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[Vieux Chat] Balances and Additions

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10 years ago
Nov 28, 2014, 8:03:05 PM
I'll wait a bit to see if that patch is enough for the AI or if I postpone a future mod.
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9 years ago
Sep 5, 2015, 1:50:34 PM
Only just recently got EL reinstalled after building a new gaming rig and remembered having this mod in place. Wanted to know if it was still compatible with the current versions of the game including both of the dlc addons.
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9 years ago
Jul 19, 2015, 9:24:19 PM
Why these changes in AI arent on the oficial game ... They seems less dumb (sorry for bad english!?)
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10 years ago
Feb 17, 2015, 2:56:53 PM
That mod is no longer needed as the devs have already implemented some better changes than mine.
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10 years ago
Feb 10, 2015, 9:07:24 PM
This mod SOUNDS neat, but... what does it do, exactly? There's no list of features and stuff o.o
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10 years ago
Jan 1, 2015, 9:49:50 PM
I really need to finally try this mod. The redefined unit roles sound good, but I'm most interested in an AI that actually uses mixed armies.
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10 years ago
Dec 31, 2014, 7:15:29 AM
You should put thus up on the nexus VieuxChat, if we get enough up we can probably swing a proper entry for the manager.
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10 years ago
Dec 30, 2014, 11:23:38 AM
The army composition part can be used with it, the changes to a whole kind of units (like the inf getting +30% HP and -75% upkeep) can be used.

I changed and Samanie also changed some values of buildings. So, that part can't be merged.
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10 years ago
Dec 29, 2014, 4:13:32 PM
Can this mod be used with any other mods? Like the Combat Rebalance mod by Samanie ?

Tho I'm still attempting to muster up the courage to tweak a unit setting to give Vaulter Dawn Officers the ability to use swords as an option instead of just axes lol.
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10 years ago
Dec 13, 2014, 6:09:04 PM
It was for 1.0.7, it is usable with 1.0.12 and 1.0.21 and some of my changes are still good.

Devs have said they were working on improving the parts I changed, so I wait to see what they come up with.
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10 years ago
Dec 12, 2014, 3:25:16 PM
Wanted to suggest, (which also goes for all the modders) that you include in your description and changelog,



Which Version your mod was written for.....



Was this written for 1.0.7, 1.0.12, 1.0.21?



I believe this was written for 1.0.12? I just started playing and my version is the 1.0.21.



But your additions look very interesting and I wanted to try it with 1.0.21. (It does load) But dont know if the new changes make your mod unnecessary.
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10 years ago
Dec 1, 2014, 9:28:52 PM
Interesting. Will try with the 'canon' changes first for a little while longer but I'm still seeing so many mono-unit type armies walking around -- not exclusively but certainly well over 90% are mono-armies (sometimes dumb ones as well; like entirely support) -- and armies with a huge range of unit versions within them which suggests that the AI still doesn't know how to retrofit properly. If nothing else your diverse army tweak remains appealing.
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10 years ago
Nov 30, 2014, 3:23:03 PM
Perhaps these changes should be implemented in to the base game, Amplitude?
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10 years ago
Oct 29, 2014, 6:08:37 PM
Ok, here comes my whole mod where I change role of units, the AI and add a new trait for the Broken Lords (For each pop they have they get +1 Dust per pop, so you better get tall than wide).



Extract the Zip File to My Documents\Endless Legend\Community. It will create a new folder named [VieuxChat] Balances and additions with my mod. Then just launch the game, go to the Mods menu, select mine, and voilà

If the "Community" folder doesn't exist, then create it.



Enjoy smiley: smile



EDIT: I forgot to ass a reference to registry.xml, thus preventing the game to use my AI changes smiley: stickouttongue Here is the good file.

[VieuxChat] New Traits and Balances.zip
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10 years ago
Nov 28, 2014, 4:53:20 PM
Any update coming for the latest version ?



I don't see too many changes, except for the Registry.xml file...
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10 years ago
Nov 24, 2014, 6:43:07 PM
If I edit the first post, everything is cleared -__- So I'll post the changelog here :



A few AI tweaks coupled with small changes in militia and defense buildings : more militia per building that unlocks them, militia get more stats per new era, defense building give twice their value in defense, the defense regeneration is upped a bit.

Moreover I added modifications to each kind of units :

Infantry : +30% health, -75% upkeep

Cavalry : +30% damage, -30% defence, +15% initiative, more movement points on the map and on the battle map.

Ranged : no change.

Flying : +40% defence.

Support : two attacks per round, -30% damage.

A new Trait : "Dust Cravers" that will give you more Dust through population. Only Broken Lords can take it. It's a custom economy trait.




EDIT : I forgot ! I also changed the army composition of the AI : it will use a lot more mixed armies.
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10 years ago
Nov 23, 2014, 7:25:00 PM
so far I like the balance in the AI with the mod. they are far more intelligent in their decisions and will send more troops to mess around. keep up the good work!
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10 years ago
Nov 17, 2014, 6:11:21 PM
Nice to hear that smiley: smile

I'll wait for the next patch with more AI changes.

But I think I'll keep som echanges, as the army compositions and the different roles attributes.
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10 years ago
Nov 17, 2014, 1:03:33 PM
Disclaimer: casual player here and no time for true testing. However...



... it feels very good so far!

Playing with necros, I've had to put quite some effort in order to smash through my Broken Lords neighbour's defenses; which left me partially unprepared (my bad, I know: I had to use most my units to speed up a particular siege and the AI was constantly harrassing my siege army) against a surprise - successful - attack of another faction against my best city. Now I'm back in control and enemies have been pounded into submission, but I never got as close to defeat mid-game as this one smiley: smile
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