ENDLESS™ Legend

ENDLESS™ Legend

Harmonious Difficulties
48 kommentarer
ninakoru  [ophavsmand] 16. sep. 2024 kl. 6:14 
shouldn't be any compatibility issues, but I'd recommend loading it last.
GE0 14. sep. 2024 kl. 19:45 
Question, should this be loaded after Improved AI.
Corrupted Slime 20. dec. 2023 kl. 1:13 
Very well. Thank you for your hard work.
ninakoru  [ophavsmand] 19. dec. 2023 kl. 17:51 
Oh, boy, your response seem like a robot ^^. But you're totally right. Thanks. Fixed and updated. I believe it should be all, but don't hesitate to reply if there's any other thing that is not properly adapted for ELCP.
Corrupted Slime 19. dec. 2023 kl. 9:11 
Then explain why your mod reverts balance changes introduced in ELCP. For example, spell cost should be 25, but your mod reverts to 60 and 30.
ninakoru  [ophavsmand] 19. dec. 2023 kl. 6:20 
Well, just an oversight, in pillars I modified the formula to adjust the changes if ELCP is detected, just missed to do it on Population buyout.

Thanks for noticing, just fixed the mod and uploaded it. Let me know if there's any issue.
Corrupted Slime 19. dec. 2023 kl. 1:40 
Then explain why your mod reverts balance changes introduced in ELCP. For example, population buyout cost should be at 90%, but your mod reverts to 100%.
ninakoru  [ophavsmand] 19. dec. 2023 kl. 0:20 
Yeah, totally compatible, I used it with ELCP.
Corrupted Slime 18. dec. 2023 kl. 23:08 
Is this mod really compatible with ELCP? Because it overwrites values changed by ELCP.
ninakoru  [ophavsmand] 23. nov. 2023 kl. 6:23 
Thanks for the compliment :)

It means: additive of 40% and 40% would be a 80% reduction, In ELCP 40% and 40% is applied one after another (multiplicative) so you get a 40% reduction on a 40% reduced item. Hope it makes sense. What I did in military revolution is to cap it at 75%. If you also use ELCP would be multiplicative too.
Timujin 23. nov. 2023 kl. 4:33 
ELCP makes buyout reductions multiplicative, you mean each subsequent one is more expensive? Seems like the price is always the same in late game...

Anyhow, many thanks for the good mods mate, using a couple of yours now and really appreciate the work.
ninakoru  [ophavsmand] 23. nov. 2023 kl. 2:56 
Uhm... nope, that requires an entire overhaul of the game's economics. ELCP mitigates this a bit making buyout reductions multiplicative, I did add some limits to production and butout reductions in military revolution mod, but because how trade routes work, and how big are the bonuses from everything economics related....
Timujin 22. nov. 2023 kl. 22:46 
Does this not prevent the player from being able to so easily get so much money and buyout buildings/units later on in the game? If not is there a mod that does that, not just to the AI?
Xanth™ 16. mar. 2021 kl. 10:38 
I switched to another faction and let the AI play my faction so I could look how much xp it is. They got about 180 xp directly after recruitment in a city without any xp buildings or govenor.
ninakoru  [ophavsmand] 16. mar. 2021 kl. 9:48 
Hi Xanth. the XP buff is quite mild on Serious. It's possible if maybe they got the trade good that enables +100% XP on units, that works on created units while the buff is on.
Xanth™ 16. mar. 2021 kl. 9:44 
I'm currently playing on serious difficulty and the unit xp on creation is a little bit too high. Somehow they get level 9+ units in era 5 while I only have troops on level 5 or 6.
ninakoru  [ophavsmand] 21. dec. 2020 kl. 16:16 
Not at the moment, I'm not into this game right now but if I do I'll take a look.
RYNO4ever 15. dec. 2020 kl. 17:14 
I'm just curious here, but is the MP desync issue something you're planning to look into?
ninakoru  [ophavsmand] 11. sep. 2020 kl. 12:23 
Uh, didn't expect the MP desync.... Yeah, Improved AI is a separate mod.
clop1000 16. aug. 2020 kl. 10:36 
And do I need to download it separately?
clop1000 16. aug. 2020 kl. 10:35 
Does it work with improved AI?
RYNO4ever 4. aug. 2020 kl. 10:04 
Confirming previous comment, end of turn 1 is a guaranteed desync with lots of other possible desyncs occurring during the game, some of which stubbornly stay desynced after several attempts to resync.
Sima 21. juli 2020 kl. 5:55 
This mod seems to cause a guaranteed turn 1 desync in MP.

I have the latest ELCP (v2.6) installed.
ninakoru  [ophavsmand] 23. apr. 2020 kl. 9:27 
Vanilla Balance is from ELCP Creator, not mine :)
Gunndor 18. apr. 2020 kl. 12:39 
Hi, is Vanilla Balance no longer available on Steam? I can't seem to find it anywhere, even if I click on ninakoru's Workshop. Thanks in advance.
Nemo, Forevermore 12. jan. 2020 kl. 17:34 
Endless Legend Community Patch @Lazuli
Zoey The Hexed DM 12. jan. 2020 kl. 13:33 
What does ELCP mean i keep seeing it and have no clue what it is
DustDevil 15. sep. 2019 kl. 12:33 
I'm sorry but I have been experiencing, in different games, an EXPONENTIAL increase in AI units experience. They are always level 9+ by Age 4, it is insane. Something must have done this that is not so harmonious in this mod. Can you please take a look? Thanks
Willy Wipeout 8. juli 2019 kl. 21:46 
Thank you!
ninakoru  [ophavsmand] 5. juli 2019 kl. 5:48 
All the mods have their usefulness:

Vanilla balance is only if you installed ELCP. Is just to revert any balance change made on the community patch and just benefit AI improvements and all the performance and bug fixes.

Improved AI is only really helpful if you don't have ELCP installed, still can be used with it, makes the AI more competent.

This mod is just to change the bonuses AI gets with increasing difficulties. As the mod says, only recommended with Improved AI and/or ELCP.
Willy Wipeout 4. juli 2019 kl. 12:55 
New player here really confused so if the author sees this i would really appreciate it <3. Whats the best balance mod to have? Improved AI? Vanilla balance? This one? I'm really confused as to which is the best. Should i have all of them? Where is ELCP X.x
Nemo, Forevermore 4. juli 2019 kl. 12:20 
Perhaps MINOS is ignoring the +xp unit production boosting mechanics. I can usually pump out some serious units that can easily compete with AI using the city improvements and dust tomes for my main army production centers.
ninakoru  [ophavsmand] 4. juli 2019 kl. 7:23 
In which difficulty are you playing? the plain experience is less and less meaningful with each increasing level and the exp per turn shouldn't have a big impact. Units usually gain 1XP per turn, even if it's a big percentage the impact is minimal, only helps AI to keep their older units a bit more up to date.

Only the experience percent at creation but should only mean 1 level more than usual at creation in higher difficulties. Maybe the opponent has access to +100% exp through luxuries (Quicksilver), that is also applied on unit creation.
MINOS 3. juli 2019 kl. 10:01 
One Thing which bothered me though is the Unit Experience per Turn and on Creation - i think its slightly too much, as i have seen very quickly very high Level Troops, which you cant compete with your human Troops, even with high Level Equipment.
I could only beat them with 3 Times more of my Troops.
MINOS 3. juli 2019 kl. 9:55 
@ ninakoru :

Thanks for the Information, as i was unsure.

Really love the new Difficulties - especially on the biggest Map Size, AI doesnt expand like theres no tomorrow.
Enchanteur 2. juli 2019 kl. 23:04 
I sent you a message on the platform https://www.games2gether.com .
ninakoru  [ophavsmand] 2. juli 2019 kl. 18:56 
@MINOS: Ahh, yeah, all the stuff added is because I had to edit all those files to add the "AIDustCostReduction" that I use to give AI discounts on just everything dust-related. It's done that way instead of a flat dust bonus because of the economic victory.

As I am too ELCP user, I checked out with ELCP files and shouldn't be any incompatibility. For example, the pillars/Spells folders (used for Ardent Mages) are not modified by ELCP at all.

The localization files are only for my new internal variables so I could check them within the game. All of them are new variables and shouldn't affect any other mod or vanilla at all.

@Enchanteur: Thanks for the compliments :) I just found you can add references into other classes through the difficulty options with "effects", so I did something completely normal in programming: reusing code.

If you want to mix my mod with your progressive difficulty mod, you're welcome. I also like the ideas under your mod.
Enchanteur 2. juli 2019 kl. 14:04 
Well done, that's fantastic. You manage to do within the xml language, which I do by using a third party tool of my creation, and which allows me to cheat by creating mods (by which I mean doing everything faster, automatically generating xml files, without intervening on tons of files). Quite simply, you have an amazing knowledge of EL's environment. Concerning the mod itself, I will dream of a mix between that and my Progressive Difficulty mod. Both complement each other but are unfortunately incompatible. You have a very good vision of the balance of the game. Reading your mods from a technical point of view is a real pleasure.
Enchanteur 2. juli 2019 kl. 14:04 
I went to check the files of your mod. I've lost my knowledge since two years, but still!
There, I learned a lot of things. That you could create your own properties, that a global model could be adapted to each difficulty without rewriting everything.
As you master EL's language, I find it really brilliant. All you need is a main parameter to change everything else by calculation.
MINOS 2. juli 2019 kl. 12:38 
@ ninakoru :

Im asking because i see a Lot of other Things added and changed, which arent even changed in the improved AI Mod.

Theres other Folder and Stuff like:

Spells
Pillars
Localization

And btw.:
Very good Difficulty Sliders - on Hard the AI now has as much Points as an Player, who doesnt go on a Rush City Attack Rampage, though they still expand and built as they should!
ninakoru  [ophavsmand] 2. juli 2019 kl. 11:18 
I'm not sure what you are talking about in "put out all the other stuff", if you could further explain... The mod is about AI handicaps for the normal and higher difficulties.

The mod is designed for Improved AI and/or Community patch (ELCP), everything I changed doesn't affect the gameplay for the player.
MINOS 2. juli 2019 kl. 1:00 
But could you also please put out all the other Stuff?

I only want the changed Difficulty Balances, not a Bunch of other Things changed, especially since im using the Community Patch Mod.
MINOS 2. juli 2019 kl. 0:26 
Those Vanilla AI Cheats are ridiculous - +50 % Ressources on Hard and +10 Approval breaks any Immersion outside of Normal Difficulty, were their Points rise up into Endless.
The only Tactic above Normal is to rush and capture their advanced Cities early on - so annoying...

So thanks very much for this!!!
Nemo, Forevermore 30. juni 2019 kl. 15:53 
Thanks for this.
Kaiver 30. juni 2019 kl. 12:27 
ninakoru, thank you.
I'm edit mod load order http://joxi.ru/zANpd1wfvV614m
ninakoru  [ophavsmand] 30. juni 2019 kl. 10:58 
As the very first line says, is a mod for ELCP or Improved AI, so it's compatible with those, also with Vanilla balance mod. The mod must overwrite difficulty changes on those, just place it with a higher number in the mod load order.
Kaiver 30. juni 2019 kl. 1:26 
How this mod stuck or conflick with ELCP and ELCP Vanilla Balance ?
Iceberg 27. juni 2019 kl. 0:21 
Didn't think I'd see another mod from you. Nice one, too.