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Like:
<DatabasePlugin DataType="AIParameterDatatableElement, Assembly-CSharp">
<FilePath>AI/AIParameters[*].xml</FilePath>
</DatabasePlugin>
Was looking to use the mod and see if the known issue was still active. Games seems to ask me to validate on loading a save with the mod every-time, but other than that it does not seem to be losing any research.
Using community patch, hidden alloys, more techs per era, 1st turn settlers have more sight/range, vanilla heroes re-balanced, vanilla heroes labled.
If I remember, then all stuff has a certain priority, that's a single row of code for stuff.
No, AI isn't able to do it, I didn't write any code for mod's custom techs for AI to evaluate them.
I haven't play this game for more than a year, spending my time in other games - mostly Endless Space 2 - and I modded the only thing that I personally didn't like about EL back then (which, combined with other community mods made the game close to perfect for me). Even if I return to playing Endless Legend some time later I'm very satisfied with its state, thus I don't have plans or ideas for further modding.
On the contrary, I beleive that it's never a good decision to start judging or blaming people without making things clear first. And, of course, I must thank you for bringing my attention to this situation, because indeed I never had "developers" section in my description (so it's my fault that people couldn't even have my permission, coz I didn't add that section) and now I do. Have fun :)
Thanks for the heads up, I wrote to that mod's author and updated my description.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=961989759
Thanks for your feedback. Point is, I've never experienced such behaviour as you described. But it all was prior to recent expansion (tempest); probably something in the core game was changed by devs, resulting (maybe) for crashes and unexpected behaviour of my mod. But I don't plan to purchase it in the near future (means no update/rework/fix for this mod, at least for now).
Well, could you do couple more tests please to help understand the issue better?
1a. Try singleplayer with only my mod and Tempest enabled.
1b. Try singleplayer with only my mod and Tempest disabled.
2a. Try multiplayer with only my mod and Tempest enabled.
2b. Try multiplayer with only my mod and Tempest disabled.
3a. Try singleplayer with all mods you use (list mods please) and Tempest enabled.
3b. Try singleplayer with all mods you use and Tempest disabled.
4a. Try multiplayer with all mods you use and Tempest enabled.
4b. Try multiplayer with all mods you use and Tempest disabled.
And leave feedback about game behaviour.
Also, does the game crash with some kind of error message? If so, could you please provide it?
DId you test it with other mods or alone?
Do you have Tempest?
Every mod should be working in multiplayer as long as every player has the same mod or mod bundle
keep going
Exactly. That is main purpose of this mod: to ensure that you'll have all weapons and armor without relying on random (read lottery) quest rewards.
I reworked the mod (read description). Any constructive feedback is appreciated.
Both mods are conversion type, so to make them work one of those has to be an expansion-type mod. I could try to rework mine, though it isn't that easy.
Anyway, will see what I can do about it, and will make an update in case of success.
Sincerely, I didn't think about making another mod yet, but I see your point about espionage system and will check what I can do about it when I have mood/desire/aspiration to do so :)
As for current mod, I doubt that AI researches these technologies at current state of things, though I'll have to see into this matter further.
Also, again, awesome mod, really like it. I really disliked how the more advanced stuff was kinda dolled out by lottery with the way quests are distributed.
Any chance you could make a tweek to the espionage system? It kinda bothers me how the majority of stuff you can do with spies in cities is all about slowing your enemy down (but not really benefitting yourself)
I was thinking to give everyone the ability to steal tech, and change up the rest of the actions to be more self serving. (E.g. Instead of reducing city population, stealing food (so the population starves) and sending it to the closest player city (boosting your own population)
The Forgotten would of course need some other tweek to compensate for losing their unique spy skill.
o-or would that be annoying? OH GREAT AND MIGHTY MOD MAKER HEAR MY PLEA!
lol
I love u!