ENDLESS™ Legend

ENDLESS™ Legend

Military Revolution
35 Comments
ninakoru  [author] 4 Oct, 2023 @ 5:03pm 
@MelodyFunction thanks for the indication, yeah I had to include a big simulation (city) class for the caps on cost reductions, the over-approval was there, I can confirm I played with it recently and over-approval skills work.
MelodyFunction 11 Sep, 2023 @ 11:11pm 
This mod has a small compatibility issue with ELCP.
The "over approval" Hero skills do not work when loading this mod. Any idea how to fix that?
MelodyFunction 28 Dec, 2022 @ 2:49pm 
Ah yeah, I think I used that mod I few times myself, too.
I get where you are coming from, though. It's probably not a critical thing to change.


A strong base should not have adverse effects on your new food conversion techs - cause it doesn't scale. Aside from that, Food is not that valuable, so I think there is some leeway for powerful tech combinations in era 3-5.
ninakoru  [author] 28 Dec, 2022 @ 11:43am 
Well, about strategic equipment, I always play with my mod that works out these upgrades: Re-Items, in this mod armies fully geared in dust equipment are more competent, also there are many tweaks about strategic costs.

About the food in higher tier food building, I would have to play through again to consider any change, the co-lateral upgrades on higher food building are because food doesn't scale so well in endgame, is an indirect way to make those buildings worth the tech slot..
MelodyFunction 28 Dec, 2022 @ 5:02am 
Thing is, mithrite/hyperium is in short supply already. The situations where you can deck out your units in higher tier mithrite/hyperium stuff is already pretty rare.
But honestly, you might be right. If you manage to get a surplus of mithrite and Hyperium, you should probably be able to research T2 mithrite/hyperium stuff.

Agree on canal locks. Industry is strong in Era 2 and starts losing value in era 3+ compared to dust. And as you said, Canal Locks is the reason you research that tech.

I'd still push for an era 3-4 Food Tech for cities with low food production from tiles.
ninakoru  [author] 27 Dec, 2022 @ 3:49am 
Thanks for the feedback, yes, is up to debate, I didn't play this game in a long time, but IIRC industry dominates other resources due to its flexibility and raw power to make things happen. I felt +12 was good enough as canal locks already gives a strong industry source if well managed. On the tech merges... I always seen a extreme RNG dependency on strategic resources, to me, excessive as is only one variable of the equation in a powerful army: you also want leveled units, and the sources of such materials. T2 being locked under RNG... Well, this mod is about lowering the dependency on RNG after all.
MelodyFunction 25 Dec, 2022 @ 3:37am 
Tried this mod out for a bit, changes feel very nice to play. Some feedback~
There should be a lategame food tech for cities that have little food production(instead of boosting food per tile, some flat food would be good).
Canal System still feels weak. +15 would probably more appropriate. Canal Locks is the real draw of the tech, though.
I don't think tier 1 Adamantium/Palladium equip tech should be merged. They are very strong researches already. Merging T1 Hyperium/Mithrite tech is a good choice, though. Although, making the T2 Hyperium/Mithrite available by default doesn't sit right with me. It's like.. OP in niche situations, not used in other situations.
Iceberg 4 Sep, 2020 @ 10:32pm 
I've added a patch to my victory conditions tweaks mod.
Iceberg 4 Sep, 2020 @ 10:29pm 
Noticed one thing (there may be more) that could be updated for ELCP: the era 6 science tech had its priority changed to 2.
ninakoru  [author] 8 Feb, 2020 @ 9:52am 
Great to hear that, thanks for the feedback.
Iceberg 30 Jan, 2020 @ 12:36am 
I've solved the conflict. Thanks for the report.
Suspirium 30 Jan, 2020 @ 12:09am 
Ah, must be a mod conflict on my end, I guess... Though I'm just using the latest ELCP and Iceberg's multiplayer mod collection in the suggested load order. Not a big deal. I can confirm the actual bonus still works.
Iceberg 29 Jan, 2020 @ 11:54pm 
It does though
Suspirium 28 Jan, 2020 @ 6:19am 
Pretty minor issue, but Search Party doesn't seem to list the movement buff in its tooltip.
ninakoru  [author] 24 Jul, 2019 @ 7:12am 
Should be compatible with ELCP, let me know otherwise.
Iceberg 20 Jul, 2019 @ 10:35am 
Too bad it's incompatible with FCF Citylords.
Iceberg 20 Jul, 2019 @ 10:32am 
Compatible with ELCP? I see it contains a [class] xml
ninakoru  [author] 19 May, 2019 @ 12:56pm 
Thanks for the compliments! Now the mod should work again, let me know otherwise.
Dıck Dastardly 17 Apr, 2019 @ 12:15pm 
Anyways, this new bug seems to have appeared in a later "point update" that dropped after the Mykara DLC came out. I'm not sure what the exact cause was, but I know there were a few mykara-related exploits people were doing on the launch version of that patch, so I think amplitude deliberately changed a thing or two to plug them. Amongst other things, one of the exploits I believe was that the Mykara - another "one city faction" like the Cultists, could use the sisters-of-mercy hero's skill that prevents a city from starving to spam their fungal growths (a unique expansion mechanic they have that lets them exploit ruins/strats/lux in other regions, which I believe costs food from your primary city to spawn, though I'm not sure because I haven't played the faction yet). I don't think that specific exploit-plug was involved in this, but there was definitely something that got changed.
Dıck Dastardly 17 Apr, 2019 @ 12:15pm 
Oh hey, holy crap - he's still here. :D

So hey - I should mention offhand - this is an absolutely terrific mod (all the mods you've done have been really well-considered, and are honestly some of my favorite ones - they're all subtle but clear improvements to the core game).
ninakoru  [author] 7 Apr, 2019 @ 7:56pm 
Oh boy, I'll have to look into that. Thanks.
Dıck Dastardly 6 Apr, 2019 @ 11:17pm 
As of the very latest EL patch (1.7.5), there's now a bug in this mod that permanently locks your empire in a "Rebellious" state - it seems that the game starts out in that state when you have no cities, but in the unmodded game, it will then change to be whatever's determined by your cities.

With this mod applied though, it just stays rebellious forever, even if all of your cities are at 70% happiness or above. I've noticed this both when loading from saves, and when creating new games.
ninakoru  [author] 25 Mar, 2017 @ 2:43am 
I guess any mod that makes lots of changes on techs, buildings or luxuries, but I can't think of any of the existing mods that is incompatible with!
Gulp DragonDawn 24 Mar, 2017 @ 9:36am 
what could this be incompatable with?
ninakoru  [author] 23 Mar, 2017 @ 11:43am 
Enchanteur: Yeah forgot about the damn search party!! I was thinking to give it a plain +1 movement on troops, to give it some use for extreme adventurers.

About the changes you propose on strategics, I didn't want to alter the existing features too much, and the main focus is to free possible tech options to get more room of customization in tech progression. If I give other boosts to strategics, my mod wouldn't be compatible with other mods that affect items in other ways.

ale93: That building could be bossible, but it defeats the purpose of strategics! You own X region: you get the benefits :P
Gokudo31 23 Mar, 2017 @ 3:47am 
or you can pick Lord governor which are really good in order to stack those strategic ressources
ale93 21 Mar, 2017 @ 5:56pm 
This is great and I like the changes you've done.

I think in general it woudl be good if there were more techs or buildings which increased strategic resource output, to help keep up with the sharply escalating titanium and glassteel costs in later game structures. The way you tied it into the resource unlock tech is good.

A structure that produces a strategic resource that isn't present in the region would be interesting, probably best if it's a one per empire unique building tied to a tech unlocked by a quest wouuld be cool. I'm not sure how easy that would be to implement though.
Enchanteur 21 Mar, 2017 @ 3:05pm 
Others change look good, as they break nothing. It's essentialy a question of balance. As I'm not the best for judge that, i will just play as it is. I like the boost of industrial processing. Old one looked a little weak compared to others improvement of this era.
Enchanteur 21 Mar, 2017 @ 2:56pm 
Also, my future mod will give a light side effect to each "first" weapons/armors research era1, 3, 4. As it's why i need them also. It remains compatible, unless you fully delete it ! I don't edit originals files except description. I add an improvement so it's independant.
As preview, it's a improvement called "synthesizer". Advanced alloy synthesizer is an unique building giving +1 titanium (same for advanced armors with glasssteel).. declined to others resources.

Another thing : there is something i nver research, it's search party, and a bonus could be nice here. Or making you gain +X gold each time you search in a ruins.
Here i've made a pearl synthesizer.
Enchanteur 21 Mar, 2017 @ 2:52pm 
I'am actualy looking at the mod, and I have the first ideas about it. I will maybe post more after.

Advanced armor : as i like the side effect, my (strong) advice is to not delete Advanced weapons and put the 2 techs into one.

Instead, you should give something making likable to research each one.
Then the following idea :

Next era (era2), alchemical alloy, there is the same side bonus (reduce item strategic cost). and there is 2 techs !
So back the Attack/Armor research.

Era 1 : instead of reducing item cost, reduce building cost (or reduce item cost, but in that case, make a different side bonus in era 2 by reducing building strategic cost).

... to decline to other weapon/armor research.

And finaly : don't give same side effect to each research.
Alchemical alloy : side bonus about titanium (or glass steel, as you feel it)
Alchemical armor : side bonus about glasstell (or vice versa)

But not same bonus +10% to each.
Then player can make a choice.

ninakoru  [author] 21 Mar, 2017 @ 1:19pm 
Enchanteur: Yeah! I always only add the minimum possible stuff to the mod to keep maximum compatibility :)

Big Bantha: Thanks for the fixes! I'll include them right away and will be online on next update. I'll wait a bit more for an update, I have to still test the mod properly (just entered the game and verified all added stuff is working).

Thanks for the support everyone, any suggestion for tech/buildings/resources is welcome!
Enchanteur 21 Mar, 2017 @ 11:09am 
Hi, it look like a fantastic mod ! I will add it on my permanent mod list.
And it look totaly compatible with my own mods, and also with the future one I'm working on. To confirm.
Iceberg 21 Mar, 2017 @ 6:43am 
Nice mod
Big Bantha 21 Mar, 2017 @ 1:34am 
A few minor issues:
-The M in Foreign marketplace is not capitalized
-Some reworded descriptions:
Rare Metal Foundry desc:
"Using Endless machinery, this foundry is designed to get the maximum out of any extracted minerals."
Foreign Marketplace desc:
"This collection of shops, specializing in curiosities and exotic artifacts is popular with the citizenry, and especially among foreign visitors."

This is literaly the only flaw I have seen as of yet; FANTASTIC job! :eldust: :elscience:
Valar Morghulis 20 Mar, 2017 @ 7:10pm 
Ninakoru .... you really are a wizard, all the mods that come from you, make even more lust on the game ... I thank you very much for a very good mod..more so !!!