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Auriga's Fate Mod

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10 years ago
May 20, 2015, 10:16:29 AM
Hi Zhorn!

Your mod is very interesting! smiley: smile



Zhorn wrote:
Another question, I'm trying to make improvement's income based on game speed, so it will be easier to balance, but I'm having some issues.. what is wrong with this rule





You cannot use a SimulationModifier from an element E1 (the Improvement) to modify a property from an element E2 (CityFood from the City) by using another property in a third element E3 (GameSpeedMultiplier from the Empire).

But don’t worry, there are solutions to your problem smiley: biggrin

If you want to apply the game speed to EVERY improvement which produces Food, you can easily add in the ClassEmpire something like that:





If you want to apply the game speed to only one improvement, you have to duplicate the property GameSpeedMultiplier into DistrictImprovement, and then you’ll be able to write this:





Zhorn wrote:
For Damage I have this formula, but not sure if it is right:



To make it more clear and easy to read I will use abreviations



Dam=$Link(Initiator|Property|ClassUnit:AttributeDamage)

Health=$Link(Initiator|Property|ClassUnit:AttributeHealth)

MHealth = $Link(Initiator|Property|ClassUnit:MaximumHealth)

DBoost = $Link(Initiator|Property|ClassUnit: DamageMultiplier)







That formula should make units with less than halftheir health start loosing damage ouput up to 50% of their maximum


I’m not sure I understood very well. Be careful on how you use operators such as min. min should be between two operands instead of the beginning of the formula.

In your case, I think you should divide your battle action into two battle effects with a prerequisite checking the unit’s health. You’ll have something easier to write with the same behavior than intended.



Zhorn wrote:
About Empire plans I'm unable to find the file where plan's cost is calculated, anyone knows where is it? right now on huge maps you can be flooding in influence easily


The costs of empire plans are defined in the file DepartmentOfPlanificationAndDevelopment+Constructibles[EmpirePlan].xml between the markup .
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9 years ago
Sep 26, 2015, 12:33:54 AM
Ciramor wrote:
This mod looks awesome !

Is it still on progress ?




Well... I have been quite busy for a few months but maybe I could keep working on it on my next hollidays
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9 years ago
Jun 1, 2015, 3:28:21 PM
AwesomeTomas wrote:
How would this effect Ardent Mages' Power through Pain ability (increased attack when hp is lower) would it have to be a larger increase in attack so that the units will do lower but more reliable damage?




Good point, I haven't tried all factions, so I didn't know about that ability, but It seems right to increase their attack and maybe their initiative. I will take a look, Thanks!



AwesomeTomas wrote:


I am not sure how to change the GUI, it might be in the GUI folder though (just a guess of mine that does not have any backing).




Yes they are at the GUI foldder.. GuiElements[HitInfos].xml, but I'm not sure it will accept complex formulas to show damage ouput..
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9 years ago
May 31, 2015, 7:03:29 PM
How would this effect Ardent Mages' Power through Pain ability (increased attack when hp is lower) would it have to be a larger increase in attack so that the units will do lower but more reliable damage?



I am not sure how to change the GUI, it might be in the GUI folder though (just a guess of mine that does not have any backing).
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10 years ago
May 30, 2015, 5:11:23 PM
This is my first approach to a new damage system based on health, It seems to work fine



100% damage when health >75%

75% damage when health >25% but <75%

25% damage when health <25%





$Property(ClassUnit:CanTakePhysicalDamage) gt 0

$Property(ClassUnit:AttributeArmor) le 0







$Property(ClassUnit:CanTakePhysicalDamage) gt 0

$Property(ClassUnit:AttributeArmor) le 0

($Link(Initiator|Property|ClassUnit:AttributeHealth) / $Link(Initiator|Property|ClassUnit:MaximumHealth)) le 0.25







$Property(ClassUnit:CanTakePhysicalDamage) gt 0

$Property(ClassUnit:AttributeArmor) le 0

($Link(Initiator|Property|ClassUnit:AttributeHealth) / $Link(Initiator|Property|ClassUnit:MaximumHealth)) le 0.75

-->






But now, the damage shown in the GUI doesn't correspond to the real damage output.. is there a way to change the damage formula to show the correct value?
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10 years ago
May 26, 2015, 10:07:37 PM
I am not sure if the exact value of the amount of dust needed is directly stated in the statistic screen but you could if the amount of dust stated was there, deduce (since the amount is based on map size and game speed) the map size from the number.
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10 years ago
May 26, 2015, 6:17:40 PM
Anyone knows if it is posible to access to map size value?



I mean, is there a way to know if we are playing a small, medium or huge map?
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10 years ago
May 22, 2015, 3:42:32 PM
Thanks for the feedback and thoughts, I haven't tested latest version too much because I have not enough time and I haven't reestarted a campaign to see the effects on early stages, so it will probably get some more tweaks



I like your idea about increasing resources cost.., so you have to decide between improve one city or another and even between cities and armies.. I will sure work about it



I would take a look about hero skills to be sure I can find a good balance... To say truth I have only 4 Heroes in my current game (with 10-12 cities and more than 150 turns played) maybe I should start hiring a few of them to see how the new values affect the game..
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10 years ago
May 21, 2015, 7:57:21 PM
Well I have been playing as the cultists primary (minor faction units having op dust equipment ftw) and since there are many national wonders I do not think it is accurate for me to say on the numbers. I play on the large map with normal sized region set on chaotic shape.



Personally I think the "base" science might need to be toned down, but not from techs since science techs in this game seem only to accelerate you to the late game (or the next tier of iron/dust weapons) and thus ought to be a choice in my humble opinion between "should I have a stronger economy/military now or try to rush to era VI for the tier 3 dust and the serum upgrade? An example of a useless science tech would be in the era VI science tech so to speak. As in it is only useful for accelerating for a science victory but if someone else got the military tech, you could just "lose" the science victory race before you can research your second era VI technology. Honestly I have not done the math on whether it is worth sacrificing less important techs for science techs compared getting the other techs (like plus food and military techs).



Another thing that is worth considering is that while someone can get to the VI era at a fast rate, it also has the downside of "buffing" units from the marketplace since they will start with tier 3 dust armour. Meaning that if someone else got the military techs and started to stockpile dust until said first person got to era VI, the person that invested heavily on science could be taken down by the very fact he sacrificed important techs (military, dust, or food).



So as a nerf to science that would not make the choice between getting a science tech vs any other tech a one-sided choice, I think doing some tweaking to the technology cost might be a good idea. I have been think of whether it is a good idea to make it so that the base research cost of items is higher but scales at a lesser rate(base cost for era VI research might need to be increased by a large margin). Dust seems to be gained at a much higher rate compared to industry though. I am not sure how to fix this. I think trade routes tend to favor larger empires compared to smaller empires.



Maybe if say for smaller empires, they benefit from the science of trade routes more and from the dust from trade routes less. And reverse for large empires. So that it kind of "acts" as the smaller empire's trade is mostly importing (thus getting less dust from trade routes) while the "trade units" of science has a larger impact. While for Large empires, they get more dust from trade (thus "acting" like exporting) and less science from trade since the "trade units" have a lesser impact for them. Not sure if this is a really good idea or not. Nor if it is possible to write the code without a lot of changes to the underlying systems.



While it might be a good idea to nerf the dust buildings so that they do not get out of hand late game, I think instead it might be better to raises the amount of titanium/glass steel needed to construct said buildings. So that it will be harder to build them in a large empire. Personally While I like the changes to most of the hero skills, (like increasing the effectiveness of defender and some of the bonuses from army boosts) I do not like most of the changes done to the class skills, while nerfing certain class skills that are strong might be a good idea, having the cultist hero's dust, and science bonuses being more than the ardent mages/broken lords' class skills relatively makes cultist hero better governors(except for the cultists faction). Some else I do not like is nerfing the "niche" some heroes have, like while the vaulter heroes got buffed overall (defender has good synergy for their anti-siege skills), I do not think nerfing the science trade bonus was a good idea since it makes the niche of having the vaulters heroes being a weak science hero that has the utility as also being a hero that can allow your besieged cities to have access to say their production tiles. Weaker relatively to the bonuses that the roving clans heroes get to all trade routes and the ardent mage heroes. Some other niches I would like to not to be seen hurt as in the other aspects of the class abilities can be made weaker as long as these roles can still be viable in a game. Drakken hero for an influence boost, broken lord hero to increase your output of rare minerals, roving clans for your trading city, ardent mage hero for your science city, nercophage hero for growth to cities that start with low food, vaulter hero as a jack of all trades as a defensive hero that can be used as a decent (but weaker) science city governor(than the ardent mage hero). Wild Walkers as a hero to boost the production of your heavily forested cities. And cultist hero as a ... master of all trades. Not really want to have him as a master of all trades but nerfing him in a way that affects other factions besides the cultists would help make him from being op for the factions that do not need him.



On an unrelated matter(has nothing to do with your mod) I would like there to be a plus city fortification tech in the second era since fortification seem too low before the borough governments tech.



I might have omitted something here or there since I forgot about it but this is my two cents.
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10 years ago
May 21, 2015, 4:54:17 PM
AwesomeTomas wrote:
Hello, first thanks for this amazing mod which while I am not playing on the current version (the one that tweaked dust and science bonuses from buildings) due to having a game in the older version. I noticed that the flat damage bonuses from dust weapons to be like +20 vs +9 from the stragetic resource weapons. And something I would like but I do not think is possible in the game engine, is to have battles be turn based as in unit with the highest innitative moves, then the player/ ai then picks the next movement, and so on, with stuns and buffs like unleash potential changing the order of unit movement during the phrase. So if you have say a unit stun another unit that is faster than one of your units then said unit's turn is shifted lower in the order and any unit slower than it but still faster than the unit's stunned ininative value will go before it.




I'm glad you are enjoying the mod.



Dust weapons aren't polished yet, because this is my first approach with them, I'm still working on making them a mixture of Titanium and GlassSteel, or a improved version of standard weapons.



I aslo would like to change initiative system, but I fear what you want is out of my current abilities, if it is possible. I thought about making units had random initiative each turn based of their Initiative value, but right now retaliation/stun is the only way I can make it more dynamic.



What speed/map size are you playing? are you getting too much dust/science? I would appreciate some feedback to tweak the variable to the best value.



I felt I need to reduce them because I was getting too much Dust and Science without effort.. I'm playing Endless and Huge map.., right now I have like 10-12 cities (most of them taken, I think I had only built 3 of them)



Thanks for sharing your thoughts!
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10 years ago
May 20, 2015, 9:13:10 PM
Hello, first thanks for this amazing mod which while I am not playing on the current version (the one that tweaked dust and science bonuses from buildings) due to having a game in the older version. I noticed that the flat damage bonuses from dust weapons to be like +20 vs +9 from the stragetic resource weapons. And something I would like but I do not think is possible in the game engine, is to have battles be turn based as in unit with the highest innitative moves, then the player/ ai then picks the next movement, and so on, with stuns and buffs like unleash potential changing the order of unit movement during the phrase. So if you have say a unit stun another unit that is faster than one of your units then said unit's turn is shifted lower in the order and any unit slower than it but still faster than the unit's stunned ininative value will go before it.
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10 years ago
May 20, 2015, 6:38:30 PM
Hi Manu,



First of all thank you for taking your time to come here and answer my questions.



Manu wrote:


You cannot use a SimulationModifier from an element E1 (the Improvement) to modify a property from an element E2 (CityFood from the City) by using another property in a third element E3 (GameSpeedMultiplier from the Empire).

But don’t worry, there are solutions to your problem smiley: biggrin

If you want to apply the game speed to EVERY improvement which produces Food, you can easily add in the ClassEmpire something like that:





If you want to apply the game speed to only one improvement, you have to duplicate the property GameSpeedMultiplier into DistrictImprovement, and then you’ll be able to write this:







I was almost sure that was the issue (trying to access properties from diferent files with one single formula).



I liked your first example as it will be easier to control.



About the second I suppose I need to give a value to the "new" GameSpeedMultiplier property into DistrictImprovement







So it will take its value from the game options, isn't it?



Manu wrote:


I’m not sure I understood very well. Be careful on how you use operators such as min. min should be between two operands instead of the beginning of the formula.

In your case, I think you should divide your battle action into two battle effects with a prerequisite checking the unit’s health. You’ll have something easier to write with the same behavior than intended.




Oh.. I knew I had problems understanding min/max formula, now it is more clear.. as you said I aslo thought about dividing the rule, but I haven't work with this language before and couldn't find any guide yet





Manu wrote:


The costs of empire plans are defined in the file DepartmentOfPlanificationAndDevelopment+Constructibles[EmpirePlan].xml between the markup .




Great!



Again, thanks for your help, now I only need more time to work with the files.
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10 years ago
May 9, 2015, 5:58:25 PM
Hello guys I have been working with this game for a few days and now I'm able to upload a bit of my work.



The goal of this mod is tactical combat rebalance (units, weapons, abilities..) but aslo tweaks some other things like economics, techs, buildings..



-Changes V0.1-



Combat:



-Tweaked some units stats, mainly militia to make them more faction biased

-Necros support now has cocoon instead of vacine

-All Necros units have disease and disease inmunity

-Draken units have regeneration lvl 3, but 10% less health

-All weapons have retaliation (Credits to Samanie)

-Retaliation is now cumulative and increase initiative for each hit taken by the unit, so battles are more dynamic

-Stun no longer stun the target, instead it reduces its initiative by half

-Tweaked Block to give defense bonus based on % of defense

-Reduced overall damage boosts to avoid units killing in one hit

-Tweaked some weapon and items so they have more specifics uses

-Tweaked hit ratios 5% Crit 40% Normal, 45% Reduced, 10% Fumble

-Critical damage increased from 150% to 175%

-Shields aslo give sharp sense so they are better agaisnt range attacks

-All Armor (Torso/Head/Legs) give some health based on unit's health instead of fixed ammount

-Most hero skills based on health work with percentages instead of fixed values





General:



-Expansion disaproval reduced from 10 to 5 no more empire rebolution because you just taked 2 enemy cities

-Now you need 11 techs to advance to next level, before you only need 9

-CityDefense regain is based on population (still trying to find the best value, right now it increase with each pop)

-CityDefense regain base reduced from 4 to 2

-Base Army and garrison size increased from 4 to 5

-Increased army size gain from techs

-Reworked Retreat health-loss mechanic. It's based on the attacker's remaining movement points now. It used to be fixed 50%. (Credits to Samanie)

-Garrisoned units increase city approval now. Each unit adds 5 while heroes add 10 approval. (Credits to Samanie)

-No more construction/training penalties with slower speed games

-Markets gives 5% bonus with happy approval and 5% with fervent instead of only 10% with fervent approval





Installation:Add the contents into Documents\Endless Legend\Community folder(create that folder if it does not exist).

Delete the previous version before installing.



I hope you enjoy playing it!
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10 years ago
May 19, 2015, 5:59:35 PM
Pikou wrote:
Hello,

I've asked for some help to the designer for damage ouput and empire plans cost questions.



For the last formula could you try the following?





I hope it will work




Thanks!



About the CityFood formula, that was my first try, but It doesn't work, neither $(ClassEmpire/GameSpeedMultiplier) or $(ClassEmpire:GameSpeedMultiplier) and several other I don't remember right now



I think the issue is I need to tell the game to look into ClassEmpire just for that value without affecting the rest that is referenced to ClassCity..



I will keep trying as soon as posible, Now I no longer have much free time.



Again, thank you for your help.
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10 years ago
May 19, 2015, 2:57:25 PM
Hello,

I've asked for some help to the designer for damage ouput and empire plans cost questions.



For the last formula could you try the following?





I hope it will work smiley: smile
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10 years ago
May 18, 2015, 5:42:30 PM
Another question, I'm trying to make improvement's income based on game speed, so it will be easier to balance, but I'm having some issues.. what is wrong with this rule







BTW I just uploaded a new version:





-Changes V 0.2



Combat



-Added retaliation ability to Colossus weapons

-Increased stun chances

-Fast and slow abilities give initiative bonus/malus

-Reduced units experience boost

-Increased Hero experience boost

-Reduced LifeSiphon effect to 35%



General



-Reduced Dust and Research bonuses from buildings (not flat ones but percentages) Production and Influence seems to grow at slower ratio, food need more testing so you can survive winter

-Tweaked Happines status:

0-10 -> Rebellion

11-39 -> Unhappy

40-65 -> Content

66-90 -> Happy

91-100 -> Fervent

-Reworked approval bonus/malus to affect all resources at the same time, but keeping some diference between city and empire boost

Happy cities gives 5% less bonus (just 10%)

Dust and Science bonus are half of food and Indrusty ones, but they get same malus

Empire approval increase those bonus/malus (a Rebelled city under a Rebelled empire will give just 5% income)

-Reduced income from Dust and science buildings

-Increased Tech cost for slow and endless speed

-Increased tech cost diference between eras

-Tweaked some hero skills values

-Reduced Dust Income from empire plan

-Reduced Science income from trade
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10 years ago
May 16, 2015, 1:33:33 PM
I'm about to update the mod, but I would like to change damage ouput and empire plans cost.



For Damage I have this formula, but not sure if it is right:



To make it more clear and easy to read I will use abreviations



Dam=$Link(Initiator|Property|ClassUnit:AttributeDamage)

Health=$Link(Initiator|Property|ClassUnit:AttributeHealth)

MHealth = $Link(Initiator|Property|ClassUnit:MaximumHealth)

DBoost = $Link(Initiator|Property|ClassUnit: DamageMultiplier)







That formula should make units with less than halftheir health start loosing damage ouput up to 50% of their maximum



About Empire plans I'm unable to find the file where plan's cost is calculated, anyone knows where is it? right now on huge maps you can be flooding in influence easily
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10 years ago
May 12, 2015, 7:00:28 PM
Raith wrote:
Ahh hell, I'm not really playing a game right now specifically it's just been a general observation. I'll go ahead and play the game again and see if I just suck or if the game has an actual massive problem.




No problem, feel free to post your findings any time you wish, the more feedback the better.



Have fun!
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10 years ago
May 12, 2015, 6:57:00 PM
Ahh hell, I'm not really playing a game right now specifically it's just been a general observation. I'll go ahead and play the game again and see if I just suck or if the game has an actual massive problem.
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10 years ago
May 12, 2015, 6:44:05 PM
oh..



You mean each time you "learn" something it makes harder to research the next one even if it is from a "lower" era??



I haven't noticed that.. like I said, right now with 8-10 cities (I aslo love Huge Maps) I'm researching any tech at 5-8 turns without effort (I have like 1.2K researh per turn), but yes.. I just took a look and I saw there is only 1 turn diference between era 1 and 2 techs and almost no diference between era 2 and 3.., "just" about 1K per era..



Can you tell me how much Research are you getting?? I'm not sure if the increase cost formula is the problem or maybe we are getting too much research to make era changes noticiable..
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10 years ago
May 12, 2015, 5:52:03 PM
Generally I play at normal speed, I dunno I just find it absolutely ridiculous (to the point to where it actively hampers my enjoyment of the game) that by simply taking a different path down research you can find it harder to research the use of Glassteel, a level 1 tech, than Adamantium.



I've been talking to friends who also stopped playing the game for the same reason and we all agree that each tech tier should have a max science amount for researching techs and they should stop increasing the cost of other techs at the same amount, but hell maybe we are just actively bad at the game.
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10 years ago
May 12, 2015, 5:46:36 PM
Raith wrote:
Will you be doing a retooling of the science cost increase of tech as you tech up?



I really feel that lower level techs should stop increasing the science cost at some point AND they should have a max science cost instead of forever increasing.




Well, I always loved to play slowest speed posible and right now I fee like I'm flooding in Dust (11K), Sience and Food (Most cities with high production with only 1-2 pop working on it)..., so I dont think I will reduce them.



Which speed do you usually play?
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10 years ago
May 12, 2015, 2:09:29 AM
Will you be doing a retooling of the science cost increase of tech as you tech up?



I really feel that lower level techs should stop increasing the science cost at some point AND they should have a max science cost instead of forever increasing.
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10 years ago
May 11, 2015, 8:52:30 PM
You are wellcome, It's a pleasure mod a game when you like playing it smiley: wink



I have updated the file with a new version:



Changes V 0.15



Combat:



-Reworked Slayers abilities changed percentage to efficiency against. Example:

30% Efficiency against cavalry means:

30% More defense

30% More attack

3 Damage increase (0.3 * 10)

-Reduced Improved Initiative values to 1/2 of standard values

-Shields now decrease iniciative by 5%

-Tweaked some equipment values

-Weapons strategic resources now give less fixed bonus but added % bonus based on weapon's stats

-Reduced chances of Mind Control ability to 25%

-Reworked Adamantium and Palladium resources bonus/malus

-Titanium/Adamantium creates better cuality armor and weapons at the cost of speed

-Glasstel/Palladium creates lighter equipment at the cost of health and damage





General



-Reduced base approval ratio to 50

-All Roving units are cavalry

-Expansion penalty back to default (10)

-Reduced District penalty to -5 aslo reduce approval bonus to 10, now improving your cities cost less than building a new one.



I'm planing to work with the economy as I'm flooding in dust right now.., but maybe is because I'm playing at endless speed and there is too much summer time (for now)
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10 years ago
May 11, 2015, 8:19:19 AM
Hello Zhorn,

Thanks a lot for this new addition smiley: smile

It has been listed in the "mod shopping mall" thread.
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