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Use Ctrl-right click and Alt right-click. Explain, in your own words, what these commands do, to demonstrate that you're using them correctly.
Using the (Attack / Damage) ratio as an index into a hit table is odd, but not weirder than other games' damage systems. Yes, this is not explained in real-time within the game's own UI, but no other complex system is, either.
EL was a success, and it earned its money. It earned enough to keep Amplitude employed.
By any measure, that's a success, especially in this industry.
If you think it's bad, play something else. You're years late to convince anybody, so at this point you're preaching to an empty barn.
We won't convince you it's a good system. But learn it well enough to beat stock EL Endless AIs. Then you'll at least be able to explain its flaws more precisely. We can help you with that.
Personally, I find that the shallow nature of EL AIs is a deeper and more permanent flaw. Tactical combats are like a chess program with 1-ply look-ahead, which values all of its pieces for 0 centipawns each. Ultimately, it's boring, more of the same old. I understand how market realities forced that outcome, too: Amplitude doesn't have Google money to throw at dev teams for years without product.
I thought EL, overall, was an excellent game. I grew out of it, so I play other games now. If I did resume playing, I know I could jump in and dominate all over again, c.f. to learn Kapaku. But I do control every move and every swing of every tactical combat, with precision, from turn 3 to turn 120. Do that well and you should be winning vs. 7 stock Endless AIs right around turn 130, by conquering them all. That's a normal pace.
Win like that consistently with any 3 EL factions, and then I'll explain how Kapaku are different
You're kidding yourself if you think the majority of players don't just brute force auto-resolve their way through the whole game because of how bad the combat is to try to control.
Alt allows you to force a move command to a tile even if its occupied.
Ctrl allows you to queue an attack command on a specific target after a move command.
First off this doesn't resolve the core issue with the EL combat system, that you cannot issue commands adaptively, you have to issue all commands in the prep round then watch them automatically play out over the course of the round, if the opponent moves in some unpredictable fashion (which is common due to the wonky pathing causing units to take some rather bizarre routes to get to their target) your units can quickly be left in a poor position very easily, if any of your units do not have superior initiative to the enemy units you're basically leaving your commands up to chance.
Secondly I highly doubt barely anyone knows about these commands. Barely anyone plays tutorials or remembers every detail and even the tutorial doesn't mention the alt-rightclick command. Even the Endless Legend wikis don't have information on these controls.
As for your initiative complain: Well thats kinda what makes initiative a desireable stat, isnt it? Except for some units, where you actually want to get hit (mainly tanks with defensive abilities like sweep strike back).
Also worth to watch, an old but still golden guide series for Endless Legend combat:
https://www.youtube.com/watch?v=W3eREwr0MmI
https://www.youtube.com/watch?v=-yxvL4gI_Xw
https://www.youtube.com/watch?v=y5bIAGYUl-M
https://www.youtube.com/watch?v=SOWTaV6-s1s
https://www.youtube.com/watch?v=HdSyMqiX4RI
Also, if your units fail to do damage to the enemy, it's because your attacking unit's attack stat is lower than the defending unit's defense stat. I believe the larger the difference between the attack and defense stats of the opposing sides, the more likely you are to hit or miss depending on which side's stat is bigger. The damage stat only comes into play when your attack stat is higher than the enemy unit's defense stat and you manage to land a hit with a favorable RNG.
Tbh, EL's combat system is probably the best I've seen in a 4x game. If you want more direct control in real time battles, then Total War might be a better option for you instead.
Your sneedy little conclusion at end lol. If you dont like it go elsewhere rhetoric.
Anyways i love endless legend. And i love endless space 2. I also own all the dlc and love their content. I do enjoy endless space 2 combat... However...
Endless legend is in the right direction for combat. Its simple battlefield creates a chess like situation. However more stimulation is required. A player could prepare for war and edit units, recruit minor factions and such and have the focus on prep like the Dominions series. But it would be great to add one additional hands on feature for battlefield control. Faction spells or abilities. How about cards we collect through technology or hero tree that you can play during combat, and they cost dust? That would be neat
Just for the record, past Humankind Endless Dungeon is the next project -> https://www.games2gether.com/amplitude-studios/endless-dungeon
I think a lot of the confusion comes from new players having pre-conceived ideas about the combat system based on other games, like Civ V/VI or Age of Wonders.
The great thing about the combat system in EL is that it is "light", but "deep"--especially when you start really considering combat stats, gear, and capacities--it uses the game board's terrain in an interesting way, and allows for tactical battles that don't take forever to resolve. It's a blend between tactical and real-time combat, and it's a system that stands on its own.