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question about endless legend.

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5 years ago
Jun 21, 2020, 8:56:40 AM


so i'm about to play endless legend for the first time and I have a few questions.


  1. should I use the endless legend community patch?

  2. is there anything I should know for my first time? like is there any traps or anything that could screw me over the first time without knowing ahead of time?

  3. How should I generate the terrain and how big should I make the map?

  4. Why do people hate the combat? I played a tiny bit to test run it and got into a battle.. and honestly for hearing how awful it is.. I kinda enjoyed what little of that battle I played. Sure is it as responsive as a full turn based game like xcom. no not really, but you compare it to say civilization or even a paradox game I feel like it has more depth/enjoyment to it.

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5 years ago
Jun 21, 2020, 1:28:37 PM

Hello and welcome to the Endless Series.


To answer your questions as best I can.


1) YES! In fact you should NOT play without it enabled. It does so many things from fixing errors left by the developers to performance improvements.


2) The thing is that while I can't say that there are traps per se. You do have to watch out for the effects of winter. These change and grow more pronounced over the course of the game. Ans also there is the faction quest that all factions have. These are of course different and require very different things to complete them.


3) As it is your first game I would go for a medium sized map. Just make sure that you have a larger ration of ocean to land (60%) if you want to play with or want the Morgawr to spawn.


4) I myself have never had an issue with it. I believe that some people are obsessed with having their units act exactly as they want. But honestly combat is decided by your equipment, unit levels and army composition too.


Well anyway I'm sure someone will come along and contradict me on all of my points...but that's my take for now.

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5 years ago
Jun 21, 2020, 1:28:47 PM

1. I'd start playing without it and switch when you can handle Endless AI
2. Don't micromanage too much and try to see bigger picture. You can have a great start and think going for a wonder, thinking you can catchp up your military later. But the thing is, AI can just declare war on you while you are defensless. Short-term plans usually suck from my experience.
3. I play on Large with 8 players, 1-3 continents, 70% land, many rivers, many anomalies, hard minor factions. Suggest same.
4. The combat resembles HOMM a little bit, I personally like it. It allows for some strategy here and there for sure. It can get annoying to manage those turns, but if you do it right then auto-combat will do the job in the late game.

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5 years ago
Jun 21, 2020, 2:40:37 PM
mamarider wrote:

1. I'd start playing without it and switch when you can handle Endless AI

And then get stuck when the AI has a pathing hiccup and you cannot continue the game. Or performance tanks. Why wait to have a better gameplay experience?


And he doesn't have to start playing on Endless difficulty. You CAN start off on Normal.

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5 years ago
Jun 21, 2020, 7:12:32 PM

I don't like some non-optional changes this mod brings. I think it is better to experience vanilla game first as it was intended to play out. And then you can switch to ELCP if you feel somethings lacking.

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5 years ago
Jun 21, 2020, 11:13:49 PM
mamarider wrote:

I don't like some non-optional changes this mod brings. I think it is better to experience vanilla game first as it was intended to play out. And then you can switch to ELCP if you feel somethings lacking.

Oh you mean like the AI doing literally nothing with the resources they get? You mean like countless systems not working? And the game grinding to a halt as the AI gets stuck on a pathing issue it cannot solve and stops developing? You mean like the Allayi, Forgotten and Roving Clans not doing anything?


Well yeah I HATE those changes too!

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5 years ago
Jun 22, 2020, 1:17:41 AM

I'm also curious which changes are so horrible that you have to not play with a mod that makes the game overall better in almost every sense.

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5 years ago
Jun 22, 2020, 1:18:24 AM

The AI changes are mostly what bother me, but also the modding tools in mutliplayer no longer working means I cant test mods in multiplayer.

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5 years ago
Jun 22, 2020, 1:59:31 AM
CaptainCobbs wrote:

The AI changes are mostly what bother me, but also the modding tools in mutliplayer no longer working means I cant test mods in multiplayer.

The AI getting better bothers you?

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5 years ago
Jun 22, 2020, 6:14:32 AM

Yes, I don't play endless legend for challenge, and I don't like how aggressive the AI is in ELCP, I don't mind that they are actually able to use their resources though.

Updated 5 years ago.
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5 years ago
Jun 22, 2020, 7:17:24 AM
LeaderEnemyBoss wrote:

For the record: which non-optional changes are we talking about here?

I like unit selling shenanigans for example and really miss them in ELCP. Selling a scout early on deep in the enemy territory after snatching those ruins... No fun without that. I don't like that I can't raze improvements ASAP as I get the city - I understand the reasoning behind this, but it is just less fun to pay for usless buildings and not be able to screw enemies over be razing all. There might be some other things that I can't recall now, the thing I am saying is while I enjoy the AI changes a lot, some things are just there that I don't like.

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5 years ago
Jun 22, 2020, 9:34:20 AM
CaptainCobbs wrote:

The AI changes are mostly what bother me, but also the modding tools in mutliplayer no longer working means I cant test mods in multiplayer.

While I can understand that the latter is impractical sometimes, you know why it is that way, right? This was a bug that allowed easy access to cheats in multiplayer games, and obviously never intended by Amplitude. There is literally an internal game variable that says "enable multiplayer" which gets disabled by enabling modding tools. (I also doubt its relevant for most players, beginners especially).


mamarider wrote:

I like unit selling shenanigans for example and really miss them in ELCP. Selling a scout early on deep in the enemy territory after snatching those ruins... No fun without that. I don't like that I can't raze improvements ASAP as I get the city - I understand the reasoning behind this, but it is just less fun to pay for usless buildings and not be able to screw enemies over be razing all. There might be some other things that I can't recall now, the thing I am saying is while I enjoy the AI changes a lot, some things are just there that I don't like.

After more feedback and some consideration, I will provide an xml setting for Unit selling outside of one's territory, and the vanilla balance mod will include that option. As for destroying buildings in conquered cities: As razing is disabled already in newly conquered cities in Vanilla, I heavily doubt this option is "intended" by Amplitude, I personally consider it a bug. It doesnt really make sense to disallow razing the city and still allow destroying city buildings at the same time.


Anyway, I think (in my obvious biased view as the creator of ELCP) Slashman has a point, even though he should have formulated it a bit more calmly: EL has many showstopper bugs, sometimes quests dont work, some basically never appear, sometimes games dont progress. While a better AI is not necessarily important for a beginner, being frustrated because you happen to have your first game locking up at turn 200 IS problematic. 


@karbotilne5
I would say starting with ELCP right away is fine, just consider turning down the difficulty down a notch from your usual choice if you are easily frustrated, and also keep in mind ELCP has lots of settings that allow you to individualize your playing experience and toggle some of the more special rules. Alternatively you can trust my judgement and dont bother with the rules ;).



Updated 5 years ago.
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5 years ago
Jun 22, 2020, 9:47:07 AM
LeaderEnemyBoss wrote:
While I can understand that the latter is impractical sometimes, you know why it is that way, right? This was a bug that allowed easy access to cheats in multiplayer games, and obviously never intended by Amplitude. There is literally an internal game variable that says "enable multiplayer" which gets disabled by enabling modding tools. (I also doubt its relevant for most players, beginners especially).

I understand why it was removed in ELCP, but it made my life hard nevertheless. An option to disable it would be appreciated, though I no longer mod Endless Legend so it doesn't entirely matter.

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