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I like the mod selection verry much.
But some friends and I tested them and found a critical bug.
The luxury boosts last only one round.
After some tests we can say, that it comes from your mod. If we use all the mods you collected without your mod it works just fine.
We use this community patch:
https://www.games2gether.com/endless-legend/forums/15-modding/threads/30618-endless-legend-community-patch
Maybe it doesn't work together with your mod, but all the others did.
For further questions you should ask the creator of the 'World Generator Full Customization' mod (see link in description of this mod above). All that being said I like the flavor of this mod quite a bit.
@Author of this mod: Any chance you could add some other speed settings to this mod, (in particular those in the Dynamic Game Speeds mod)?
Did you do anything particularly crazy with the world gen?
https://prnt.sc/gemack
https://prnt.sc/gema3n
https://prnt.sc/gemcip
- Could it be possible to add even higher difficulty options for minor factions? In Real Time, everyone has a boost to military production so the minors having a boost of their own would be nice to counteract that. (And, generally speaking, higher minor difficulty was always a favorite feature in other, now abandoned, mods)
-Suggestion:
Passifist (Minors dont produce roving armies)
Harder (only slightly stronger than hard, but roving armies spawn more frequently and always have full gear)
Brutal (strength increase from harder, minors have have increased army size starting in tier 3)
Absurd (Minor roving armies spawn with a hero starting in tier 2, leveling up from there)
Apocalyptic (Minors will likely destroy major faction cities)
(be sure the strength increases also apply to quest monsters [if possible])
I made a couple notes for balance tweeks and general improvements for the mod.
1. Check over hero skills. A good number of them are glitched in their name and description. Everything WORKS fine, its just the ui is messed up a little.
2. Real Time tuning:
-If possible, scale unit production down to normal speed instead of slow and scale hero and resource market costs up (leaving unit market cost the same)
-doing that should get rid of the quirks in the economy the game speed causes.
- Plus, it's a good way of fixing the problem amplitude created with the naval update (needing to
make a TON of units to cover 2 fronts)
The rest like dialog change and relation change proposal is my own idea, and I add a lot code in other xml files... these are not similiar fashion in Tradeable Cities I thought. You just said like I did the bad things and need to be stop, I just disagree that.
Finally, as you have added the link, I wont mind you use the code. But you really should inform the author.
(You have my permission)
Ty for clarification. Like I said I have no issue at all with you or your work, on the contrary I beleive the more mods we have the better and richer game experience we can achieve. Also, like I said, I didn't start to write here to blame, only to make things clear for me. I appreciate your goal as a fellow mod-maker and also as gamer. If you need information on how my mod works feel free to ask questions, I will try to help however I can. Good luck and "let's make some greatness happen" :)
1. Why would you even create a 'mod' using other mods if you just could create a steam collection and share it with the community, using in-steam functionality already built-in?
2. Do you realise that if any of used mods gets an update you will have an outdated version and you will have to re-do your entire "work" ? (yes I use "work" in quotes because this mod is nothing more than simple copy&paste of other's ppl code, it's not like i'm blaming, but your method is wrong as hell) - and this is THE reason why you would like to use steam collections - coz used mods get updates automatically
plus, military conflict will be more common with troops being easier to produce.
As far as name goes? i dunno. If you wanted to make science even slower than endless, you could call it real time mode.
(side note, winter's progression should be linked to science speed. no need to be in an endless winter by the third era. lol)
Any chance you could add a feature of the speed side of things?
I'd made this request to the original dynamic speed guy, but by then he had abandoned the project.
Could u make a speed mode where the production values are based off slow speed, but everything else is based off the endless speed?
Dynamic's normal production and endless science didnt sit right with me in practice.