ENDLESS™ Legend

ENDLESS™ Legend

Coastal Cultists Mod
20 Comments
HappyHead 26 Jul, 2018 @ 10:29am 
FYI, theres a new dlc coming out that adds new volcanic regions to the game. Your choice, but you may want to create an additional mod that makes it less likely for cultists to spawn in volcanic regions since they dont offer any food until mid-late game if you research a specific tech.
LeaderEnemyBoss 14 Jun, 2018 @ 9:32am 
New version of my Community is released, as promised i mentioned you and also linkey this page: https://www.games2gether.com/endless-legend/forums/15-modding/threads/30618-endless-legend-community-patch?page=1)
LeaderEnemyBoss 13 Jun, 2018 @ 3:20pm 
Hey, just a headsup, your .xml file has the <River> element twice in it which lead to nasty crashes when trying to integrate it into my wordlgeneratorsettings file. Also your settings are in the options file and I believe they do nothing there (?).
LeaderEnemyBoss 7 Jun, 2018 @ 5:59am 
youll get credited ofcourse :), since the next patch focusses on improving the cultist AI, its a fitting addition
Skyfather  [author] 7 Jun, 2018 @ 5:37am 
Be my guest. A credit would be appreciated. Let me know how it works out. :happypug:
LeaderEnemyBoss 7 Jun, 2018 @ 5:32am 
Hey, would you mind if I include this (imho necessary)( mod in my community patch? (see here: https://www.games2gether.com/endless-legend/forums/15-modding/threads/30618-endless-legend-community-patch?page=1)
Skyfather  [author] 19 Jul, 2017 @ 11:06am 
You're very welcome, I'm glad I was able to help.

In terms of consistency, I'm getting an 80% success rate in my testing. Every now-and-again, they decide to spawn inland for some unknown reason. Must be something to do with the world-gen process, but given that's a separate undocumented executable I don't fancy my chances of getting to the bottom of that.
Iceberg 19 Jul, 2017 @ 10:18am 
Thanks again for the very useful mod. I've been trying to achieve this effect indirectly for months, with inconsistent results.
Iceberg 19 Jul, 2017 @ 10:17am 
I just copy-pasted that version's faction affinity spawn prefs and it worked. Don't know what's different about it but taking it straight from the mod download didn't work before. Only thing I did differently this time was place it above replicants and sea demons affinities instead of below.
Iceberg 19 Jul, 2017 @ 9:58am 
It's alright, I've been working for 6 days straight and haven't had the chance to play until now. Thanks for the help. I'll let you know how it works for me.
Skyfather  [author] 16 Jul, 2017 @ 1:35am 
Apologies for the delay.

I've created a pastebin for WorldGeneratorSettings.xml

https://pastebin.com/LgqJyCkZ

Take a back-up copy (just in case) of your WorldGeneratorSettings.xml and replace with the pastebin version.
This version has been tested and works. Any problems, please let me know.
Iceberg 12 Jul, 2017 @ 11:01pm 
I'm going to bed and I have work in the morning so I'll be back in like 20hrs.
Iceberg 12 Jul, 2017 @ 11:00pm 
I'm not sure what you mean by "backed-up," do you mean that I should verify the integrity? It works fine when I don't put those lines in. Yes, I have all of the mods in my collection installed. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=853009134
Skyfather  [author] 12 Jul, 2017 @ 10:39pm 
OK. Did you start from a backed-up WorldGeneratorSettings.xml file? Are there any other mod's running? I have to go to work soon, so I'll investigate some more tonight.
Iceberg 12 Jul, 2017 @ 10:34pm 
Skyfather  [author] 12 Jul, 2017 @ 10:13pm 
OK. The exception suggests to me that you want to take the mod's <Faction>...</Faction> node and put it inside the existing <SpawnPreferences> node in WorldGeneratorSettings.xml. In my copy, this starts on line 914.
Iceberg 12 Jul, 2017 @ 6:12pm 
Don't know why this is happening. Incorrect placement within the .xml file?
I put it at the end before /worldgeneratorsettings
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=974520644
Iceberg 12 Jul, 2017 @ 5:37pm 
Thank you for the thorough response. I've implemented the fix, and I'm including your mod in the collection despite the slight inconvenience of .xml editing. I consider this an essential mod. I've tried using the world generator mod to achieve something similar with limited success.
Skyfather  [author] 12 Jul, 2017 @ 1:16pm 
Thanks for your interest in the mod.

Unfortunately attempts to make this an extension are currently failing. It validates and runs OK, but making it an extension stops it from being effective (i.e. Cultists spawn inland). I've tried a variety of workarounds without success, so best case is that it will take me a while to figure out; worst case is that it just isn't architecturally compatible.

If you really want to use the mod, all I can suggest in the interim is to subscribe to the mod, locate it on your hard drive, take the <SpawnPreferences> ... </SpawnPreferences> node and its contents from the mod's xml file and paste it into:

C:\Program Files (x86)\Steam\steamapps\common\Endless Legend\Public\WorldGenerator\WorldGeneratorSettings.xml

I'm sure you don't mind hacking your own game files - what's the worst that can happen?!?!

Apologies for not being able to provide a solution - especially for something that appears so trivial - but this particular nut is proving hard to crack.
Iceberg 12 Jul, 2017 @ 10:04am 
I want to add this to my collection, but I'm already using the Trait Balance conversion mod. Is it possible to make this an extension instead?