ENDLESS™ Legend

ENDLESS™ Legend

Harmonious Difficulties
48 Comments
ninakoru  [author] 16 Sep, 2024 @ 6:14am 
shouldn't be any compatibility issues, but I'd recommend loading it last.
GE0 14 Sep, 2024 @ 7:45pm 
Question, should this be loaded after Improved AI.
Corrupted Slime 20 Dec, 2023 @ 1:13am 
Very well. Thank you for your hard work.
ninakoru  [author] 19 Dec, 2023 @ 5:51pm 
Oh, boy, your response seem like a robot ^^. But you're totally right. Thanks. Fixed and updated. I believe it should be all, but don't hesitate to reply if there's any other thing that is not properly adapted for ELCP.
Corrupted Slime 19 Dec, 2023 @ 9:11am 
Then explain why your mod reverts balance changes introduced in ELCP. For example, spell cost should be 25, but your mod reverts to 60 and 30.
ninakoru  [author] 19 Dec, 2023 @ 6:20am 
Well, just an oversight, in pillars I modified the formula to adjust the changes if ELCP is detected, just missed to do it on Population buyout.

Thanks for noticing, just fixed the mod and uploaded it. Let me know if there's any issue.
Corrupted Slime 19 Dec, 2023 @ 1:40am 
Then explain why your mod reverts balance changes introduced in ELCP. For example, population buyout cost should be at 90%, but your mod reverts to 100%.
ninakoru  [author] 19 Dec, 2023 @ 12:20am 
Yeah, totally compatible, I used it with ELCP.
Corrupted Slime 18 Dec, 2023 @ 11:08pm 
Is this mod really compatible with ELCP? Because it overwrites values changed by ELCP.
ninakoru  [author] 23 Nov, 2023 @ 6:23am 
Thanks for the compliment :)

It means: additive of 40% and 40% would be a 80% reduction, In ELCP 40% and 40% is applied one after another (multiplicative) so you get a 40% reduction on a 40% reduced item. Hope it makes sense. What I did in military revolution is to cap it at 75%. If you also use ELCP would be multiplicative too.
Timujin 23 Nov, 2023 @ 4:33am 
ELCP makes buyout reductions multiplicative, you mean each subsequent one is more expensive? Seems like the price is always the same in late game...

Anyhow, many thanks for the good mods mate, using a couple of yours now and really appreciate the work.
ninakoru  [author] 23 Nov, 2023 @ 2:56am 
Uhm... nope, that requires an entire overhaul of the game's economics. ELCP mitigates this a bit making buyout reductions multiplicative, I did add some limits to production and butout reductions in military revolution mod, but because how trade routes work, and how big are the bonuses from everything economics related....
Timujin 22 Nov, 2023 @ 10:46pm 
Does this not prevent the player from being able to so easily get so much money and buyout buildings/units later on in the game? If not is there a mod that does that, not just to the AI?
Xanth™ 16 Mar, 2021 @ 10:38am 
I switched to another faction and let the AI play my faction so I could look how much xp it is. They got about 180 xp directly after recruitment in a city without any xp buildings or govenor.
ninakoru  [author] 16 Mar, 2021 @ 9:48am 
Hi Xanth. the XP buff is quite mild on Serious. It's possible if maybe they got the trade good that enables +100% XP on units, that works on created units while the buff is on.
Xanth™ 16 Mar, 2021 @ 9:44am 
I'm currently playing on serious difficulty and the unit xp on creation is a little bit too high. Somehow they get level 9+ units in era 5 while I only have troops on level 5 or 6.
ninakoru  [author] 21 Dec, 2020 @ 4:16pm 
Not at the moment, I'm not into this game right now but if I do I'll take a look.
RYNO4ever 15 Dec, 2020 @ 5:14pm 
I'm just curious here, but is the MP desync issue something you're planning to look into?
ninakoru  [author] 11 Sep, 2020 @ 12:23pm 
Uh, didn't expect the MP desync.... Yeah, Improved AI is a separate mod.
clop1000 16 Aug, 2020 @ 10:36am 
And do I need to download it separately?
clop1000 16 Aug, 2020 @ 10:35am 
Does it work with improved AI?
RYNO4ever 4 Aug, 2020 @ 10:04am 
Confirming previous comment, end of turn 1 is a guaranteed desync with lots of other possible desyncs occurring during the game, some of which stubbornly stay desynced after several attempts to resync.
Sima 21 Jul, 2020 @ 5:55am 
This mod seems to cause a guaranteed turn 1 desync in MP.

I have the latest ELCP (v2.6) installed.
ninakoru  [author] 23 Apr, 2020 @ 9:27am 
Vanilla Balance is from ELCP Creator, not mine :)
Gunndor 18 Apr, 2020 @ 12:39pm 
Hi, is Vanilla Balance no longer available on Steam? I can't seem to find it anywhere, even if I click on ninakoru's Workshop. Thanks in advance.
Nemo, Forevermore 12 Jan, 2020 @ 5:34pm 
Endless Legend Community Patch @Lazuli
Zoey The Hexed DM 12 Jan, 2020 @ 1:33pm 
What does ELCP mean i keep seeing it and have no clue what it is
DustDevil 15 Sep, 2019 @ 12:33pm 
I'm sorry but I have been experiencing, in different games, an EXPONENTIAL increase in AI units experience. They are always level 9+ by Age 4, it is insane. Something must have done this that is not so harmonious in this mod. Can you please take a look? Thanks
Willy Wipeout 8 Jul, 2019 @ 9:46pm 
Thank you!
ninakoru  [author] 5 Jul, 2019 @ 5:48am 
All the mods have their usefulness:

Vanilla balance is only if you installed ELCP. Is just to revert any balance change made on the community patch and just benefit AI improvements and all the performance and bug fixes.

Improved AI is only really helpful if you don't have ELCP installed, still can be used with it, makes the AI more competent.

This mod is just to change the bonuses AI gets with increasing difficulties. As the mod says, only recommended with Improved AI and/or ELCP.
Willy Wipeout 4 Jul, 2019 @ 12:55pm 
New player here really confused so if the author sees this i would really appreciate it <3. Whats the best balance mod to have? Improved AI? Vanilla balance? This one? I'm really confused as to which is the best. Should i have all of them? Where is ELCP X.x
Nemo, Forevermore 4 Jul, 2019 @ 12:20pm 
Perhaps MINOS is ignoring the +xp unit production boosting mechanics. I can usually pump out some serious units that can easily compete with AI using the city improvements and dust tomes for my main army production centers.
ninakoru  [author] 4 Jul, 2019 @ 7:23am 
In which difficulty are you playing? the plain experience is less and less meaningful with each increasing level and the exp per turn shouldn't have a big impact. Units usually gain 1XP per turn, even if it's a big percentage the impact is minimal, only helps AI to keep their older units a bit more up to date.

Only the experience percent at creation but should only mean 1 level more than usual at creation in higher difficulties. Maybe the opponent has access to +100% exp through luxuries (Quicksilver), that is also applied on unit creation.
MINOS 3 Jul, 2019 @ 10:01am 
One Thing which bothered me though is the Unit Experience per Turn and on Creation - i think its slightly too much, as i have seen very quickly very high Level Troops, which you cant compete with your human Troops, even with high Level Equipment.
I could only beat them with 3 Times more of my Troops.
MINOS 3 Jul, 2019 @ 9:55am 
@ ninakoru :

Thanks for the Information, as i was unsure.

Really love the new Difficulties - especially on the biggest Map Size, AI doesnt expand like theres no tomorrow.
Enchanteur 2 Jul, 2019 @ 11:04pm 
I sent you a message on the platform https://www.games2gether.com .
ninakoru  [author] 2 Jul, 2019 @ 6:56pm 
@MINOS: Ahh, yeah, all the stuff added is because I had to edit all those files to add the "AIDustCostReduction" that I use to give AI discounts on just everything dust-related. It's done that way instead of a flat dust bonus because of the economic victory.

As I am too ELCP user, I checked out with ELCP files and shouldn't be any incompatibility. For example, the pillars/Spells folders (used for Ardent Mages) are not modified by ELCP at all.

The localization files are only for my new internal variables so I could check them within the game. All of them are new variables and shouldn't affect any other mod or vanilla at all.

@Enchanteur: Thanks for the compliments :) I just found you can add references into other classes through the difficulty options with "effects", so I did something completely normal in programming: reusing code.

If you want to mix my mod with your progressive difficulty mod, you're welcome. I also like the ideas under your mod.
Enchanteur 2 Jul, 2019 @ 2:04pm 
Well done, that's fantastic. You manage to do within the xml language, which I do by using a third party tool of my creation, and which allows me to cheat by creating mods (by which I mean doing everything faster, automatically generating xml files, without intervening on tons of files). Quite simply, you have an amazing knowledge of EL's environment. Concerning the mod itself, I will dream of a mix between that and my Progressive Difficulty mod. Both complement each other but are unfortunately incompatible. You have a very good vision of the balance of the game. Reading your mods from a technical point of view is a real pleasure.
Enchanteur 2 Jul, 2019 @ 2:04pm 
I went to check the files of your mod. I've lost my knowledge since two years, but still!
There, I learned a lot of things. That you could create your own properties, that a global model could be adapted to each difficulty without rewriting everything.
As you master EL's language, I find it really brilliant. All you need is a main parameter to change everything else by calculation.
MINOS 2 Jul, 2019 @ 12:38pm 
@ ninakoru :

Im asking because i see a Lot of other Things added and changed, which arent even changed in the improved AI Mod.

Theres other Folder and Stuff like:

Spells
Pillars
Localization

And btw.:
Very good Difficulty Sliders - on Hard the AI now has as much Points as an Player, who doesnt go on a Rush City Attack Rampage, though they still expand and built as they should!
ninakoru  [author] 2 Jul, 2019 @ 11:18am 
I'm not sure what you are talking about in "put out all the other stuff", if you could further explain... The mod is about AI handicaps for the normal and higher difficulties.

The mod is designed for Improved AI and/or Community patch (ELCP), everything I changed doesn't affect the gameplay for the player.
MINOS 2 Jul, 2019 @ 1:00am 
But could you also please put out all the other Stuff?

I only want the changed Difficulty Balances, not a Bunch of other Things changed, especially since im using the Community Patch Mod.
MINOS 2 Jul, 2019 @ 12:26am 
Those Vanilla AI Cheats are ridiculous - +50 % Ressources on Hard and +10 Approval breaks any Immersion outside of Normal Difficulty, were their Points rise up into Endless.
The only Tactic above Normal is to rush and capture their advanced Cities early on - so annoying...

So thanks very much for this!!!
Nemo, Forevermore 30 Jun, 2019 @ 3:53pm 
Thanks for this.
Kaiver 30 Jun, 2019 @ 12:27pm 
ninakoru, thank you.
I'm edit mod load order http://joxi.ru/zANpd1wfvV614m
ninakoru  [author] 30 Jun, 2019 @ 10:58am 
As the very first line says, is a mod for ELCP or Improved AI, so it's compatible with those, also with Vanilla balance mod. The mod must overwrite difficulty changes on those, just place it with a higher number in the mod load order.
Kaiver 30 Jun, 2019 @ 1:26am 
How this mod stuck or conflick with ELCP and ELCP Vanilla Balance ?
Iceberg 27 Jun, 2019 @ 12:21am 
Didn't think I'd see another mod from you. Nice one, too.