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!
so now there's happiness changes and industry boosts. since you now changed aspects that are not really related to combat, perhaps it's time to rename the mod.
Modifying fortifications may be a good idea. I know that vaulters may have extreme fort. in each of their cities. That should be special to Cultists, i think. You know why.
Other changes may create difficulties for dust based factions so I'm not sure about that.
No idea about git or hub. No dev console afaik. Tell me if you find that out.
I plan to keep this mod on combat and units so i can't include your changes. But you can always publish your own mod based on this. I'd advise using the latest version though, it's pretty different now.
Samanie wrote: Modifying fortifications may be a good idea. I know that vaulters may have extreme fort. in each of their cities. That should be special to Cultists, i think. You know why.
Other changes may create difficulties for dust based factions so I'm not sure about that.
I plan to keep this mod on combat and units so i can't include your changes. But you can always publish your own mod based on this. I'd advise using the latest version though, it's pretty different now.
Yes I plan on publishing something containing this, thanks for the approval. Also thanks for the tip about fortification on cultists. (I guess you don't know git then, that would've made keeping up to date easier, but I can always use it on my end)
I was wondering if the mez units have been brought in line with the vaulter's stuff in the new version. I noticed that in 2.5 they didn't have the same changes the vaulters had.
I can't entirely recall, but if I say, wanted to use this mod but also had some of my own minor changes to a few units and the weapons they were using. Would the mod override that or would both still be in effect?
Not positive but if this mod is using the same files as the ones your changes are in then they will probably be overridden since the mod changes take priority over the base files. easiest just to load the mod and see or copy the changes over into the mods files.
Sorry, no Mezari. I dont have them in my game so cant really test them or anything.
And yes, the new version will override your modifications. You have to make these changes again or instead use your own file to replace it with my version
So finally got the chance to sit down and test this out. I used the Mezari with the single mod to their Dawn Officers to add one and two handed swords to their mix.
I'm not sure what to think about the initiative jumping as it makes controlling the battlefield a real ♥♥♥♥♥. Also you might want to look at the centaurs as in my last battle with them they had accumulated an initiative total in the 200+ range.
All in all I basically just ignored initiative and stacked attack, damage and defense in that order. If I couldn't control the battlefield then I'd make the enemies control pointless.
It's not that hard really. If you still focus-fire on one unit, only that unit will get ini buff. Unless you want lots of 200+ ini guys around that is.
You skipped initiative, thats good. Means that made some impact, and Ive already modified Retaliation from percent calculation to addition. I could upload it but got some more ideas and need more feedback first.
I'm expanding on your mod right now, mostly figuring out how to rebalance the game so that alternative win conditions are actually viable without requiring a military or supremacy victory to be done essentially. (Incidentally do you know how to use git or github? It would make 'forks' like mine easier to maintain when you update something).
Right now I (think) I've implemented the 30% health decrease from BFA Mod, as well as two systems (no idea how to test this without actually playing, does anyone know if there is a dev console or dev mode where I can magically change eras and stuff?)
Military Upkeep system (balance for values tbd) replaces existing unit upkeep cost:
The unit and city count is intended to hopefully provide a counterbalance to 'snowballing' and give those focusing on alternative win conditions like research or diplomacy a chance to stay alive. Ideally this also encourages more quality units rather than quantity.
Unit Upkeep = Max((Level - Era) * Era, 0) + All Units * All Cities
Cultural and Expansion Penalty Disapproval
This means that if you conquer a new city, you get a larger expansion disapproval penalty than just founding a city
Expansion Penalty += Base Expansion Penalty per City * (2 - Ownership of new city)
Potentially fixed something regarding city count (not enough documentation on XML to know)
Future changes:
-Increase base Fortification to 200
-Decrease maximum Fortification to ~500, I had a late game where the AI had 1000 fortification which was painful to resolve.
-Modify military upkeep to consider village count for Cultists.
First of all, I'd like to say : good job, really !
I really like your mod but at the moment, im only interrested in minor changes in Gameplay so I was wondering how could I only take the part of the mod which add more weapons choice (one handed spears for example..) to units !
I tried with only the "UnitBodyDefinitions" file but it doesnt work, so could you explain me how to implement this please ?
Weapons should need: itemdefinitions[base] , itemdefinitions[weapon] , simulationdescriptors[itemclass] and [item] and [itemslot] and of course unitbodydefinitions. Still can't be sure if that will alone work, but hopefully it may.
And no, I won't change the name for 2 minor additions. It's still primarily a combat and unit oriented mod. Don't know what future will bring though, perhaps i'll make another mod for those.
Weapons should need: itemdefinitions[base] , itemdefinitions[weapon] , simulationdescriptors[itemclass] and [item] and [itemslot] and of course unitbodydefinitions. Still can't be sure if that will alone work, but hopefully it may.
And no, I won't change the name for 2 minor additions. It's still primarily a combat and unit oriented mod. Don't know what future will bring though, perhaps i'll make another mod for those.
Thanx for your quick answer !
Well sadly it doesnt seem to work like this, it shows me a fatal error
NotImplementedException: The game creation process has failed.
I was wonderig how do you manage to change morale rules on battles? I have been searching for those rules without success.. I would like to reduce their effects
I think best would be to have a look at SimulationDescriptors[Class].xml. There are a lot of BattleMorale info there and you might want to change the values lines 62 and 63 in order to lower the effects on attack and defense.
Pikou wrote: I think best would be to have a look at SimulationDescriptors[Class].xml. There are a lot of BattleMorale info there and you might want to change the values lines 62 and 63 in order to lower the effects on attack and defense.
I think I found a bug(or it could be just me), when I have your mod active and start a game, the cost of the districts is zero production(and costs zero dust to buy out), however the population requirements are still there. I have almost all the dlc for the game expect the latest expansion active when I encountered this bug.
Uhm.. I have been working with this mod and I have found that retaliation is aplied only with first strike.., anyone knows if that is hardcoded or could be modded? I like the idea of using retaliation to change initiative, so slower units have a chance to counterattack. I aslo modded block to give more defense against range attacks (through sharp sense)
Edit: Found! now it is accumulative and It imporve battles a lot.
Niteshade, it's actually pretty easy. Open the Unitbodydefinitions. xml file with notepad. Find Vaulters dawn officer. Now copy-paste ANY weapon definition line you want from any other unit under the weapon choices and save.
Samanie wrote: Niteshade, it's actually pretty easy. Open the Unitbodydefinitions. xml file with notepad. Find Vaulters dawn officer. Now copy-paste ANY weapon definition line you want from any other unit under the weapon choices and save.
Btw, make a backup for that file.
Is the weapon definition line the only one I need to add in?
Specifically in the section of lines of "SimulationDescriptorReference Name" ?
Yes. You see the lines with "weaponaxe2" or "spear2" under officer? 2 means 2 handed. Find a unit with sword, copy/paste the line with sword1 or sword 2 under the axe2, for example.
Feel free for making suggestions here- aside from "swords for officers" tho. Feedback is appreciated.
Edit: About adding units, thats a much more complicated thing. Each unit has references in multiple files, that means a LOT of work. But you can just edit existing hero archetypes, that would be easier.
This mod modifies the initative system and alters unit-item stats and abilities.
-In V3.6-
-A few fixes. Retreat calc should now work, Pillar of Speed gives less Industry boost, retyped the stats as they were reset in 3.5. Corrected shields giving extreme amounts of Defense.
-Changes in V3.5-
-Pillar of Speed also gives Industry boost during summer, in addition to the regular movement cost reduction.
-Reworked Retreat health-loss mechanic. It's based on remaining movement points now. It used to be fixed 50%.
-Garrisoned units and assigned Heroes increase city approval now.
-City base approval reduced.
-Changed Retaliation initiative boost to addition from multiplication. Reworked the values, it starts at 20 and goes up to 50.
-Some unit cost tweaks.
Installation:Add the contents into Documents\Endless Legend\Community folder(create that folder if it does not exist).
Delete the previous version before installing. Have fun!
- Previous- V3
This mod modifies the initative system and alters unit-item stats and abilities.
-Changes this version-
-Implemented 1 handed spears, available to Stalwarts, Drakkenlings and Titans. Lower stats than normal spears.
-Added Retaliation ability to all melee weapons.
-Retaliation gives no dmg buff but increased initiative at later levels.
-Adamantian bracelets have Swiftness ability now. This ability gives a dmg bonus against slower opponents.
-Swapped Swiftness and Retaliation icons cos a 4th level is added to Retaliation while Swiftness has just 3 levels.
-Made Block ability stronger at later levels. It has a percent calculation now.
-Added correlation between shields and melee weapons- a shielder melee will gain defense when hit once per turn.
This in order to prevent rangers focus-kill shielders in 1 turn.
-Lowered Ancient and Proliferator initiative.
-Added 2h swords for officers. Removed spears.
-Some tweaks in unit costs.
-Fanatics are slow:1 since they were too powerful.
-Removed Att and Dmg bonuses from morale.
-Improved morale penalty for Ranged units from nearby enemies.
Installation:Add the contents into Documents\Endless Legend\Community folder(create that folder if it does not exist).
Delete the previous version before installing. Have fun!
Combat Rebalance -V 2.5-
This mod adds an initiative-morale system,new items and abilities.
-Changes this version-
-Vaulters Titan is now mechanical. Immune to disease, dust-healed.
-WW Shamans have Healing Halo.
-WW walkers have circular attack, like shown on the loading screens.
-Mages warlocks have Intimidation Aura.
-Drakken Wyverns have an extra counter.
-Necro Proliferators have cocoon ability.
-Cultists Fanatics have Beam.
-Roving Yirmak is Unstoppable now.
-Broken infantry are no longer Fast, Ryders are no longer slow and are more durable.
-Sisters Justiceres can Heal and are no longer classified as support(ranged). They are infantry.
-Retaliation skill gives less dmg buff, adds 100% initiative for the next turn.
-Hero health boost gives no percent bonus now, just a flat amount.
-Spears' Cavalry Slayer now gives a Def boost against cavalry.
-Many stat tweaks again.
-Buffed militias, each faction has different stats for them. Like Drakken militias have more health,while Mages' have more dmg etc. Roving militias are cavalry.
-Rings and insignias are now unlocked with weapon researches.
-Sweep St Back is nerfed, gives +50% dmg at lvl 4. It was 110% before.
Installation:Add the contents into Documents\Endless Legend\Community folder(create that folder if it does not exist).
Delete the previous version before installing. Have fun!
Hey, just wanted to point out that having morale system negatively impact initiative is probably better for balance...ranged units (even after nerfs) are still ridiculously OP because if they get the highest initiative they are running a train on any melee due to being able to focus fire way better (and the units in the rear can just focus on offense stats, whereas infantry needs to focus on all areas including damage output). Letting spread-out units get first strike would be a much more appealing solution than to have death balls of ranged units all game. Ranged can more effectively camp reinforcement spawns too.
Plus, it makes sense from a general perspective of moving in a huge army is much slower than moving in small detachments.
Slight001 wrote: heck with infantry... Mezari... ahem... I mean Vaulters... need a cavalry hero. rapidly closing is the key to melee survival.
Well they do have a unit classed as Calvary, just their mobility comes from power suits it seems instead of a mount. Which I believe was the same unit I got equipped with swords now.
Until I figure out if its possible to get a hero in the way I want, I'll just focus on picking up Broken Lord Heros to help lead my armies lol.
Having the morale system affect initiative is an interesting idea. I may have to try this mod to see if it actually solves the "initiative is king" issue, though I am somewhat doubtful. The binary results of initiative are just too strong, and this might simply lead to players always crowding their armies. The fact that most retaliation strikes have no chance of triggering special abilities just amplifies this problem even more.
Still, I do agree with a number of your stat changes, especially regarding the movement of the Broken Lords. I never understood why the Stalwarts were Fast, and 3 Battle Movement is considerably more powerful than 2 Battle Movement, given that it lets you move into a second forest tile in one round. If anything, I feel the Stalwarts should be slow, given they are just Dust in armor, but that's probably the 40k geek speaking and trying to bring the Thousand Sons into this.
I've started work on a mod of my own a couple of days ago (after months of planning started in the beta), trying to provide more interesting unit customization by assigning various special abilities to weapons and armor, as well as different abilities based on the material in use. For example, giving all types of swords a Parry ability that gives them bonus retaliation strikes and some minor stat bonuses for retaliation, or giving Spears a Phalanx ability that provides a big buff to defense, attack, and/or damage while defending, not just against cavalry.
I also want to increase weapon variety on units without losing their personality (like giving Stalwarts the spears they're carrying in the artwork), and implement three different hero classes for each faction. However, for that I'll have to create cavalry and flying hero classes, so any suggestions would be welcome. Of course, there's also the issue of animations and the way the units hold the weapons, which we can probably not change without help from Amplitude. Still, I'm willing to live with my Vaulter/Mezari hero holding the axe the wrong way around if it means I can get a cavalry hero.
Once I finish my work, perhaps we can discuss the results of our attempts at making unit customization more interesting, and possibly merge our mods if we feel that would provide a better experience.
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kokopuffs wrote: Hey, just wanted to point out that having morale system negatively impact initiative is probably better for balance...ranged units (even after nerfs) are still ridiculously OP because if they get the highest initiative they are running a train on any melee due to being able to focus fire way better (and the units in the rear can just focus on offense stats, whereas infantry needs to focus on all areas including damage output). Letting spread-out units get first strike would be a much more appealing solution than to have death balls of ranged units all game. Ranged can more effectively camp reinforcement spawns too.
Plus, it makes sense from a general perspective of moving in a huge army is much slower than moving in small detachments.
Dude, that would pretty much kill defending armies. But if you think that ANY bonus from morale is too much, i could fix that. Right now all stats except Damage gets 15% buff per morale, while dmg get 5%. Maybe all could have 5 %.
In order to counter rangers i have improved cavalry initiative generally. 2nd Best initiative is for WW archers, could they be the problem makers?
Edit: And max morale is up to 12 now, it was 6 before. If can make a better initiative system like mentioned below, I'll most likely nerf the effect of morale.
Slight001 wrote: heck with infantry... Mezari... ahem... I mean Vaulters... need a cavalry hero. rapidly closing is the key to melee survival.
I gave it a shot, could not even find the hero unitclasses. Even if that was ok, only mounted hero models are for Rovings and we cant implement any other model right now. It could be possible in the future tough.
Only thg comes into mind is to use Broken Ryder models, which would look ridiculous in any other faction.
The-Cat-o-Nine-Tales wrote: Having the morale system affect initiative is an interesting idea. I may have to try this mod to see if it actually solves the "initiative is king" issue, though I am somewhat doubtful. The binary results of initiative are just too strong, and this might simply lead to players always crowding their armies. The fact that most retaliation strikes have no chance of triggering special abilities just amplifies this problem even more.
Still, I do agree with a number of your stat changes, especially regarding the movement of the Broken Lords. I never understood why the Stalwarts were Fast, and 3 Battle Movement is considerably more powerful than 2 Battle Movement, given that it lets you move into a second forest tile in one round. If anything, I feel the Stalwarts should be slow, given they are just Dust in armor, but that's probably the 40k geek speaking and trying to bring the Thousand Sons into this.
I've started work on a mod of my own a couple of days ago (after months of planning started in the beta), trying to provide more interesting unit customization by assigning various special abilities to weapons and armor, as well as different abilities based on the material in use. For example, giving all types of swords a Parry ability that gives them bonus retaliation strikes and some minor stat bonuses for retaliation, or giving Spears a Phalanx ability that provides a big buff to defense, attack, and/or damage while defending, not just against cavalry.
I also want to increase weapon variety on units without losing their personality (like giving Stalwarts the spears they're carrying in the artwork), and implement three different hero classes for each faction. However, for that I'll have to create cavalry and flying hero classes, so any suggestions would be welcome. Of course, there's also the issue of animations and the way the units hold the weapons, which we can probably not change without help from Amplitude. Still, I'm willing to live with my Vaulter/Mezari hero holding the axe the wrong way around if it means I can get a cavalry hero.
Once I finish my work, perhaps we can discuss the results of our attempts at making unit customization more interesting, and possibly merge our mods if we feel that would provide a better experience.
Thx for the feedback. This initiative stuff is a work around. Tried many things -like attackers losing initiative for 1 turn, missing a hit cost even more or getting a random % in boost when turn starts- but tossed into a wall. May look at it again some time. And please; if you happen to know how to generate a random number between 50 and -50 , tell me .
Stalwarts have spears, don't they?. I must have added them along with 1h hammers. I plan to make 1h spears for more consistency with the screenshots.
Wrote about that hero issue on the previous post, will check that again.
I'd be glad to share my ideas in a good mod. Just make it worthwhile and keep in touch. Good luck.
Samanie wrote: I gave it a shot, could not even find the hero unitclasses. Even if that was ok, only mounted hero models are for Rovings and we cant implement any other model right now. It could be possible in the future tough.
Only thg comes into mind is to use Broken Ryder models, which would look ridiculous in any other faction.
Actually Vaulter cavalry uses tech to augment their bodies. No need for mounts when you have powered armor.
Samanie wrote: Dude, that would pretty much kill defending armies. But if you think that ANY bonus from morale is too much, i could fix that. Right now all stats except Damage gets 15% buff per morale, while dmg get 5%. Maybe all could have 5 %.
In order to counter rangers i have improved cavalry initiative generally. 2nd Best initiative is for WW archers, could they be the problem makers?
Edit: And max morale is up to 12 now, it was 6 before. If can make a better initiative system like mentioned below, I'll most likely nerf the effect of morale.
it's almost impossible to imagine a turn-based system in which initiative isn't really OP, unless you make it so that combat drags on longer. If possible I'd just say remove all initiative bonuses from units that have enemy(s) in adjacent squares.
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Why do you report Samanie?
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100g2g ptsReport comment
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32 600g2g ptsReport comment
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