ENDLESS™ Legend

ENDLESS™ Legend

Endless Adjustments
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.
AgPhoenix  [author] 1 Mar, 2024 @ 12:40pm 
Just updated the mod with a few small changes, based on feedback from the comments:
- Fixed the bugged Broken Lords quest, so part 5 will no longer get skipped.
- Combat regen per Fungal Bloom reduced from 0.075% to 0.05%.
- Fixed docks to allow at least one, plus one per 10 population.
AgPhoenix  [author] 1 Mar, 2024 @ 12:11pm 
Regarding docks, it turns out my formula had a mistake, so thank you for pointing it out. It should have been one *additional* dock per 10 population, allowing for your first dock regardless of population. I've already adjusted it in my local files, so its getting fixed in the next update.

For reinforcements, I made 4 positions standard because the original 2 were much too easy to cheese, especially when fighting near coastlines. That said, going from 4 to 6 just wasn't significant any more, and the perks that added these were a must-have for most players, so I tried to replace them with equally useful bonuses. These now buff army battle movement instead, which I hope will be just as useful, and still have some utility for rushing reinforcements to the front. I can still see it being a problem though with fewer units per army. Your best bet might be to remove this feature for compatibility with your own mod.
AgPhoenix  [author] 1 Mar, 2024 @ 12:09pm 
The fungal bloom regen change is strong, and probably does need adjusting. You can get about 300 blooms by controlling an entire huge map, so multiplied by 0.075%, that provides 22.5% health regen in combat. Mykara units are infamously weak, but this is probably still a bit high, so I think I'll reduce it to 0.05% in the next update (15% at 300 blooms). This is weaker with less blooms, so in practice it does very little in the early to mid game.

The Proliferator buff is a tricky one. The idea is to reduce the need for micro in multiplayer games, since this can cause huge turn delays for necros. In theory you can achieve close to the same result in vanilla with proper micro, but in practice this effect will tend to produce larger battleborn hordes. Unlocking it with tech would be good for balance, but it would leave the micro problem before the unlock. Scaling battleborn stats by era might be the best solution, but it will require a LOT of testing to get the numbers right.
AgPhoenix  [author] 1 Mar, 2024 @ 12:07pm 
Hi MelodyFunction, this version of the mod will always have more experimental changes compared to the other variant, so I'd expect to see more mod conflicts and potentially controversial changes. I've tried to keep the "Impossible Adjustments" variant limited to things that more people are likely to agree on. You're also welcome to copy features for your own mods, or even make your own version of this one (just follow the name/image/link guidelines in the permissions section please). I think people should be allowed to play games any way they like, so I see no harm in people borrowing features or making variants.

The 12 techs per era number was somewhat arbitrary, but it worked well in testing so I kept it that way. I wanted the change to draw out the age-up process a bit while opening more techs to regular use. If you have your own mod that changes this and load it after mine, it should hopefully use your values instead. And yeah, some techs are definitely just weak.
MelodyFunction 28 Feb, 2024 @ 11:25pm 
And a few more questions...
Can you still build your first Cargo dock without a population requirement? If not, it would kinda break ocean-trade routes.

I also cant quite get behind the change to reinforcement positions. Reinforcement positions always felt to me like a decently powerful trait to have on a hero, oftentimes a reason to skill a hero a specific way. Granted, I use my skill tree overhaul mod, so there is actually a tradeoff between going class skill tree and faction skill tree.. And I also play with my max 6-unit army mod, so army sizes are in general a bit smaller, but you get an extra accessoiry on your units.
On that note, that extra accessoiry is actually really huge for build diversity, it opens up so many more interesting options for kitting out your units.
MelodyFunction 28 Feb, 2024 @ 11:20pm 
Nice mod, I like most of the changes. Don't think it works seamlessly with my mods, though... I'd like to incorporate some of the changes you did here into them, if you don't mind.

How did you land on 12 techs per era? I personally play with 10 and feel like most techs are seeing some use like that, depending on circumstance. Some techs are also just weak tbh.

I also have a few question regarding unit changes, seeing as I have uploaded two unit-balance focused mods myself, those are pretty interesting to me.

The buff to Mykaras Fungal Bloom Regen seems a bit much, especially lategame. Wouldn't their units just heal for absurd amounts of health with that?
Proliferator buff seems like good QoL on one hand, but also really, really powerful on the other hand. I think it is especially impactful early game, where battleborn are actually like decent units.
Personally, I'd like it if you needed to unlock that ability - through the faction quest or an era 3 or 4 tech, for example.
HardPlay 13 Feb, 2024 @ 7:16am 
НОРМ
AgPhoenix  [author] 22 Dec, 2023 @ 6:47pm 
I'm planning to make some adjustments to the prerequisites for "capture/destroy X city" quests, because they have a tendency to target your allies in multiplayer. The prerequisite was something I was experimenting with, but I hadn't intended to deploy it, so I'll have to fix that in the next update. The tooltip was just missed, so that one should be an easy fix.
Corrupted Slime 22 Dec, 2023 @ 2:23am 
I also noticed you didn't remove tooltip in tech description of cargo docks +5 production on water tile.
Corrupted Slime 21 Dec, 2023 @ 10:57am 
Thank you for detailed answer.

I noticed you changed <ConditionCheck_Prerequisite Inverted> to True in BrokenLords phase 5 quest. Any explanation for that?
AgPhoenix  [author] 19 Dec, 2023 @ 11:44am 
One other note about the difficulty: AIs above normal have a bias toward attacking players instead of other AIs. I increased this bias, so the harder AIs tend to be more aggressive to players. In practice you can expect at least a few of the AIs to attack you even if you try to be nice, and more than a few if you go around picking fights.

Hard: up from 1.05 to 1.25
Serious: up from 1.1 to 1.5
Impossible: up from 1.15 to 1.75
Endless: up from 1.2 to 2.0
AgPhoenix  [author] 19 Dec, 2023 @ 10:34am 
The change to 12 techs was for game pace and tech availability. With the original settings I found that the game encourages players to skip most of the technologies, and a lot of interesting techs were getting skipped in the race to reach the next era. Increasing the number of techs required per era also effectively increases the number that you can use without holding yourself back.

The list of deeds might not fit in a comment, but I'll give it a try in a bit. In general, I tried to avoid deeds that were directly tied to one faction's traits. For example: I avoided the "number of districts" deed, because outside of extreme circumstances it could only be completed by empires with the cellulose mutation trait.
AgPhoenix  [author] 19 Dec, 2023 @ 10:24am 
Docks provide: +1 Food, +1 Dust, +5 Industry, and +10 Approval. If you level up a dock district, it gains an additional +2 Food, +2 Dust, and +10 Industry. Cities now support one dock per 10 units of population, so it was necessary to replace the original "industry per water tile" bonus with a flat bonus per dock.
AgPhoenix  [author] 19 Dec, 2023 @ 10:01am 
- Debug (replaced newbie): Players and AI get 10x FIDSI+Resources, to be used for testing things more quickly.
- Easy: Players get +25% FIDSI+Resources, plus 0.25% bonus per turn.
- Normal: No bonuses of any kind.
- Hard: AIs get +25% FIDSI+Resources, plus 0.25% bonus per turn.
- Serious: AIs get +50% FIDSI+Resources, plus 0.5% bonus per turn.
- Impossible: AIs get +100% FIDSI+Resources, plus 1% bonus per turn, and a +50% bonus to unit/hero xp at creation and xp per turn.
- Endless: AIs get +200% FIDSI+Resources, plus 2% bonus per turn, and a +100% bonus to unit/hero xp at creation and xp per turn.
AgPhoenix  [author] 19 Dec, 2023 @ 10:01am 
Sure, let me start with the difficulty overhaul question. The original difficulty scaling had a lot of interacting bonuses and discounts that could stack or double-dip, and it was a mess to keep track of. I replaced all the original bonuses and discounts with a scaling FIDSI+Resource (luxury and strategic extraction rate) bonus, that increases as the game progresses. The idea is to make AIs become stronger later in the game.
Corrupted Slime 18 Dec, 2023 @ 12:07am 
Could you elaborate on difficulty overhaul?

What are the new stats of Cargo Docks?

Why have you decided to play with 12 techs?

Which Deeds did you select?
AgPhoenix  [author] 25 Sep, 2023 @ 6:22pm 
Yes, the game continues normally if desynced, and in most cases it doesn't affect gameplay. I've compared desync logs after desync on a bunch of multiplayer saves, and usually the discrepancy is something minor like the amount of science output from one converted village, or some NPC empire's side quest status.

This mod lets you set the dumping method to "none" in the game options, which removes the red/green circle and the popup warnings every turn. I've played a few 100+ turn games this way, and haven't had any noticeable sync issues. Save and load forces a full sync too, so if you do notice anything odd happening that should fix it.
Bluepanda 25 Sep, 2023 @ 4:40pm 
Does disabling desync monitor allow the game to continue while desynced?