ENDLESS™ Legend

ENDLESS™ Legend

Settler mobility on first turn
53 Comments
Stev 12 Sep, 2024 @ 10:20am 
If anyone is curious (maybe the author can include this in the description) there's a very easy way to increase the values set by this mod. I found this immensely helpful when teaching new players but had to dig around a bit to figure out how to change it.

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.
Xumuk  [author] 15 Jul, 2021 @ 1:51pm 
:balloon: ELCP Beta 2.7.2.1 released with improved quest mods compatibility, all praise LeaderEnemyBoss! :3
Wotan1a 15 Jul, 2021 @ 8:15am 
Thank you
Xumuk  [author] 15 Jul, 2021 @ 7:43am 
@wotan1a I just thought that you actually can fix it for yourself. Go to Steam\steamapps\workshop\content\289130\1822677341\ open Settler mobility on first turn.xml with a text editor and remove <!-- and --> on line 117
Wotan1a 14 Jul, 2021 @ 5:14pm 
Definitely crashes ELCP saves. No way to finish old game since CTD every time. Bummer
Xumuk  [author] 14 Jul, 2021 @ 8:11am 
@Alchemyst Also I highly suggest to use ELCP. It contains many bug fixes and AI improvements, many of which can't be done with steam workshop mods
Xumuk  [author] 14 Jul, 2021 @ 8:03am 
Thanks for reporting! I fixed issue for vanilla version of Endless Legend.
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.
Alchemyst 13 Jul, 2021 @ 5:04am 
Hi. I return to Endless Legend after 3 years.
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.
Bucketsmith 26 May, 2021 @ 2:33am 
@Xumuk Thanks for fixing it on your mod! :caster_happy: Don't worry about it, I'll figure out what other mods might still be affecting it if they haven't fixed it already. I'm doing an ES2 playthrough at the moment.
@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. :caster_sad: I don't get why you are still fighting over it. :hunterface:
Xumuk  [author] 25 May, 2021 @ 11:33pm 
@Bucketsmith I can show you how to fix saving issue with any mod, that alters the quests. There could also be an issue with map generating mods, but I don't know how to handle those. And maybe you use ELCP Vanilla Balance mod, that had same issue with quests - it was fixed recently.
Shannae Darkehart 25 May, 2021 @ 7:37pm 
Dude, the bug had a 100% occurrence rate with this mod and that quest. There's no getting around it. It has, however, been fixed now. Thanks, Xumuk! Honestly, this is the one mod I can't live without after having used it. >^.^<
Bucketsmith 25 May, 2021 @ 3:31am 
I did not have the mod enabled nor installed and still got the same error on a new game.
If anything, your mod is not the only one that is broke for the same reason. But Shannae made a wrong assumption.
Shannae Darkehart 24 May, 2021 @ 7:10pm 
I've put it down for today but I'll make sure that I test it for you tomorrow. =^.^=
Xumuk  [author] 24 May, 2021 @ 7:07pm 
Okay, apparently I missed new lines, when looked at Endless Legend.xml last week. New DLC introduced new types to QuestDefinition plugin, same thing as with Inferno update, which also broke saving in certain scenarios.
Thanks for reporting the issue ^_^ Saves should work now, please, test from last autosave or try a new game.
Xumuk  [author] 24 May, 2021 @ 6:42pm 
Also, please, provide a last autosave. So I can at least test, if I manage to find any fix
Xumuk  [author] 24 May, 2021 @ 6:37pm 
So to be clear, you have no issues with saves after getting this (or any other) global quest without my mod?
Shannae Darkehart 24 May, 2021 @ 6:00pm 
It's definitely your mod as far as I can tell. It also seems to be conflicting very specifically with the competitive quest to kill the four units of lice. After that quest pops, the autosave stops working, so it's very easy to verify. I'm also using the latest version of the ELCP.

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.
Bucketsmith 17 May, 2021 @ 8:50am 
Good news. Well, for your mod. I ran into the same "could not generate XML file" savebug at turn 33, without having your mod enabled.
Bucketsmith 17 May, 2021 @ 5:17am 
Will do. Seems like such a harmless mod to be conflicting with the latest DLC, to produce a savegame bug. It only affects the first turn, no? Ooooh, perhaps because it is done through a quest! I understand now.
I'll let you know if I encounter the bug again.
Xumuk  [author] 17 May, 2021 @ 5:13am 
Please, let me know if disabling mod fixed save isssue. Previous issue with saving was present only when Mykara/Kapaku was in the game. Maybe now there is an issue with new quests. I'll playtest it myself on weekend.
Bucketsmith 17 May, 2021 @ 4:51am 
I believe the ELCP went out of beta, and I am using that. I've got a short list of other mods too, been trying to solve this for a bunch of days, trying different modlists and all. I am going to start a playthrough with this disabled to see if it changes anything.
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.
Xumuk  [author] 17 May, 2021 @ 4:20am 
There was save bug in the very first version of the mod, and that was fixed.
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?
Bucketsmith 17 May, 2021 @ 4:05am 
Has anyone every mentioned a savebug where with this mod enabled, saving just stops working after a while? Both autosaves and manual saves.
Bucketsmith 14 May, 2021 @ 3:28am 
It worked in that combo for me.
Xumuk  [author] 4 May, 2021 @ 9:23pm 
Well, I tried loading my mod with FF and it works just fine. Disable other mods (except ELCP) and check, please.
joel.west 27 Apr, 2021 @ 7:40pm 
this mod is not compatible with FreeformCustomMod (FF)
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
Xumuk  [author] 16 Apr, 2020 @ 9:42pm 
You can copy whole mod folder from SteamLibrary\steamapps\workshop\content\289130\1822677341
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.
Slice of Thanatoast 16 Apr, 2020 @ 6:16pm 
I know you already talked about changing values for specific units, but even after looking at the Amplitude guide I'm still lost at how to alter move speed. I simply just want to further increase the move bonus all settlers are given on the first turn. How would I go about doing that?
MelodyFunction 1 Dec, 2019 @ 6:19am 
I mod a bit myself, so I got notepad++ ^.^ But thanks for the help.
Xumuk  [author] 30 Nov, 2019 @ 12:37pm 
Oh, and you should open xml files with appropriate text editor for example Notepad++ [notepad-plus-plus.org] ^^
Xumuk  [author] 30 Nov, 2019 @ 12:33pm 
Sorry, I won't spend time to test it myself, so I don't want to give you specific code and instructions. You can find examples in tutorial modding.pdf in this post [www.games2gether.com]. Also you can ask for help in elcp discord [discord.gg], there are more experienced modders, who can give useful advice.
MelodyFunction 28 Nov, 2019 @ 1:27pm 
Took a quick look at the questworldeffects.xml. I don't exactly know what to do there(am not experienced modding EL).
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.
MelodyFunction 28 Nov, 2019 @ 1:15pm 
Hm, "best way" sounds enticing. Although, I'd like to fix up the embarked settlers then, too. I mean, for Allayi, it really is a bit unnecessary - but not so for Morgawr, due to their low land movement.
You said it was a little tricky, could you explain with a little more detail?
Xumuk  [author] 28 Nov, 2019 @ 4:48am 
Easiest way: open steamapps\common\Endless Legend\Public\Simulation\SimulationDescriptors[UnitType].xml
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)
MelodyFunction 28 Nov, 2019 @ 3:10am 
I get your rationale, but increasing settler movement for 1-city factions is more of a QoL than a buff, imo.

What exactly would I need to edit to alter settler movement points for the one-city factions specifically?
Xumuk  [author] 28 Nov, 2019 @ 2:09am 
I decided to keep things simple. It's possible to increase settler movement points for each faction individually, but I don't want to rebalance factions. One city factions can just wonder for 2-3 turns like they always did.
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 ^^
MelodyFunction 27 Nov, 2019 @ 4:37am 
Hey there. Haven't tested the mod yet, but I love the idea.
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.
Iceberg 25 Sep, 2019 @ 12:45am 
Thank you!
Hotklou 23 Aug, 2019 @ 8:31am 
I haven't played with those two races much, as I don't own the DLCs myself and only get the chance to try them out when playing with friends. But I really like your mod. It's among the most truly useful mods on the Workshop. :-)
Xumuk  [author] 23 Aug, 2019 @ 2:05am 
I'm not good at english, so I'm open to localization suggestions. I'll update it later.
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.
Hotklou 22 Aug, 2019 @ 1:38am 
And I was also wondering: why doesn't this event affect embarked settlers? Doesn't that give them a bit of a disadvantage? Or is it just that you can't/don't know how to change this?
Hotklou 22 Aug, 2019 @ 1:35am 
Maybe change the name of the event to "A New World Awaits!". I looked at some of the names of events and quests in Vanilla Endless Legend and I think renaming it like that would fit better. "New World awaits!" feels a bit out of place. :-)
Hotklou 21 Aug, 2019 @ 12:56pm 
Ah thanks! X-D
Xumuk  [author] 20 Aug, 2019 @ 10:39pm 
@Hawkeye I removed check for Guardians DLC, seems like global events should work without it.
Hotklou 20 Aug, 2019 @ 1:57pm 
Does this mod really require the Guardians DLC? Cuz I really like the mod, but I do not yet own the DLC. Can I use the mod without it?
Xumuk  [author] 17 Aug, 2019 @ 9:30am 
Error message :O
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.
Slice of Thanatoast 17 Aug, 2019 @ 7:07am 
I made it to turn 50 and saved with no issues, although I did see an error message pop up around turn 45 but it disappeared too quickly for me to read it.
Xumuk  [author] 17 Aug, 2019 @ 6:22am 
@Not Thanatos can you confirm, that there is no issue with saving? Turn 38 is pretty late, in my games i couldn't save pretty early (as soon as there was any mykara/kapaku city founded). If you have the save, then load it and try saving on next turn (autosaves should work too) ^_^
Xumuk  [author] 17 Aug, 2019 @ 6:16am 
@Ender Thanks. I don't think this feature is essential and it can be done with simple workshop mod, so it shouldn't be in ELCP.
Ender 17 Aug, 2019 @ 5:56am 
@Xumuk nice mod! Did you already suggest to add this feature in elcp?