ENDLESS™ Legend

ENDLESS™ Legend

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Endless Adjustments
   
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TYPE: Extension
Tags: UGC
File Size
Posted
Updated
1.246 MB
14 Jul, 2023 @ 10:23pm
15 Jun @ 4:56pm
47 Change Notes ( view )

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Endless Adjustments

Description
Designed with an emphasis on cooperative multiplayer, this mod aims to expand gameplay and resolve common problems, while hopefully maintaining a reasonable balance.
  • Added the Team Islands scenario, allowing teams to spawn together.
  • Difficulty overhaul, with direct FIDSI modifiers that scale over time.
  • Peace, alliance, and diplomatic contact are available at game start.
  • City trade/raze requirements adjusted to support custom factions.
  • Legendary deeds are pre-selected to reduce faction bias.
  • Advancement requires twelve technologies per age.
  • Added an option to suppress desync warnings.

See the discussion page below for detailed changes:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3004543437/3810660128573360402/

Too many changes? Impossible Adjustments has just the essentials:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043428831

Note: Most sync errors have little or no effect on gameplay, so this mod causes the game to ignore them. Sync issues can still be solved with a save and load, which forces a full re-sync between the host and clients.

Permissions: Feel free to copy and reconfigure any part of this mod for your own projects. Please use a different mod name and title image to avoid confusion, and post credit/link on your mod page if you copy more than half of it.

This mod requires ELCP, and other changes may be added in later updates.
28 Comments
AgPhoenix  [author] 3 Jul @ 10:45pm 
I'm not sure how to do that. One quest of each type gets selected, then everyone gets the same quest and the first one to complete it gets the reward. A few ideas come to mind though.

1: There is a GlobalWinner="First" tag in each medal/deed quest, so changing that to GlobalWinner="Participants" might allow multiple winners to get rewards, because I see that on other multiplayer quests.

2: If you can find or write some condition that only human players can pass, you could add that to the quest steps to block the AIs from winning. The tough part is identifying a condition that would actually do that, and I don't know of any. Maybe look at other quests for examples.

3: You might be able to block AIs from even getting the quest by adding some condition to the quest prerequisites. This would also require digging for a condition that actually does that, and I don't know what it will do if only some players qualify for a deed/medal quest.
Keytee Tamira 3 Jul @ 12:54am 
Ohh, thanks! But how do i make legendary deeds only for human player?
AgPhoenix  [author] 1 Jul @ 11:44pm 
Sure, the legendary deeds are called medals in the game files, treated as quests, and are stored in Quests/QuestDefinitions[Medals].xml. You may also need to modify the localization for the descriptions, depending on what you change. If you want to remove a deed from the possible selections, you can add an impossible entry to the Prerequisites list (like the one below).

<InterpreterPrerequisite Flags="Prerequisite,Discard,Technology">0</InterpreterPrerequisite>
Keytee Tamira 1 Jul @ 11:38am 
Can you tell me what parameter did you edit to change legendary deeds?

I'm trying to edit for my own, to increase legendary deed cost for AI, so i could get them before AI easier.
AgPhoenix  [author] 9 Apr, 2024 @ 5:53pm 
Glad to hear it worked! Strange that it moved the list around. I thought it might be something in the GUI elements, but I don't see any settings for icon position or list order there. Its probably buried in there somewhere, if it isn't hardcoded.
KStolin 24 Mar, 2024 @ 3:36pm 
Thank you, your method worked well. Added new deed - using excluding other two method. I did new variation for wealth harvester (usually ERA 1, middle tab). When it was randomly selected, it appread in top tab (not in middle tab), pushing military oriented "Visionary leader" into midde, but thats not a big deal. So thank you very much.
Screenshot:
https://ibb.co/1f7m65C
AgPhoenix  [author] 23 Mar, 2024 @ 11:13pm 
@KStolin that should be possible, it just might be tricky to set it up. All of the deeds are listed in QuestDefinitions[Medals].xml (or Mod_Quests[Medals].xml in my mods), and each entry has some QuestStatePrerequisite tags that exclude the other choice for that deed. Best bet might be to make an extra copy of a deed, adjust it, and then modify all the alternatives for that deed to exclude each other. For example MedalEra1Military and MedalEra1MilitaryAlt are in that file and exclude each other, so you might be able to add a MedalEra1MilitaryAlt2 and set each of the three to exclude the other two. Just have to try it and find out. :)
KStolin 23 Mar, 2024 @ 1:53am 
I started modding in top of ELCP, I have a question about legendary deeds. I want to go opposite route here (from your mod) and add some random task choices for engine to choose from. Is there a way to add extra choices?

Example, right now the military one has A)be first to pacify 8 villages, B) be first to kill 10 armies. Is there wa way to add C) be first to conquer a city, D) be first to own 3 heroes etc. I can do the conditions, my question is about can I add to number of choices at all?
MelodyFunction 3 Mar, 2024 @ 1:41am 
I find it difficult to replace reinforcement positions with a different effect, because thats just such a big draw of many heroes. At least iwth my skill tree mod, I dont think Id ever really go for support or infantry trees if it werent for the reinforcement position.
Battle movement, on the other hand, is also uniquely powerful and shouldnt be too easily accessible. If every infantry or support hero could access that, it would really dilute the positional strategy of combat.
I think a simple +1 to base reinforcement positions would work better. You could even keep the reinforcement skills then, as going from from 3 to 5 is a lot more impactful than 4 to 6.
MelodyFunction 3 Mar, 2024 @ 1:37am 
Thankls for the answers ^.^

I think for Necrophages.. early game - so like.. era 2 - their micromanagement is not that bad at all. It startts to get really tedious later into the game.
I think an era 3 or 4 tech - or maybe as a quest reward for necros? - seems appropriate. I think at about ~era3-4, battleborn tend to fall off in usefulness, too. So it makes sense you get them easier at that point.

My main gripe with mykara is how heavily this scales. If anything, Mykaran units need an early buff, not a lategame buff. Your fungal regen buff is a heavily lategame-skewed one.
If you want, you could take a look at my major faction unit overhaul. I gave mykaran units a lot of buffs across the board and they do feel pretty decent now.