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10 years ago
Oct 23, 2014, 12:04:07 AM
VieuxChat wrote:
A "sea" is just an hex full of water.

The description says "seas and lakes" smiley: wink It's to avoid such confusion, but computer wise it's very simple : is the hex full of water ? The computer doesn't know the difference between sea and lake.


It doesn't, but it should.



It was quite ridiculous when I was able to build a trading "sea port" in a 1 tile wide lake in the center of the continent. Games like civ recognise the difference and I don't see why Endless legend can't do the same. (But I'll agree that there are other more urgent things to fix for now.)
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10 years ago
Oct 29, 2014, 3:19:08 PM
^^^ That is good to know because the interface is very misleading for the reasons/evidence I previously stated.



Ie, no progress bar completed when new units are qued...science with overflow completed that's unqued and then requed showing more turns needed than before.
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10 years ago
Oct 29, 2014, 11:16:27 AM
michalk wrote:
I believe this is incorrect both for research and production. Even if you didn't choose something, the extra research/production from the previous turn does carry over, but doesn't show in the interface. It will be applied to the research/building of your choosing, but in the following turn.



I did some in game experiments at some point and they confirm that. This is especially important as you're about to move into new research era.




I just testet that as well and there's overflow from both building and science without queueing up the research building in advance. One area where I think queueing can create an advantage though is with settler building where I think you can use the overflow to create a settler without ot with less food loss if you want to micromanage it.
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10 years ago
Oct 28, 2014, 11:48:51 PM
timally wrote:
when choosing a new hero from the market, mouse over and see his skills, usually at the bottom of the list. Some will give governor traits like dust efficiency and some army traits like army health boost. It helps optimize. You don't really want someone with food boost and slavery leading an army if you can help it..or army attack and damage boost sitting in your caapital


33. Indeed also hero stats seem randomized, so if you're looking for a fighter hero you should be looking at damage and related stats.



44. Hero units are specially important at getting some special bonuses like infantry killer, when fighting opponents with a lot of infantry and you have no unit with bonus to infantry damage.
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10 years ago
Oct 28, 2014, 11:30:00 PM
when choosing a new hero from the market, mouse over and see his skills, usually at the bottom of the list. Some will give governor traits like dust efficiency and some army traits like army health boost. It helps optimize. You don't really want someone with food boost and slavery leading an army if you can help it..or army attack and damage boost sitting in your caapital
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10 years ago
Oct 28, 2014, 8:41:51 PM
That is interesting. I assumed since it wasn't showing up via the in game interface (ie the little yellow progreys bars above structures in que) that it wasn't working.
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10 years ago
Oct 28, 2014, 7:40:13 PM
DrakenKin wrote:
Possible tip but I am not sure of its truth :



31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.




I believe this is incorrect both for research and production. Even if you didn't choose something, the extra research/production from the previous turn does carry over, but doesn't show in the interface. It will be applied to the research/building of your choosing, but in the following turn.



I did some in game experiments at some point and they confirm that. This is especially important as you're about to move into new research era.
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10 years ago
Oct 27, 2014, 7:03:52 PM
32. You cannot move units on top of ruins. You can move through them but only if the arriving tile is empty (so you cannot join/attack an army which is just on the other side of the ruins). Also ruins tiles only cost 1 move, even if there is also forest on the tile.
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10 years ago
Oct 25, 2014, 8:38:33 PM
Lost production is also fact. If you complete something most times during the next turn you will see a small portion of the next item in your que completed...that was your overflow from the last turn. If you try to unassigned it from the que it will warn you that current progress will be lost...but you haven't even had it qued up a single turn yet! The progress it speaks of is the over flow.



If your que was empty when you completed you last item and you then que something on the next turn, you will not see that same partial completion of the new item like you would have had it been qued up the turn before.
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10 years ago
Oct 25, 2014, 5:58:44 PM
DrakenKin wrote:
Possible tip but I am not sure of its truth :



31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.




I get the sense this is true for city building/unit construction as well (always have something queued up, so that left-over production isn't wasted). Can anyone confirm?
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10 years ago
Oct 24, 2014, 5:01:01 AM
This is fact. I have finished a que, and started my next researched tech, having X turns left towards it's completion. Accidently undeclared it as a research clearing the que...then requed it only to have it set for X + 1 turns until completion.



My overflow towards it's completion was lost.



This would suggest that it's a hair more science effecient to slways que a tenth research from a previous age and finish it once a new age unlocks, in a effort to not waste leftover science points. Worth the effort? I don't know, but you basicly get a tech or two for free in the long term.
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10 years ago
Oct 24, 2014, 2:54:46 AM
Possible tip but I am not sure of its truth :



31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.
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10 years ago
Oct 23, 2014, 5:06:03 PM
DrakenKin wrote:
It doesn't, but it should.



It was quite ridiculous when I was able to build a trading "sea port" in a 1 tile wide lake in the center of the continent. Games like civ recognise the difference and I don't see why Endless legend can't do the same. (But I'll agree that there are other more urgent things to fix for now.)




The amount of water tiles in Endless Legend is low compared to Civ. Having two cities on the same lake is nearly impossible.
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10 years ago
Oct 8, 2014, 12:01:57 PM
Thought it would be a good idea for people to post all the little things that may help others play this complex game.



1. A cities fortification score effectively gives the units there that number of extra Hit Points if attacked.

2. The arrow on the left hand bottom circle moves all units immediately rather than waiting for the end of the turn.

3. ALL the ruins on the entire map can be explored by you. Its not a race with the AI.

4. It requires 4 Borough Streets immediately around your City Centre to level it up.

5. Don't neglect luxury boosters. You can have as many different types as you have running at the same time. Five short then buy them in the Marketplace. NOTE: The more cities you have, the more it costs.



Keep them coming folks.
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10 years ago
Oct 22, 2014, 10:49:49 PM
Ulto wrote:
With the right technologies, it sure is.




...during the summer season. =p
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10 years ago
Oct 22, 2014, 10:41:17 PM
JetJaguar wrote:
So the 'mouth' of a river is extremely valuable? thanks in advance


With the right technologies, it sure is.
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10 years ago
Oct 22, 2014, 6:26:27 PM
25. Tiles where a river meet the sea are considered both river and sea and get bonuses as such.


So the 'mouth' of a river is extremely valuable? thanks in advance
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10 years ago
Oct 22, 2014, 7:07:23 AM
A "sea" is just an hex full of water.

The description says "seas and lakes" smiley: wink It's to avoid such confusion, but computer wise it's very simple : is the hex full of water ? The computer doesn't know the difference between sea and lake.
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10 years ago
Oct 21, 2014, 9:46:24 PM
25. Tiles where a river meet the sea are considered both river and sea and get bonuses from both tiles.


Wait, seas are considered lakes?



I thought the lake bonuses from buildings only apply to INLAND waters? Please confirm.
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10 years ago
Oct 21, 2014, 5:58:36 PM
21. Attacking armies in a region which is not controlled by the owner of the army does not require a declaration of war.

22. Quests you get through parley, exploring ruins, or your main quest can give you technologies as rewards. This way you can unlock Tier 3 glassteel/titanium weapons and armors.

23. Heroes get a fixed amount of XP per round, but they also win XP by participating to battles, exploring ruins, or for governors when you achieve the construction of a building.

24. Cities can only access tiles of their own region. Thus building district next to the border may prove less valuable.

25. Tiles where a river meet the sea are considered both river and sea and get bonuses as such.

26. Strategic and luxury resources are shown on the map when you enter the appropriate era. However, they can only be gathered when you discover the adequate technology.

27. The more technologies you get, the more expansive they become. You cannot get them all !

28. Moving to a forest tile costs 2 moves. However you can still do it if you only have 1 move left.

29. Selecting a global strategy for battles (attack, defend, hold position) defines the actions your units will perform if they are not able to complete their assignement. If you ignore this your units will seem to move randomly.

30. Do not settle near 3 tiles of sea if you want to be able to upgrade your city center to level 2 (required for cultist main quest ).
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10 years ago
Oct 21, 2014, 4:38:10 PM
19. You can expand up the build order que in your cities by clicking the bottom of the box, i think there is an arrow or a triangle there or something smiley: smile



20. Necrophage units will spread poison to your own units if they are attacked by your afflicted enemies, so it is advisable to select your assimilations or mercenaries that are immune.
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10 years ago
Oct 21, 2014, 12:44:35 AM
15. Trade routes give dust and science, and are directly tied to how far the city you are trading with is (your empire automatically connects the most profitable trade routes at any moment).



16. For this reason it is worth discovering cities that are the farthest from you / the other side of the map, best way to do this is trade maps through diplomacy.



17. Consider making dedicated "scout" units. Take your fastest unit, preferably flying, give it +movement items with no armor and cheapest weapon, and send them for ruins and such



18. The morale bonus from having your units close together in combat is quite considerable and should not be ignored. Sometimes (mostly when fighting stronger units) it is better to maximize morale even if not all your units can attack.
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10 years ago
Oct 20, 2014, 9:14:58 PM
11. There are some amazing accessories for your Heroes that you shouldn't forget to equip. For your generals: ones that increase an entire armies HP, or attack, or defense. For your governors: ones that increase food, industry, etc.



12. Heroes can basically teleport around the map. In the Academy, you can assign a hero to any army or city under your control. So, you can un-assign a governor and then assign them to lead an army that is on the edge of your empire. However, there is a latency before you can re-assign the hero again (several turns).



13. Fulfilling your race's quest line can give you some great rewards, including powerful equipment for your heroes.



14. Trade routes are really easy to build and can generate a lot of Dust and Science. You need to research Imperial Highways in the 2nd era. Then build the Right of Way improvement in your cities. This will give your empire roads (for better movement) and create trade routes automatically. If you have a peace agreement or alliance with another empire, you will even get trade routes to foreign cities.
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10 years ago
Oct 20, 2014, 3:53:24 AM
10. Cost of luxury bonus activation depends on the numbers of the cities. Acticate luxuries before building the new city to lower the amount of luxury spent.
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10 years ago
Oct 9, 2014, 7:02:55 AM
7. Enemy capital cities have a crown next to the name (Thanks Nergal)

8. The more cities you have the more your empire plan costs in diplomacy points. Hence if you found a second city very early you may not have enough diplomacy points to start an empire plan as it doubles the cost.

9. You need a population of at least two when you wish to build a settler (Thanks Jesterknot).
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10 years ago
Oct 8, 2014, 1:43:34 PM
6. Use the CTRL key in combat to give a "chain" of orders like "move there then target that one".
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