ENDLESS™ Legend

ENDLESS™ Legend

Progression
41 Comments
DustDevil 15 Sep, 2019 @ 12:38pm 
Does this work with ELCP?
Rundelhaus 5 Jan, 2019 @ 1:40pm 
Hello,

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.
acerew2436 17 Dec, 2018 @ 6:18pm 
I had an issue with this mod disabling the Altar of Auriga Blessings. You cannot pick them anymore even though the first winter is past.
Lady Crimson (RIP) 15 May, 2018 @ 6:51pm 
Cultists are still pretty solid since you can conquer other cities as them (and keep them), you just can't settle. Just don't take the pillaging city abilities.
Yuese 14 May, 2018 @ 4:20pm 
If there was the possiblity to allow the Cultists; or any custom faction using the Cultists visual affinity to create more than 1 settlement that would be awesome
Bionerd 13 Jan, 2018 @ 7:02pm 
@ HappyHead & TeKett: This mod combines a bunch of other mods. With respect to the world generation mod it used: if you make the settings too extreme graphical bugs will happen. Usually a combination of terrain height settings and an inappropriate Geo Terrain Height for them causes that. See the description of that setting in advanced world settings when you have this mod booted up.

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)?
Mr. Rainger 24 Oct, 2017 @ 11:23am 
require Dlc?
HappyHead 31 Aug, 2017 @ 6:38pm 
If it IS because of this mod, I'd imagine some wonky world generation may be in effect.
Did you do anything particularly crazy with the world gen?
TeKett 29 Aug, 2017 @ 12:40pm 
links was pictures, nvm about them then
TeKett 29 Aug, 2017 @ 12:40pm 
I think its because of this mod, but on some tiles unit models go trough the ground, like everything past some elevation, but only while going up/down terain are they normal.
https://prnt.sc/gemack
https://prnt.sc/gema3n
https://prnt.sc/gemcip
the17706  [author] 13 Aug, 2017 @ 7:04pm 
Nah, just catching up on work. Hoping to have another update in 2 weeks or less.
HappyHead 12 Aug, 2017 @ 5:17pm 
aww, did ths die?
Nick 25 Jul, 2017 @ 8:20am 
Excited to see how this does farther down the line. Great mod so far but the missing skill tree text is somewhat annoying.
ninakoru 21 Jul, 2017 @ 6:03am 
Same as Hokath, you have my permission but you should have asked for it first.
the17706  [author] 19 Jul, 2017 @ 2:18pm 
@HappyHead, Thank you very much for the feedback. Going to look over these and update you on status soon.
HappyHead 19 Jul, 2017 @ 12:18pm 
3. World generator tweeks:
- 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])
HappyHead 19 Jul, 2017 @ 12:17pm 
Hey man, just got done with a real-time game (ty SO much, it's awesome)

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)
WayneNore 19 Jul, 2017 @ 2:01am 
I don't think Diplomatic Emperor is the case you said. If you do read the xml files, you should found that mostly content was I invented. And I did tell the author of Tradeable Cities that I use his Mod, and even I discuss with him how his file work. The Only thing I learn from his Mod is how to exchange resource and tech during War and Cold War (his Mod has only cities).

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.
Hokath 18 Jul, 2017 @ 8:30am 
You ought to seek permission first. Even if it is just for the sake of politeness.
(You have my permission)
fb.aazzoggerr 15 Jul, 2017 @ 10:53pm 
@the17706

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" :)
the17706  [author] 15 Jul, 2017 @ 10:20pm 
@fb.aazzoggerr - Re-read your description, and added link accordingly. If I can do anything else let me know.
the17706  [author] 15 Jul, 2017 @ 6:14pm 
@fb.aazzoggerr 1) I'm working on evolving this mod and it will use similiar files as the created mods above. This mod has been out for a week or so the update has taken a bit and for that I apologize. 2) I do realize, I'll have to update the "work" and this mod is more than cut and paste of people's code (I assure you a simple copy/paste of all the mods will never work correctly). 3) Most mods to be fair are altered copy/paste of the public directory xml files with a few variables changed. 4) Mod's like Diplomatic Emperor evolved in a similiar fashion including Tradeable Cities. This was to stop the this mod or this mod situation. 5) I never intended on taking credit for portions I did not create. 6) I love your mod.
fb.aazzoggerr 15 Jul, 2017 @ 4:23pm 
As an author of one of used mods I would like to ask several questions to author of this "mod":
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
the17706  [author] 10 Jul, 2017 @ 8:46pm 
@HappyHead, I added Realtime...try it out w/ different winter harshness in advanced settings. See if any of the native options work or which one is the closest, or if something else needs tweaking.
HappyHead 10 Jul, 2017 @ 6:08pm 
the idea would be to have science to be at endless (or ever slower) speed. That way its like you can have a full game in each era.
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)
Darkman34 10 Jul, 2017 @ 7:57am 
This mod is cool :)
the17706  [author] 10 Jul, 2017 @ 7:41am 
@donschmiddy, I understand nominal effective interest. It would seem my lack of understanding would be...what you are refering to as an approach, in relation to the speed (with the limitations of modding in mind)? Side Note: Including other people's mods when it will effect use of your/their mod, I didn't find unethical upon giving credit. Especially when some of those people have abandoned their projects. I guess what's ethical to some will always be unethical to others, and can be subjective.
the17706  [author] 10 Jul, 2017 @ 7:11am 
@HappyHead, yea I can make alternative game speed modes. Which I had been looking into...but not sure what the best approach would be. But I will make a speed mode like the one you requested. Just 2 questions... would you want research cost to be same as slow or just set to endless? and any suggestions of what I should name this mode?
HappyHead 10 Jul, 2017 @ 6:44am 
Umm, hey! Awesome mod man.
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.
donschmiddy 8 Jul, 2017 @ 12:29pm 
as for the speed aspect: have you ever heard of nominal/effective interest? the same principle applies here. I also feel that EL has to little movement but this is the wrong way to go about it
donschmiddy 8 Jul, 2017 @ 12:26pm 
sooo... did you ask any of the modders for their consent to use their work?
the17706  [author] 7 Jul, 2017 @ 2:35am 
Added a more detailed description, so there is a better understanding of what this mod does. Please don't hesistate to make suggestions.
the17706  [author] 6 Jul, 2017 @ 5:24pm 
What is unbalanced (meaning not everyone has the same features/advantages) about it?....It meant to just speed up progression of a game. Also...the movement for units is now optional as stated in a previous comment. How does a saved game, stop one game from continuing for 16 hours ....whether all at once or not? If I can only get a group a friends together once a week...should it take weeks to finish one game? This mod also has Marketplace Adjustments, as well hero and item additions.
Holy Athena 6 Jul, 2017 @ 3:45pm 
I don't get this mod.. Movement for units is insane... and... "Hyper Game Speed/Mode is for those who only have a couple hours to play and want to be able to finish a game while still making it to the later parts of the content (Era's, quests etc). " is flawed logic... That's why they came up with a system called "Save Game". So you can continue playing a properly balanced game every few hours a day and not lose progress, eventually finishing the game out... Why plaly it when its in such an unbalanced way as this mod?

the17706  [author] 6 Jul, 2017 @ 2:41am 
@Shiroe & @Ashnal, in Game Speed Options, just added ... Hyper1x, Hyper2x, Hyper3x ... for your choice of movement points. Now people can enjoy at any movement pace. Let me know if you have any other suggestions.
the17706  [author] 5 Jul, 2017 @ 7:24pm 
@Shrioe, I understand what he means I just haven't had it happen to me, on the contrary I have had people block me faster if anything. With that being said, I think I am going to either going to lower it to 2x (as you suggested) or make it optional for 1x,2x, or 3x so it can't be selected as desired. I can definately see others may like it different. I will add this soon, feel free to offer any other suggestions as well, I will at the very least look into them.
Shiroe 5 Jul, 2017 @ 12:31pm 
@the17706 he means you dont get a chance to react im pretty sure,since a unit can come flying off screen from a territory away and still siege your city if it ahs that much movement by default.that and you cant catch an army with that much movespeed since they can easily move in a direction and get out of your vision and then its per chance if you choose the right direction to run.making the base speed like 6 to 8 i think would be good,but 12?no.in my opinion thats just too high of a base speed.
the17706  [author] 4 Jul, 2017 @ 2:31pm 
@Ashnal The movement is only 3x the normal or 12 default (from previous 4)...your class must have additional movement. This was meant to speed up the gameplay/progression of the game. Seeing how any player/army can move at that rate, I don't see how it stops you from intercepting incoming armies....due to the faster pace you would have more to work with in addition to the speed. This just furthers the progression of a game. The overall idea of this mod is to progress a game (some of which can be 16 hours or more) to late game content/eras/gear within a few hours, mainly for those who can't play 300-600 turns to see the end of a game. I do appreciate the input though. Any suggestions would be appreciated.
Ashnal 4 Jul, 2017 @ 2:05pm 
Decided to give this a whirl. Was instantly unsatisfied when I saw that my starting unit could move 15 tiles in a single turn. Crazy high movement such as that leads to the inability to intercept incoming armies or track them during war.
Bazukero 36 3 Jul, 2017 @ 4:30pm 
fuck cultists
GSxKing 2 Jul, 2017 @ 7:38pm 
I love it