I dont have a lot of time anymore. If you recognize bugs (like 1.) you should send a save where the issue can be reproduced, I cant fix bugs I cant reproduce.
The only factions that can spawn on volcanic terrain in ELCP are Kapaku, Broken Lords and Necrophages. All 3 factions benefit from volcanic terrain. If other factions spawn there, you have not installed ELCP correctly.
Some AI issues (2, 5) hjave been on my list, but I doubt I'll find the time to adress them in the near future if at all.
All AI behaviours are unlocked at Serious difficulty. Above that its just more bonuses and resources.
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Great stuff this patch makes the game so much more re-playable. Its pretty brutal on higher difficulties though, guess I'm still bad. Love it love it love it!!!
I'm not able to see past page 11 so I'm just posting this to see if I can actually read posts after 2 years ago. Forum lags a lot typing this too and I have a good PC. ;-;
I have never played with this mod before, or any mods in Endless Legend. And I was considering installing this one because I like some of the changes a lot, but I was wondering if the mod is older than the most current expansion, and if it works with it. A lot of negative steam reviews say Monstrous Tales has bugged quests, well it's worked fine for me, and I was wondering if maybe the people who left those reviews were playing with mods. When is the most recent version of this mod? Even in the changelog after installing, the mod doesn't say.
2.7.4 is the most recent full release and it works with the latest dlc and fixes many of its issues. It has two known "relevant" bugs: tutorial doesnt work and under some circumstances the Auriga map doesnt work. There is a beta version in the discord that fixes these issue. I also plan to release a new "official" version in the next few days that will have these issues fixed.
Updated 3 years ago.
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I have one more update in me! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers in the [page 1]. You can also leave a [Paypal tip].
Humankind might be out, but EL keeps on going! This is a rather "unexciting" version of ELCP, there are no big changes or new features, for the most part it's a collection of bugfixes and minor balance changes, that accumulated over the last few months.
The Tutorial should once again work with ELCP, as should the Auriga map in conjunction with Inferno-less installations. Two rather underpowered quests have had their army rewards buffed and scaled with era, and as always the AI has received some tweaks.
So this patch is mostly maintenance work, and it's likely it will stay this way for the forseeable future. My life circumstances have changed, and I will have less time to work on ELCP going forward. I will probably always keep an eye on the game and ELCP, so if any severe bugs are discovered (or maybe yet another surprise DLC lands!), there will be more versions. But the time of big patches is probably over. We had a good run though!
Adressed another instance of pathfinding related periodic AI stutters
The Auriga map now also works for ELCP users who dont possess the Inferno DLC
Fixed Tutorial not working with ELCP
Empires under the influence of the Roving Clans "Inflation" ability can now nullify it as intended
Fixed some issues with Fungal Blooms when a city is created or conquered in their respective region
The "Circuses and Bread" quest now fails as intended if the initial quest giver village is pacified
UI:
The scores displayed in the score screen are now truncated if the numbers get too long. They should no longer wrap around and become unreadable.
Balance [XML]:
Rebalanced the Erycis lore quest "The Land of Godheads"
Erycis arent the most sought after assimilation, and their lore quest had rather steep requirements for little rewards
Only two additional Exploitations per terrain type are required now
Buffed the Dust and army reward (scaling with Era)
The army reward of the "Mothers in Distress" quest now scales with Era (number of units, equipment and level)
Improved the Rewards for the Quest "Surprise Party!". Also reduced the timer for the second step of the quest.
Reduced the Influence gain of the Morgawr governing skill "Cult of the Tides" to +0.1 Influence per Approval above 100 (down from +0.2)
Reduced the Influence gain of the Drakken governing skill "Cultural Ambassador" by 50%
Increased the Science gain of the Vaulter governing skill "Subterranean Networker" to +1 Science per unused Fortification on Terrain with Strategic Resources (up from +0.5)
The Fortification Recovery Bonus of the following buildings has been increased:
Stronghold Architecture (Era 1) now grants +6 (up from +2)
Materials Hoard (Era 3) now grants +20 (up from +10)
Military Reserves (Era 5) now grants +40 (up from +4)
Strength of the Vault (Vaulters) now grants +15 (up from +5)
Koni School of Elite Riders (Kapaku) now grants +20 (up from +10)
AI:
AIs will put less stock in having "common enemies" if those enemies are very weak
Friendly AIs should be less likely to ask for map exchanges when the exploration-ratios are very similar
The Battle AI now recognizes, that ranged units can attack targets in unreachable positions
Roving Clans will be smarter about using their Inflation ability
AIs will now correctly recognize that a Forgotten empire doesnt benefit from research agreements
AIs choosing a tech or dust victory focus are more likely to focus their population on these tasks
Certain AIs (mainly Cultists and Necrophages) have received a new "opportunism behaviour", which means they will now have a higher propensity for attacking someone who is already at war
Fixed a bug where AIs would react less agressive towards victory warnings from player 1 (typically the human player)
AIs are less likely to choose low level target governor spy actions
Adressed some issues that could to the AI being undecisive when attempting to besiege a city
Reworked the Volcanoformation-AI so it is more reactive and efficient with its Volcanoformers
Slightly revised the Empire Plan evaluation
Economy and Population I will no longer be valued at zero, if currently no pops are working on dust
Heavily reduced the value assigned to Empire and Expansion I
Heavily increased the value assigned to Empire and Expansion II when Approval is low
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I've registered today just to say Thank You for maintaining this wonderfull mod! I am late to the party and still new to the game and I love it. Have no idea how raw game plays out without your bug fixes and AI improvements but with ELCP it is definitely a solid game.
I also have one question regarding AI improvemnts. You've said somewhere all AI fixes kick in on Serious difficulty. Does it mean AI is still not using its full potential on Normal? I don't like flat bonuses AI gets on Hard+ therefore I've simply edited SimulationDescriptors[GameDifficultyBonus] and deleted all Serious difficulty bonuses (made it basically the same as Normal). Does it make sense or iis there something more to this I am missing?
I've registered today just to say Thank You for maintaining this wonderfull mod! I am late to the party and still new to the game and I love it. Have no idea how raw game plays out without your bug fixes and AI improvements but with ELCP it is definitely a solid game.
I also have one question regarding AI improvemnts. You've said somewhere all AI fixes kick in on Serious difficulty. Does it mean AI is still not using its full potential on Normal? I don't like flat bonuses AI gets on Hard+ therefore I've simply edited SimulationDescriptors[GameDifficultyBonus] and deleted all Serious difficulty bonuses (made it basically the same as Normal). Does it make sense or iis there something more to this I am missing?
Other AI changes mainly affect their behaviour (willingness to backstab, especially once victory reactions trigger). Normal AI for example will never consider backstabbing a player it is at peace with. This kind of stuff is done in dll-code or in the AI's behaviour files. So yes, your method will basically create a AI with "serious" behaviour but without resource boosts.
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When you manage to merge it, send me the file too. I also use that mod and ELCP.
Maybe you missed the reply, but dev already said it wont happen:
LeaderEnemyBoss wrote:
Simply no. There is no reason to integrate a huge amount of changes when this mod already exists. ELCP isnt about integrating everyones favorite woprkshop mod. Updating the mod (or spawning a separate ELCP version) so it works with the latest ELCP changes shouldnt be too hard and can be done by anyone.
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