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.
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