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1. Locate your Steam\steamapps\workshop\content\289130 folder (should be in Program Files (x86) or whatever drive you installed the game to.
2. Find this mod ID (on my PC it's 1822677341)
3. Go to the "quests" folder.
4. Open SimulationDescriptors[QuestWorldEffects].xml (with notepad++ or other).
5. From here you can edit the values!
There should be 2 "SimulationModifierDescriptor"s:
1. TargetProperty="VisionRange"
2. TargetProperty="MaximumMovementOnLand".
Change the Value="1" to something higher.
However ELCP users can have problems now, which would be solved in next ELCP beta update. I also made temporary ELCP version (link in description), but it won't work for saved games, so use it only if you want to start a new game.
For this new game i wanted to play with mods.
Must say that at this time when loading your mod only, the game crash and return to desktop.
No ELCP and no other mods loaded.
@Shan It also had a 100% occurrence rate without, so your strict assumption is plainly wrong. I simply pointed that out. *You* chose to be so silly with your assumptions, there was no need to be rude.
If anything, your mod is not the only one that is broke for the same reason. But Shannae made a wrong assumption.
Thanks for reporting the issue ^_^ Saves should work now, please, test from last autosave or try a new game.
Troubleshooting this has been a royal pain in the rear, since I assumed this mod couldn't be the problem due to Bucketsmiths comment, but I'm assuming that he simply didn't get that quest to pop.
I'll let you know if I encounter the bug again.
I have found two threads where someone mentioned it fixed for them by disabling this mod, which is why I was wondering if it was a known issue and confirmed, or some random luck.
It's around turn 45 I think. The earliest I remember is 27 and the latest something like 55.
As always with Amplitude after any DLC release version of Endless Legend is bugged. Alternatively they changed something with XML and didn't update modding reference (they never do)
Does disabling mod actually helps? Are you using recent beta community patch? Around what turn game stops making autosaves?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1423364811
I tried loading your mod both before and after FF. in both cases settlers maintained their default MP on the first turn
the cause of the problem may be that FF mod splits initial single starting army into 3 smaller armies
if I have to choose I choose loading FF mod over yours, but I miss the functionality of faster city placement when starting location is not that great for a faction
to your Documents\Endless Legend\Community
and change value in Quests\SimulationDescriptors[QuestWorldEffects].xml
If you intend to play multiplayer, then you should use "User Generated Content" folder instead of "Community" and upload it in-game with --enablemoddingtools . You can change visibility to "friends only" on a mod page, if you don't won't it to be public.
What exactly should the path be? I'd be interested in referencing one-city factions, but do not know how. I do not use fcf, but modding it like that regardless sounds like a good idea.
You said it was a little tricky, could you explain with a little more detail?
add to UnitTypeMimicsSettler and UnitTypeCultistsSettler this line:
<SimulationModifierDescriptor TargetProperty="MaximumMovementOnLand" Operation="Addition" Value="3"/>
^or any Value you want.
Note: this change will be deleted, if you update your game or ELCP
Best way: make your own mod based on mine (just copy from steamapps\workshop\content\289130\1822677341\) and add couple lines in SimulationDescriptors[QuestWorldEffects].xml with target path, that includes AffinityCultists and AffinityMimics (if you use FCF, better reference one city trait than affinity)
What exactly would I need to edit to alter settler movement points for the one-city factions specifically?
Increasing movement points of embarked settlers is a little tricky and I fins it unnecessary. Morgawr generally have a good spawns and in casual games they are fine. Yeah, morgawr is mediocre in competitive games, but no one plays with workshop mods at that level anyway ^^
Why does the mod not affect embarked settlers? Especially Morgawr could profit from this on a bad spawn.
Would it be possible to increase the first turn bonus even further for Cultists and Mykara? Being single city factions, their first settle is immensely important to them, after all.
Embarked settlers won't make a difference for Allayi, since they lose all movement points on embarking. Morgawr are already overpowered and have good FIDS from water tiles, they don't need any buffs (well, if you are playing with salt the earth exploit, then there are mid tier, but our group doesn't use it). Thats why I didn't try changing settlers on transport ship, idk if it is possible.
Thanks, I will test more, when I have time. If anyone has problems running this mod, please, post here. And keep save file, if issue is reproducible.