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!
I've done many others tests with generation germe and compare many options.
Endless Legend don't really want to make world full of lakes, but with good options it's possible to make interessants things. Landmasses are best when chaotics.
- I removed all constraints, so you can choose all you want, but keep in mind that the game could generate strange things if you ask it some impossibles combinations.
- Add news options, one of the most funny is an "infinitesimal" region size, could be even more small, i will try it if I find a name that means smaller than "infinitessimal". Microscopic world can break the map if you don't use carefuly.
- Major work on a "break into component parts" of Ridge and cliff. You can generate very surprised world, like "forest of ridges" world.
Testing the mod : enter a germe number (example : 0) and choose "user" for generation mode.
In this way, you always generate from the same aleatory number (it's pseudo-random), and you can compare generations from same parameters of generation. Choose to make small, tiny or very tiny world, because generation time is smaller.
Type "Enter", then in console, type "/ShowMeTheWay", you will see all the map.
I have some problems with the generator. I suspect any late change to it.
I'm not sure the previous version work well : I can't generate correctly lakes for now.
So, I will post a new version soon.
Edit : After some more tests, the mod seem to work well.
But % over 100% for lake presence are not considerate by the game.
So I will redo some options because some are useless.
And options with rivers are not all usefull because it's the same, worse, if the min lentgh river is not match, parameter says if the game would draw a river and it don't meet the minimum length, then the game don't draw it instead.
Other things impact the lake creation : MaxLakeBottomElevation in cliff options.
I suspect the game to work like rivers with lake : if parameters says the min lake size is 7, the game will draw lake of all size, and after that, just delete lake that don't match minimum size.
Write a big number is not a good idea so, because at the final result, there is less lake. I've tried this with a min size 32 and max size 50, the game don't draw lake at all.
I don't know if there is another way to force the game to do what I want or if it's hard coded.
So, I understand because I was thinking there was something wrong. In fact, all is ok, but I just choose incompatibles options. I will remove options with high lake min size, or high length rivers, and will try to create RidgesAndCliffs with high lake elevation and verify if there is more lake on the map... /ShowMetheWay !
Nice work Enchanteur, that's rad. You made it into what I always hoped it could be. You definitely have my permission. Actually, one of the things I had intended to update in that version I pulled was to give others full permission to use/edit/etc my mod however they want. But then I had to roll it back. So just to make it clear here, no one needs to ask me in the future. I do appreciate credit though.
The one main thing I had wanted to do with this project, personally, was to also add more options for climate, minor factions, and a few other things. But last time I checked, and I don't think this has changed, it is not currently possible to access a lot of the data needed from the section that defines the map options.
Also, I noticed a few things which may be causing the resource bugs for high resource/anomaly values. Resources have a minimum allowed distance from each other. This may be part of what causes the players to spawn in the arctic regions, unable to move. I recommend not going above 700% for normal size regions, and less for smaller regions.
I've played with this mod a few times, and in my most recent playthrough I wanted to make sure the map was generating the way I wanted it to. I wanted a large map, with the empires spread out as much as possible, 8 empires. Here's the relevant settings:
Empire Spawn: Custom
Spawn FIDIS: 0
Spawn Shape: 0
Spawn Far: 20
And this is the result I'm getting:
With the distance setting maxed, there are two empires who spawned TOUCHING each other. This is turn 2, so there wasn't much/any movement. There are large areas completely open.
Any idea what's causing this? Any idea why the zone sizes seem to shrink the further south they are?
Thank you for the advice. I've uploaded a new version which does just that. All languages will use the English localisations for the added options, which are mostly numbers anyways. I still would like to update those with basic translations, but I've been unexpectedly busy lately.
Edit:
My thoughts on the spawn placement, the variable names in the world generator settings file make it almost sound like the generator aims for a minimum fids value for each faction, and the fids weight affects how important hitting that MINIMUM is, and therefor doesn't care as much about going higher than that. So when there are mass fids on the map due to anomalies, it no longer cares much about fids placement because most places fit that requirement. This is just my speculation though.
The third picture might appear the same as the first, but if you look at the season turn counter, they're different - because they're separate world generations. I used the seed 12345, but I noticed that when regenerating the world, I'd start in a different location each time - but I was using random factions. So in order to always have the exact same starting points, the factions have to be exactly the same as well.
I was thinking we could use this to test the spawn preference weighting (from this thread). I have a feeling that the other spawn considerations, specifically Spawn FAR weight and Spawn SHAPE weight, may have too large an impact, such that they override the Spawn FIDS weight for different tiles (the spawn preference values). Either that, or the desired tiles (e.g. Golden Tree anomaly) are just not generating on the map.
thx mindthurst for your mod. unfortunately I get some weird pull-down choices while playing in German localisation. will give it a try in English or going for an own localization.
I apologize for the localisations. I had that happen when I first started this up in English. It groups all world generator text under a group of 4 auto commands. Removing them would get the numbers I think, but remove the localisations for the world generator. I'll probably focus on getting the numbers set up for all languages (which are formatted the same aside from "," vs "." as far as I know). I'll also try some quick machine translations into the other languages. Afterwards, anybody who wants to can help provide better localisations, which I would definitely credit.
The starting dust/etc would be interesting. I think I have an idea of how I could do that. The settlers thing would be very cool. With those kinds of settings it'd be possible to jump straight into the late game, more or less.
Some ideas of my own are adding settings for the number of minor villages per region, and a humidity setting.
However, most of the things mentioned in this post, aside from the localisation, require me to use the file replacement setting rather than the merge setting (can't remember the official names for those). I'll need some more testing to figure that out, I haven't gotten it working yet. Though I heard it'll be added to the tutorial at some point, which is much appreciated.
Least effort would probably be to just copy the same localisation files into the appropriate folders, and repackage. Then localisation efforts could address the few lines within the localisation files.
This is my first attempt at messing with the modding capabilities of endless legend. It allows for many more options when generating a world. It adds more options to some of the drop down lists, adds a custom option to empire spawn for finer control, and removes some unnecessary restrictions between choices (such as between map size, number of players, and region size).
I originally planned a version with 3 levels of customization, the highest being to allow numerical values similar to the seed option, but am currently getting some bugs for that. Unfortunately, I've yet to find out how to remove drop down lists based on selections. Also, the text box is throwing some strange unity errors.
This is something I threw together in two days, and so I have some more things to try to get that to work. In the mean time, here is my middle tier of customization options. I plan on updating it further.
Made for game version 1.0.12.
Currently only has English language support.
I'm up for any requests, ideas, fixes, and suggestions for this mod.
I've just made a repertory "french" and copy paste the "english" one, in order to resolve localization problem.
I've made a world with microscopic region. I find the gameplay more fun like that.
I've put "rivers" everywhere, but it's there is still not very much rivers.
I can make small world but with 8 players. It's also very fun.
All is good, even, I don't think I will play anymore without it. Your mod should be added to others mods.
One big evolution I sugger to you is to be able to change :
- Number of continents (more than 8).
- % of ocean. I would like to try some worlds with 80%, 90% made of oceans.
I try to generate an oceanic world with many continents (that look like big islands), but for now, it's impossible, because the game don't allow to generate with less than 40% of earth.
I unlocked the landmasses in the new version. I also added restrictions on resources depending on the region size that should help prevent the spawn-in-mountains bug.
The many and vary many island options I don't believe would function correctly on the high land mass options (80%/90%), based on my understanding of the world generator, as there would be more islands to place then there is water to put them into.
Also, I changed the permission requirements. You don't need to ask me to upload mods that use this, are based on this, or improve it. Just give credit.
Awesome mod, makes each game very different, thanks mindthirst!
In my most recent game, the map was completely void of any Era IV luxury resources. (dustwater, dustorchid, redsang etc.) I did map sharing with the ai players to check their lands too. Mithrite and hyperium were still available.
The settings if I remember correctly were huge regions, 20 resources per region, 600% for anomalies/strategic/luxury resources, on a large map, 70 or 80% land chaotic pangea, with 6 players.
Do you have any ideas which specific setting might be causing this? Perhaps lowering the percentage of luxury spawns? Or decreasing the region sizes? It's hard to test since I can't tell if the late-game resources are present without sinking a lot of time into a map. This was in v0.1.2
Yeah, I just tried it on my laptop and it didn't work for me either. I looked at the parts I changed, and I don't notice anything wrong yet. I took the file down in the mean time.
To mikeInside:
I've noticed that in some games as well, it seems to affect luxery resources primarily. Also, in previous versions of Endless Legend, only basic resources would be available to buy in the market place for some games. I tend to set those values to 500+, so it could very well be related. I might do some testing with a cheat science building to jump to later eras to see if there is a relation if I have time.
Thanks for the information everyone, it has been very useful.
My goal was to made another mod and incorporate yours, but finaly, it take me many hours to work on World Generator, and it was very enriching to learn to do that.
I downloaded V0_1_2-2-0-1-2 on Nexus, make some changes and the mod work well with the last Endless Legend version "Shadows".
I didn't tested all combinations because it take very long time to launch auriga.
But when there is big problem, options screen don't load or crash.
So there is no crash, only possible problem could be uncompatibles choices of generation, or options less powerfull than I think relative of % over 100.
But game seem to able to construct all, the game make what he can and resolve conflicts it seems.
There is many new stuff in this version, it's not only a corrective.
This new stuff is a step toward a more natural and immersive world. And open news ways with experiments like "plateau". There is surely many others good things to do with cliffs.
Estuary rivers sound very naturals, and innerlands lakes of more differents sizes and density look good and immersive too.
It could be interessant to make more independant options (separe size of lake and %of apparition for example, or combine differents choice), but I really don't know how to do this kind of stuff.
I never tested your 1.3 version because it's not downloadable, so you should make change because there is some rollback I suppose.
I've made more land mass options for full islands worlds.
All changes are described in the readme.txt, there is some questions or doubt I ask or some constraints not effectives, if you know the answers, thank to give me it and correct the mod.
See attachement for this new version 0.2.0
See you soon
PS : I'm french native so the french localization is made at 98%.
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