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[MOD] Battle for Auriga

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10 years ago
Dec 13, 2014, 8:38:06 PM
Updated to version 1.0.4 with the following changes:

  • Merged Endless Legend version 1.0.24

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9 years ago
Apr 27, 2016, 3:12:45 AM
Updated to version 1.0.10



  • Game Speeds now only change number of turns "Quick" = 50 (~2 hour game), "Fast" = 75 (recommended, 3 hour game) "Normal" = 100 (4 hour game), "Slow" = 150 (~6 hour game). All pacing is same as "Fast" in classic version.
  • Added "Glory" Scoring mechanic. "Glory" is the accumulated total of all of your units throughout the game. Level up units early to increase this score.
  • Reduce number of techs required to advance Era to 8
  • Removed XP and unit smiley: industry increases from Era
  • Scoring graphs of same name (except Global Score) are now equal to values of classic version.

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9 years ago
Sep 13, 2015, 3:02:50 AM
Updated to version 1.0.9 with the following changes:



  • Increased combat animation speeds
  • Set defaults
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9 years ago
Sep 12, 2015, 4:05:56 PM
Updated to version 1.0.8 with the following changes:



  • Merged Endless Legend 1.2.2 (Shadows)
  • Privateer Upkeep now double rather than triple
  • Rolled back changes to Block Capacity as they were change in vanilla game

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10 years ago
May 2, 2015, 11:54:00 AM
Updated to version 1.0.7 with the following changes:



  • Merged Endless Legend 1.1.1
  • Removed -30% Life on Units
  • Upkeep for Units outside of cities is now +2 per unit
  • Upkeep per army now fixed at 4, rather than increasing with maximum army size
  • Privateer Upkeep now extra +1 Dust per unit rather than triple
  • Increase Dust output of Capitol to offset increased Upkeep on early empires' armies
  • Block Capacity (on shields) now adds +20%/+30%/+40%/+50% Defense rather than insignificant flat amount
  • Talismans no longer add strategic movement, but add a little more initiative and are cheaper

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10 years ago
Mar 20, 2015, 2:10:26 AM
Updated to version 1.0.6 with the following changes:



  • Merged Endless Legend version 1.0.44

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10 years ago
Jan 21, 2015, 4:10:41 AM
Updated to version 1.0.5 with the following changes:



  • Merged Endless Legend version 1.0.30
  • Faction quests now score 15 points per completed chapter and do not drop Rare Luxuries anymore.

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10 years ago
Dec 31, 2014, 5:31:51 AM
Thanks for your feedback!



I've responded to your modding question via PM.



The main goal for this mod is for the game to be playable in 3 hours in multiplayer. That is where the 75 turn limit (in Fast Speed) comes from (2.5 minutes per turn * 75 turns = 187.5 minutes). In single player, the game is faster. I think you'll find that if you play more, especially in multiplayer, the time pressure and smaller maps will make things unfold faster.



The upkeep change is there because upkeep is an insignificant factor in the Vanilla game, when it really should be a check on over-producing military. I still think it isn't too much of a deterrent as it is very easy to generate Dust.



The Trade route change is there to make building Trade routes more attractive as in the vanilla game, it takes a lot of investment to make them pay off and that's usually after the game is decided already.
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10 years ago
Dec 21, 2014, 1:37:15 PM
I just completed this mod in Singleplayer (fast, 6-player, Roving Clans), and would like to give you some feedback on the individual changes.



Victory Conditions

I do not have enough experience with the scoring system of Endless Legend, but your scoring system feels good.

About the halved time until scoring victory... It feels just a tad fast.

Your reasoning must be that after a certain point the game has snowballed beyond repair and you want to cut off the final (and boring) part of the game. I agree with this reasoning.

It's just that on fast, after 75 turns, my game was far from over yet. I had a decently sized advantage but converting this into a win would still be a challenge.



EDIT: Scoring comparison, maybe you can add this to the OP?:

Original Scoring
BfA Scoring
  • 1 points per level of units controlled
  • 5 points per level of heroes controlled
  • 5 points per city owned
  • 2 points per district owned
  • 5 points per level 2 district
  • 10 points per level 3 district

  • 3 points per population
  • 1 points per improvement
  • 5 points per researched technology



  • 1 points per level of units controlled
  • 5 points per level of heroes controlled
  • 5 points per city owned
  • 2 points per district owned
  • 5 points per level 2 district
  • 10 points per level 3 district
  • 2 points per population
  • 2 points per converted village (Cultist only)
  • (2 x era of technology) points per researched technology
  • 1 point per 100 "Peace Points"
  • 1 point per rare luxury stockpiled





Economy

I do not understand the game enough to give feedback on the upkeep and trade route changes, could you elaborate? What I can say is that I played Roving Clans and these changes helped me quite a bit.

Like the luxury changes, it adds another level of strategy to the marketplace.



Combat

I LOVE this change. Makes late-game combat more tolerable, because it can take long. In multiplayer people don't have to wait so long for battles to finish. For me this is the flagship change of the mod. Even though it's basic, it influences game speed and enjoyment greatly.



Quests

This change was made with the short game time in mind. The faction rewards get stronger and stronger (generally), but there is not enough time to finish the whole questline with this mod. I understand the change and I approve.



Suggestion

I recommend changing the scoring victory to 2/3rd of the time normally needed. 75 turns is just a tad too little.



Other than that, I like the mod!
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10 years ago
Dec 18, 2014, 2:34:54 AM
Hi, is there any Let's Play of the Mod on youtube? I'd like to see how it looks like.
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10 years ago
Oct 30, 2014, 4:33:11 PM
Battle for Auriga



The Battle for Auriga is a gameplay-focused mod for Endless Legend with the overall goal of creating a fun and competitive 4X experience that can be played in three hours or less.​





Details and Information



I absolutely love playing Endless Legend (single and multiplayer), the only problem is that the game takes a really long time and most games are over long before victory is achieved. This mod aims to pack a full game into 3 hours. Great for multi and single player!



Request for Playtesters!



If you are interested in helping to make Battle for Auriga a fun and balanced multiplayer experience, and have time to play on a regular basis, please contact me!



Steam name = Propbuddha




What's Changed?



Victory Conditions

  • Score Victory is triggered in half the number of turns (turn 75 when using Fast speed).
  • Scoring system is changed (see Scoring Comparison below)



Economy

  • Upkeep for armies is more (4 Dust per turn plus 2 Dust per unit in army).
  • Upkeep for Privateer armies is less (double regular armies rather than triple)
  • Dust output of Capitol is increased by 5
  • Luxuries are more valuable on the Marketplace
  • Rare Luxuries are not introduced naturally to Marketplace or stay past turn they were sold
  • Trade Routes produce more Dust and Science
  • Military Units cost 1 smiley: stickouttongueopulation:



Interface

  • Totals and graphs on Status screen reflect Scoring values.



Balancing

  • Iron Talismans no longer add strategic movement, but add a little more initiative and are cheaper.



TODO

  • Default settings (Fast Speed, World Sizes, etc.)
  • Alter Tech Eras to account for shorter game
  • Balancing
  • AI adjustments





Scoring Comparison (Thanks DeFlow!)



Original Scoring
BfA Scoring
  • 1 points per level of units controlled
  • 5 points per level of heroes controlled
  • 5 points per city owned
  • 2 points per district owned
  • 5 points per level 2 district
  • 10 points per level 3 district

  • 3 points per population
  • 1 points per improvement
  • 5 points per researched technology



  • 1 points per level of units controlled
  • 5 points per level of heroes controlled
  • 5 points per city owned
  • 20 points per capitol city owned
  • 2 points per district owned
  • 5 points per level 2 district
  • 10 points per level 3 district
  • 2 points per population
  • 2 points per converted village (Cultist only)
  • (2 x era of technology) points per researched technology
  • 1 point per 100 "Peace Points"
  • 1 point per rare luxury stockpiled
  • 15 points per Faction Quest chapter completed







Recommended Settings When Playing this Mod:



All Games
2 Players
3 or 4 Players
5 or 6 Players
7 or 8 Players
  • Fast Game Speed
  • Temperate Temperature
  • Average Topography
  • One Continent
  • Few Ridges and Cliffs
  • Spread Empire Spawn

  • Tiny World Size
  • 50% Land (Pangea)
  • Expansion Victory Off



  • Small World Size
  • 50% Land (Pangea)



  • Normal World Size
  • 40% Land



  • Normal World Size
  • 50% Land (Pangea)







Your feedback is appreciated!
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10 years ago
Dec 10, 2014, 2:37:15 AM
Updated to version 1.0.3 with the following changes:



  • Fixed issue where Strategic Resource costs were set to zero

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10 years ago
Dec 5, 2014, 5:45:08 AM
Updated with the following changes:



  • Merged with Endless Legend 1.0.21
  • Rollback changes to resource gain on fast speed due to 1.0.21 changes
  • Changed Scoring for Technologies
  • Add Number of Capitols Controlled to Scoring
  • Begin Rewarding Rare Luxuries at Quest Chapter 2

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10 years ago
Nov 17, 2014, 7:53:56 PM
Tigregalis wrote:
Hi Propbuddha, what are your recommended game settings if not playing MP (or even playing MP)? i.e. difficulty, speed, world generation and such.




Sorry I missed this, I updated the original post with the recommendations. In a (near) future release, I will set the default options to the recommendations.
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10 years ago
Nov 16, 2014, 6:00:07 PM
Updated mod with following changes...



  • Resource extractors no longer produce more on Fast Speed
  • Trade Routes produce twice as much smiley: dust and smiley: science

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10 years ago
Nov 9, 2014, 4:04:06 AM
Updated mod with following changes...



  • Scoring value of techs are now weighted based on Era
  • Population is no longer included in Expansion Score Graph
  • Population Score value reduced to 2
  • Reduce gain of resources in Fast speed to 1.5X
  • Starting at Chapter 3, faction quests drop Rare Luxuries in addition to other rewards.

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