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!
And is it possible to make the game place factions on their natural habitats? For instance roving clans in the desert, wild walkers in the forest, and so on.
I have tried three games as roving clans and never get the desert..
And is it possible to make the game place factions on their natural habitats? For instance roving clans in the desert, wild walkers in the forest, and so on.
I have tried three games as roving clans and never get the desert..
no (for some factions its build in though, specifically kapaku and broken lords)
glorsh66 wrote:
And is there a way to disable simultaneous turns in the single player?
Sometimes it becomes just the matter of who clicks first
No, thats just how the game works.
glorsh66 wrote:
how does defense/attack work?
Sometimes units just inflict ZERo damage, sometimes they inflict much more that the damage stat says.
That's more a question for the wiki or the Endless Legend subreddit/discord server. This thread is for ELCP specific questions.
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Is it possible to add in a function where the AI won't take actions for players/auto end turns when a player drops? With a separate machine hosting the game in spectator mode, that change would be all that's needed to make the game playable asynchronously (players can join/leave as convenient with the game always active). Battles/trades would require both participants to be active, but that would be about the only caveat.
Also would be nice in the event someone's computer crashes or something, to avoid having to redo turns.
What happen if you play with the mod in non-english languagues, I will see the changes at least on english? For example if you change a skill on the hero tree or a spell for the ardent mages, I will see the new description? Or I will see the old translated (and now innacurated) description of the effect?
What happen if you play with the mod in non-english languagues, I will see the changes at least on english? For example if you change a skill on the hero tree or a spell for the ardent mages, I will see the new description? Or I will see the old translated (and now innacurated) description of the effect?
I try to avoid changing descriptions for this very reason, most changes are to the automated effect lists. But If I have to change a description, the new english one will appear.
Gastonacho wrote:
Is there any option to use the Community Patch with GeforceNow?
Dont Know. I only support steam 64bit.
Plainne wrote:
Is it possible to add in a function where the AI won't take actions for players/auto end turns when a player drops? With a separate machine hosting the game in spectator mode, that change would be all that's needed to make the game playable asynchronously (players can join/leave as convenient with the game always active). Battles/trades would require both participants to be active, but that would be about the only caveat.
Also would be nice in the event someone's computer crashes or something, to avoid having to redo turns.
Currently not possible. Would require some work, and I dont have a lot of time any more.
Updated 3 years ago.
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The patch works fine, however the mac version installation process is finicky and mistakes can creep in quickly. Make sure that you follow the mac specific installation instructions. All old files need to be overwritten by their new counterparts.
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I was wondering if perhaps it would be possible for you to fix an annoying bug in the MacOS version, for some reason the keyboard input of text and number is not working when the game is launched with "-popupwindow" in Steam. It is therefore impossible to rename units or cities and its time-consuming to execute trades as you can't input numbers...
If -popupwindow is not used, then its impossible to have a full-screen experience, as the full screen mode results in a black screen due to some other bug.
I was wondering if perhaps it would be possible for you to fix an annoying bug in the MacOS version, for some reason the keyboard input of text and number is not working when the game is launched with "-popupwindow" in Steam. It is therefore impossible to rename units or cities and its time-consuming to execute trades as you can't input numbers...
If -popupwindow is not used, then its impossible to have a full-screen experience, as the full screen mode results in a black screen due to some other bug.
Mac-Specific issues are almost impossible for me to fix as I dont own a mac myself and can therefore not test anything directly. Sorry.
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I was wondering if perhaps it would be possible for you to fix an annoying bug in the MacOS version, for some reason the keyboard input of text and number is not working when the game is launched with "-popupwindow" in Steam. It is therefore impossible to rename units or cities and its time-consuming to execute trades as you can't input numbers...
If -popupwindow is not used, then its impossible to have a full-screen experience, as the full screen mode results in a black screen due to some other bug.
I'm on PC but I can't stand my mouse moving my screen in EL and I couldn't find a way to disable it easily back in the day.
So I started running EL in a window and used open source software that "resizes" it to fullscreen, this gave me the exact experience of borderless window / full screen gaming but fixed the scrolling issue and as a side benefit makes alt-tab easier.
Long shot something similar on Mac exists and does the trick, but who knows!
The Endless Legend Community Patch 2.7.8 - Basically Undead!
Some more changes that accumulated over the months! Remember to join my [Discord Channel], if you want to have a chat. Further information for newcomers on [page 1]. You can also leave a [Paypal tip].
While I am mostly busy with my Job, other real live stuff and Elden Ring, I did work a little bit on EL over the months. Since it's possible this will be the last version of ELCP for at least a while, I wanted to get it out of the door. Oh, also ELCP is 4 years old and I feel like an old codger!
Next to your typical bugfixes and AI improvements, I also made some minor balance changes, specifically targeted towards the rather unengaging way diplomatic victory currently works. While I'll never be happy with its state without a major rework (which I can't do due to lack of time), I think it's a good idea to at least get rid of the "trade one resource at a time"-playstyle. In the future, if you want additional diplomatic points, spam tech trades ;). I also gave the Allayi hero skill "Awestriker" a somewhat "unusual" governing utility, since Allayi governors where the last ones left, that where basically universally considered as "unusably bad". Hopefully they will be considered now from time to time.
Have fun playing this old game, let's hope a new one doesnt take too long ;).
Benediction (Sister of Mercy buff) no longer removes natural disease immunity upon ending
The Roving clans symbiosis trait now works correctly without reloading the game (specifically the market tax part)
Removed Fungal Blooms now properly unlock the resources they overgrow for existing cities in the same region
Fixed Spectator-Battles softlocking the game when combined with timed turns. (thanks Xephi)
Fixed a bug where growing Fungal Blooms could not be disposed of by other empires, if their "blooming" process was paused due to starvation
With "Symbiotic Blooms" enabled, it is now also possible to talk with quest related villages overgrown by a friendly Mykara empire
Worldgenerator:
Added spawn presets for clustered starts (programmed by Xephi-Zero)
Empires can now spawn in up to 4 clusters. This can be used for games with prearranged teams.
The player number will determine, in which cluster an empire spawns. For example in an 8-player match with 2 clusters, the first 4 empires will spawn in a cluster, and likewise will the latter 4.
Note that this isn't a "real" team mode, with prearranged Alliances etc.
Fixed a (visual only) issue with underwater-terrain smoothing of custom maps
UI:
Middle clicking on one of the FISDI-Sorting-buttons in a city list now will make all workers of all cities work on that resource
Balance [XML]:
Most diplomatic treaties no longer generate diplomatic points for the diplomatic victory
Exceptions are tech trades, city trades, fortress trades, market ban removal, black spot removal and prisoner exchange
This change was made to prevent a common method of achieving diplomatic victory via tons of basically worthless resource exchanges, which was not engaging gameplay
Next to alliances the main way of gaining diplomatic points now is tech trading
Keep in mind, that with ELCP default settings, tech trades can get quite expensive and therefore net many diplomatic points
Killing the Sea Monster now rewards an additional rare technology
The Allayi hero skill "Awestriker" now also works as a governing skill
Level 1: +15 Dust on Terrain with Village
Level 2: Refreshes ruins in the governed region at the start of each winter.
Reduced the multiplicative science bonus of the Era 6 technology "Difference Engine" from 100% to 80%
AI:
Fixed Symbiosis specific actions like destroying blooms, stealing Urkans etc. having no effect on the AIs diplomatic stance
AIs will be more eager to reinforce its attacked Urkans
Techleaders are more likely to pursue a Science Victory
Superior empires are less likely to accept truce when the player steals one of their cities
Improved district placement
The AI will be a bit more likely to vote for ice shelves
AIs will no longer assign population to food in cities that are producing settlers (except to prevent starvation)
Once again added some more precautions to prevent AIs from overbuilding settlers
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May the force of Auriga be with you, young Padawan !
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