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!
If you A.I doesnt like then it should cancel the alliance? The relationship is leery but it is a logic fail to have allies that dont want to trade.
The main issue the Roving clan basically banning the whole world using the market.Yeah the human player can pay to get back in but the A.I I dont think understand it so it is hurting their ability.
Another issue is playing on a continents map and many sea citadels are missing in many areas.The sea is not blocked apart from winter thaw.
If they dont really like you, you'll need to pamper them a lot for them to become happy again. Also, why is he leery? You can hover over that description and see what annoys him. Also may I ask on what difficulty you play? On higher difficulties the AI usually gets enough influence to just nullify the ban after a while.
Citatels/Fortresses require in minimum ocean size. The more continents, the less likely are they, since oceans tend to become smaller/narrower. If you want more fortresses in small ocean you'll have to mod that.
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Hi LeaderEnemyBoss, I'm absolutely loving the patch so far. I was just wondering if it would be possible to make it so tooltips freeze in place when they first pop up, instead of following your mouse around. This would make it so you could mouse over the abilities of units in the research or faction select screen without having to go to the edit unit screen first. This would help new players like myself to learn the abilities of certain units without having to research them, and to learn their strengths and weaknesses without having to first go into battle with them.
Hi LeaderEnemyBoss, I'm absolutely loving the patch so far. I was just wondering if it would be possible to make it so tooltips freeze in place when they first pop up, instead of following your mouse around. This would make it so you could mouse over the abilities of units in the research or faction select screen without having to go to the edit unit screen first. This would help new players like myself to learn the abilities of certain units without having to research them, and to learn their strengths and weaknesses without having to first go into battle with them.
So a tooltip of a tooltip so to speak? Not sure if that is possible (allthough I understand your issues with the current system).
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Yeah, thats basically what I was thinking. The problem with the current system is that you can't see what a unit can do until after you research them, which can be a real pain if you haven't played with them beforehand.
Nice to see you are getting the mod in great shape!!
You fixed the Forgotten problem in higher difficulties not being able to keep the tech pace!! That's a really good one!!
Many of my improvements in Improved AI were actual workaround because Amplitude messed up AI logic a big deal on the Tempest launch. If I came back to this game in the near future, I will list the underlying bugs behind them, even help you fix them (I'm a C# programmer after all).
Keep up the good work!
PD: I don't see how endless heroes could be OP, but well, Is all about opinions?
Nice to see you are getting the mod in great shape!!
You fixed the Forgotten problem in higher difficulties not being able to keep the tech pace!! That's a really good one!!
Many of my improvements in Improved AI were actual workaround because Amplitude messed up AI logic a big deal on the Tempest launch. If I came back to this game in the near future, I will list the underlying bugs behind them, even help you fix them (I'm a C# programmer after all).
Keep up the good work!
PD: I don't see how endless heroes could be OP, but well, Is all about opinions?
Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
Nice to see you are getting the mod in great shape!!
You fixed the Forgotten problem in higher difficulties not being able to keep the tech pace!! That's a really good one!!
Many of my improvements in Improved AI were actual workaround because Amplitude messed up AI logic a big deal on the Tempest launch. If I came back to this game in the near future, I will list the underlying bugs behind them, even help you fix them (I'm a C# programmer after all).
Keep up the good work!
PD: I don't see how endless heroes could be OP, but well, Is all about opinions?
Ha, sure! I could always use some help, AI appear faster than I can address them ;p. I have figured quite a bunch of stuff already, so you wouldnt need to start at zero. In general many issues of of the AI werent really solvable with xml changes alone.
Updated 6 years ago.
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Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
I didn't remember doing such things, all heroes had the same kind of abilities the original ones had (IE all Wind Walkers city skills are about Food/Industry) and shouldn't be any hero stronger that our friend Wayra Sigo, but some of them have the same kind of power (A boost lvl2 + boost lvl3). It's OP if you consider the original heroes OP in the first place :P
The poor AI holds back this brilliant game(i thought once maybe 4x designers purposefully use substandard AI to encourage multiplayer but thats probably just insanity/paranoia and also doesn't work).
Someone name a unique improvement after this dude.
Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
I didn't remember doing such things, all heroes had the same kind of abilities the original ones had (IE all Wind Walkers city skills are about Food/Industry) and shouldn't be any hero stronger that our friend Wayra Sigo, but some of them have the same kind of power (A boost lvl2 + boost lvl3). It's OP if you consider the original heroes OP in the first place :P
I never even realised each hero had every passive trait predeterminied, thought they were some random from a pool for each faction there's so many haha, but definitely some skill/passive combos are op.
@Abrasax atleast hindsight is real, I believe in Endless space 2 they atleast realised correctly a similar problem to the infinitly reduced production with the buyout cost-reduction mechanic. even though u can get to 100% buyout theoretically on atleast one system with superspuds and some unique improvements it doesn't stack additively. I could be wrong but I should have had over 100% on one system, but it wasn't even close to a 75% discount.
Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
I didn't remember doing such things, all heroes had the same kind of abilities the original ones had (IE all Wind Walkers city skills are about Food/Industry) and shouldn't be any hero stronger that our friend Wayra Sigo, but some of them have the same kind of power (A boost lvl2 + boost lvl3). It's OP if you consider the original heroes OP in the first place :P
Yes. I do consider the more powerful original heroes to be OP. This is why I stated I would nerf the output of things like Science Boost, Food Boost, Dust Boost, Industry Boost, and Influence Boost. Industry Boost is the worst offender in my opinion simply because XP gain is directly tied to production. Dust Boost is also up there for similar reasons and XP being tied to production buyout mechanics.
Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
I didn't remember doing such things, all heroes had the same kind of abilities the original ones had (IE all Wind Walkers city skills are about Food/Industry) and shouldn't be any hero stronger that our friend Wayra Sigo, but some of them have the same kind of power (A boost lvl2 + boost lvl3). It's OP if you consider the original heroes OP in the first place :P
Yes. I do consider the more powerful original heroes to be OP. This is why I stated I would nerf the output of things like Science Boost, Food Boost, Dust Boost, Industry Boost, and Influence Boost. Industry Boost is the worst offender in my opinion simply because XP gain is directly tied to production. Dust Boost is also up there for similar reasons and XP being tied to production buyout mechanics.
I agree heroes can be indeed too powerful. I did a mod that brings the same kind of OPness the original heroes had, no more no less. That's my point.
Well, some of the Unique skills being available for heroes is a game-changer, like Ardent Mage heroes using parasite. If I made a Hero Skills mod, I would also nerf the Boost Skills by 50% across the board. When you get FIDSI Boost 2 or Boost 3 at higher hero level, the bonuses get ridiculous (Wayra Sigo *cough* *cough*). I would also rebalance the naval unit cost reduction sources to prevent the "free naval units" problem with Morgawr. 100% unit cost reduction shouldn't be attainable imho.
I didn't remember doing such things, all heroes had the same kind of abilities the original ones had (IE all Wind Walkers city skills are about Food/Industry) and shouldn't be any hero stronger that our friend Wayra Sigo, but some of them have the same kind of power (A boost lvl2 + boost lvl3). It's OP if you consider the original heroes OP in the first place :P
Yes. I do consider the more powerful original heroes to be OP. This is why I stated I would nerf the output of things like Science Boost, Food Boost, Dust Boost, Industry Boost, and Influence Boost. Industry Boost is the worst offender in my opinion simply because XP gain is directly tied to production. Dust Boost is also up there for similar reasons and XP being tied to production buyout mechanics.
I agree heroes can be indeed too powerful. I did a mod that brings the same kind of OPness the original heroes had, no more no less. That's my point.
I agree heroes can be indeed too powerful. I did a mod that brings the same kind of OPness the original heroes had, no more no less. That's my point.
So I never played with your mod so I cant really comment, but there is a point to be made, that if your new heroes are exclusively "above average", that you influence the total hero pool in a way that having good heroes is way more likely. This can alter the overall game balance in a "power creepy" way.
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I agree heroes can be indeed too powerful. I did a mod that brings the same kind of OPness the original heroes had, no more no less. That's my point.
So I never played with your mod so I cant really comment, but there is a point to be made, that if your new heroes are exclusively "above average", that you influence the total hero pool in a way that having good heroes is way more likely. This can alter the overall game balance in a "power creepy" way.
They are in no way "above average" compared to the original pool. They simply have a wide variety of names so you don't get the same dozen heroes recycled every game.
@Ninakoru - Earlier, I was confusing your mod witht the Mightier and Magickier mod for some reason. That's the mod that adds skills like Parasitism to the Ardent Mage and Drakken support class skill tree. My apologies.
I agree heroes can be indeed too powerful. I did a mod that brings the same kind of OPness the original heroes had, no more no less. That's my point.
So I never played with your mod so I cant really comment, but there is a point to be made, that if your new heroes are exclusively "above average", that you influence the total hero pool in a way that having good heroes is way more likely. This can alter the overall game balance in a "power creepy" way.
They are in no way "above average" compared to the original pool. They simply have a wide variety of names so you don't get the same dozen heroes recycled every game.
@Ninakoru - Earlier, I was confusing your mod witht the Mightier and Magickier mod for some reason. That's the mod that adds skills like Parasitism to the Ardent Mage and Drakken support class skill tree. My apologies.
Ahh ok, that makes more sense. I was astounded for my mod being OP because I took special care to keep things in the same level of power. Everything clear now and of course no offense taken at all.
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