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!
Having things which activate in winter/summer is actually really easy. There's a single global variable that you can tap into that makes making such things trivially harder than a normal buff/debuff.
The only thing which limits me is the style of established traits. Amplitude tend to split everything up into only-positive and only-negative traits, so you can pick and mix them for yourself. For example; the Bulldozers trait is something you'd never see in an Amplitude trait, since it has both upsides and downsides. So if I want to keep with the established style I'd have to split the winter buffs from the summer debuffs. Or I could not, because nothing's enforcing that.
If you have any ideas for traits you want, tell me and I'll have a go at putting them in!
[code]12:15:37:440STACKCannot find a subcategory for the faction trait FactionTraitZenMinor1Negative[/code]
but it doesn't seem to actually matter, as far as I can tell. If the log file has it in orange (as a warning) then the game will still run, just glossing over whatever happened without too much issue.
Mod has been updated and put on the steam workshop. Previous version will be kept here for people still using Bulldozers, which has been removed from the steam version.
I don't really like the idea of you posting my mod up within a compilation. I don't mind if you use the mod and compile it for your own personal use, but having it up and shared publicly within another mod isn't something I really want.
I know this is rather annoying, but hopefully it will no longer be necessary when the new mod architecture hits.
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Yep, that's a typo. I've fixed it for the next release. You've got it correct in the French.
Currently the tooltips are just placeholders. They just tell you more or less exactly what the game automatically does. If the mod gets big enough I had planned on adding 'fluff'-y descriptions about why the traits do what they do, like all the standard traits.
Bulldozers is really, really, really good, there's no doubt about it. I'd have had the downside have an even larger FIDS penalty, but it would mean storing a big table of data just for one trait, which I didn't think was really worth it. It's power is somewhat mitigated by a few things, however: I've read that most multiplayer games play with high anomaly odds, so factions without it benefit more there, and Bulldozers' power really comes into effect in the late-game, when you have sprawling cities. However most multiplayer games are decided well before that actually happens. I'll bump the points cost up to 25, I think.
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As for the missing GUI element, yeah. I wasn't sure what to do there. There's no existing gui element for "Item: Weapon". In vanilla the game doesn't ever need it, and the dual-wield capacity which I took the structure from simply suppresses the automatic tooltip and creates an override one. I believe you just need to add something like this:
Thank you, as always, Zen...Worked like a charm! And, now I understand the negative trait concept.
In my case, I had to make up the folder called "Community". Therefore, my finished path for all mods now will be: C>Users>Marc>Documents>Endless Legend>Community
It's installed following the standard procedure for mods!
...which, now that I look into it, isn't actually published anywhere sensible.
For windows:
- Go to /My Documents/Endless Legend/Community
Create the community folder if it isn't there.
- Extract the zip to this community folder
The mod should be in its own folder, called "ZenFactionTraits"
You launch the game as normal, and it should then appear in your mod list, called "More Faction Traits". The filenames and the in-game names are different for technical reasons, mainly uniqueness.
2:
Currently Endless Legend only allows you to launch one mod at a time.
However, I suspect that you would be able to hack the two mods together into one, but you'll have to do this manually. You will also have to manually update it every time either mod releases an update.
I am kinda making my mods with the hope that Amplitude will release multiple-mod capabilities when they introduce the steam workshop. Then everything would be modular and fantastic forever.
3:
Negative traits gain you points instead of costing you them! So if you take a few negative traits you can take more positive traits than would usually be allowed!
This mod is intended to add more faction traits that are within the scope of what is currently moddable.
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Current version of the mod can now be found on the steam workshop. This version is retained for legacy reasons only.
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Currently the mod only includes a single Faction Trait: Bulldozers. This is likely to change.
Now with actual content!
The traits can be found within a new category on the faction creation screen: MoreTraits. I might reword them and shuffle them around if there's enough to warrant splitting into new categories.
+1 vision on regional buildings (extractors, villages and watchtowers)
Beach Party: - cost 8
+4 on tiles with sea or lake
bugs:
- none known!
Changelog:
1.2.0 - Added No Windows, Beach Party, Xenophobes and Citizen Scouts
1.1.0 - Added Limp Wristed, True Strikes, Socialites
1.0.0 - Release, including Bulldozers
If you have any suggestions for Traits that you'd like to see in the game, let me know and I'll have a go at putting them in, or at least tell you why I don't think it's possible.
This is my first attempt at a mod. It's nothing fancy, but with some luck it'll end up alright. This mod is partly here for practice with modding EL's systems, and also to see what is actually possible within the scope of things that can be modded.
This would open so much more flavouring for custom factions, I salute you!
Actually, since there's already one trait that involves winter, it would be interesting if custom traits can make a faction that is generally a weakling in summer then get buffed heavily in winter...would be a pain to play I guess? Have not play around with map settings that much though.
This have nothing to do with the fact that I just thought up a concept about a sect of Ardent Mages that worship coldness, nope, not at all...
Anyway, have fun creating whatever you have in mind!
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Another update, and another four traits. Xenophobes is a negative version of Socialites (my condolences to anyone who plays a game as cultists with it), another two (No Windows and Citizen Scouts) are playing about with vision on cities and regions. The final one, Beach Party, is there to encourage long, sweeping beach-front cities, which I think are cool. If I could do an ElseIf sort of thing I'd have it reverse the approval you get when you build docks. After all; nobody wants their beach ruined by industrial shipping!
Yeah, I was looking through the bug report threads and saw the sticky that told me where the diagnostics were found, and after I had the diagnostic html then it was much, much easier to figure out why things were breaking.
It did throw me when it said "True is not an accepted boolean value", and then passed it all the way up through the code and several error checks before crashing out. I just kinda expected that with several fallback options there would have been a de-casing function somewhere, but apparently that's not how it works! Still, it's working now.
Now all I need are more suggestions for things to try to implement!
New version up, with three new traits. Two are positive/negative versions of each other, and one rather complicated minor faction village one that I can't get the tooltips to work with.
It took me pretty much all day and most of last evening to get the third one working. All because I had a few little spelling errors. I rewrote the whole thing 4 or 5 times to no avail. Well, I may not have learned anything useful, but at least now I know that EL booleen values don't accept "True", only "true".
Ah! Thanks for the fix. I think how you've done it was neat. I had thought I'd have to build a table of anomaly types and reference that, but putting more tags on things is a better way of doing it. I will add that into the next version, along with
I would be honoured to be in the Mod Shopping Mall.
As for feedback in the thread, I am happy to help. Part of why I am looking into these mods as much as I can is because I know you're gearing up for possible workshop support, and I'd love to help you out on that. I am learning a lot and have a few things in particular that I think would really help, but I'm not sure if they're already possible in a way I don't know, so I haven't written up a second post yet. I am trying to see how well I can get mods to play together, and the outlook is... mixed. I feel like a few simple tweaks would help out a lot, and some more dedicated support would vastly expand the possibilities of what is capable with mods.
To summary, I added a descriptor TerrainTagAnomalyTypeDust/Science/Food/Industry to each anomaly in order to apply the substraction only on the corresponding type of the anomaly.
You will only need to clean up the GUI of the trait.
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