ENDLESS™ Legend

ENDLESS™ Legend

Progressive Difficulty
102 Comments
piercebuster Apr 12, 2024 @ 12:34am 
Mod seems to work fine for me. I haven't encountered absurdly-leveled enemy heroes yet (turn 90).
Geki Jan 3, 2023 @ 9:03am 
Mod is broken. Enemy heroes gain x100 experience. Mod author will not fix. Mark as incompatible.
Hotklou Apr 24, 2022 @ 12:15pm 
@Caz-Air - I've always felt everything is a bit to easy to do late-game. Even the big and very impactful things are, for the most part, trivialised to the huge amounts of industry you can get if you play it right.
Ragnar-Danneskjold Apr 24, 2022 @ 12:12pm 
Is there an option to enable/disable the adaptive balance penalties? Not 100% sure how those work based on what's said in the description. A 3% building cost increase sounds like it would seriously increase build times late game, I like most features but that one sounds like something I wouldn't want to use.
Enchanteur  [author] Oct 17, 2021 @ 8:30am 
@Optyk : If I remember well, all mods disable achievements.
Optyk Sep 11, 2021 @ 3:11am 
Does this mod disable achievements?
AngryMarine May 12, 2021 @ 12:00pm 
@Excel Foley , Hey, please help me. How do I fix this file myself? I can't find the right line in the file you specified (SimulationDescriptors[GameDiff)
AngryMarine May 11, 2021 @ 10:25am 
I'm not against the rest of the AI bonuses - I'm even in favor of increasing them, for example, giving AI technology and making buildings cheaper - but the experience set turns the game into a rather boring sitting in a corner, while you are afraid to provoke the AI to aggression. I've beaten the AI's maximum difficulty so far - but it's pretty boring. So, isn't there a way to change the experience rate of AI units, or at least link them to eras? For example, max level 4 on era 1 at fast speed (the player is unlikely to gain a higher level of units per era). Or something else to fix it. And then it is impossible to fight with AI, which does not allow you to play, for example, for Necrophages.
AngryMarine May 11, 2021 @ 10:25am 
Hi! Please tell me, is it possible to make a set of experience with AI units in a separate item for settings? I am satisfied with the maximum difficulty, except for one point - I can not fight with the AI. His 1 starting unit on turn 2 is already stronger than my army on era 3. Because he's just gaining a lot of experience.
Excel Foley Jan 7, 2021 @ 3:03pm 
@Enchanteur: It was indeed the case that replacing the number with comma separator with the same number with point as separator fixed all issues.
Maybe it makes sense to release this change as official update of this mod.
(Takes only a few seconds with regex:
search: ("[0-9]),([0-9]*")
replace with: \1.\2
)
@pwnbadness: This should also fix your finding.
Enchanteur  [author] Jan 6, 2021 @ 2:36pm 
@Excel Foley : Hi, I didn't put my hands into EL mods since months. So, I don't know. Maybe you are right. I don't remember if the game take "." or ","
Maybe you spoted an error (easy to fix). If all other values elsewhere are ".", so, it's probably an error. You can fix it by write this file in this case. I can't make update for now because my mods was on an crashed harddrive and I have problems to restaure it.
Excel Foley Jan 6, 2021 @ 1:47pm 
Hi Enchanteur,
I noticed that the AI gains very much XP during the game. Every unit is running around level 10 and the Heroes of the AI gain over 100xp per turn.
In the file SimulationDescriptors[GameDiff..].xml I found that the values of higher difficulities are separated with comma instead of point. Example:
"ExperienceGainPerTurn" Operation="Percent" Value="0,50"
Are you positive that this is recognized as 0.50 (and not as 50.00)?
Thanks for the awesome mod! :lunar2019piginablanket:
Galouglas Oct 19, 2020 @ 5:48am 
With the endless speed of the game this mod is absolutely useless.

At the highest difficulty "you need a psychoanalyst" AI progresses very VERY little. At the start of the game he does't colonize regions and does't create new units. This mod has the opposite effect. The snowball effect comes from the very beginning.
megabot Jul 15, 2020 @ 2:24am 
I have a question: do you also play endless space 2? if yes, would you mind making the same type of mod for it too so I don't just establish a foothold and just win the game after a hard start?
One Spell Mage Jun 10, 2020 @ 1:43pm 
This mod interesting, BUT it broke science victory. Science victory become unachievable, because others types of victory come commonly fast, but SV has become harder over than 2-3 times.
pwnbadness May 27, 2020 @ 6:20pm 
So I just tried a game on endless difficulty and the AI armies were getting around 53 XP per turn, this an issue that anyone else has had?
Raging ♥♥♥♥ Mar 19, 2020 @ 12:06am 
Alright, thanks.
Enchanteur  [author] Mar 18, 2020 @ 11:24am 
@Nicholas Saintwood : load Improved AI before Progressive Difficulty, so PD overwrite IAI.
Raging ♥♥♥♥ Mar 14, 2020 @ 2:33am 
Maybe its a dumb question, but shouldn't I put improved AI after this mod, and not before, so it rewrites? Or mod order is actually a priority order and not a load order?
Tremualin Jan 15, 2020 @ 12:21am 
According to the charts, when playing on Endless difficulty, enemy units should receive +50% more experience per turn. Instead, they seem to receive 50xp/turn.
Vecho Jan 3, 2020 @ 1:22am 
As a veteran 4X and Civ player, I like the goal of this mod.


=PROGRESSIVE DIFFICULTY== :
It is what Community Patch Project of Civ V and More-Naval AI mod of Fall from Heaven II of Civ IV do. Progressive difficulty makes early game have more possible opening strategy. It also maintains a constant difficulty against player.
I am all for it.

==ADAPTATIVE BALANCE== :
Both Civ IV and Civ V has mechanic which acts against snowball effect. Some features from Civ V:
: Player receives tech cost reduction for tech which other players has researched. The more players have researched that tech, the higher the tech reduction.
: Trade route incomes, both science and dust, favor the lesser advanced and poorer players. In short, poorer player receive more dust from the same trade route than wealthier player. It is the same for science.
Okonoma Sep 14, 2019 @ 7:24am 
Sorry for my English.

With only this mod, AI units get about 100 exp per turn and become very strong very fast. Should it work like that?
Hotklou Aug 24, 2019 @ 2:45am 
Thanks for the response! I'll have a look at both, but I think it'll be impossible to pick a favourite lol.
Enchanteur  [author] Aug 23, 2019 @ 12:46pm 
@Hawkeye : Hi !
First, I use myself Progressive Difficulty without any problem with ELCP (it's logic, because my mod overwrite ELCP needed files).
Second, Progressive Difficulty and Harmonious Difficulty are two very differents mods, doing two différents things. Progressive Difficulty is about, exactly, progressive difficulty. My mod can make you loose a game at turn 200, in a unexpected way. Also, costs go up, and prevent snowball, and it can greatly surprise you about minor factions. Now, I played a lot with my mod, and it's rather well balanced, in a mathematical way.
Harmonius Difficulty is much more classical, but as it's made by Ninakoru, a great modder, I'm 100% condident that it is very well balanced (he is better at balancing than me). As I said, I even pick up some ideas from it and put it in my mod. So try also HD, it's worth, but not both mods together ! See results and choose what you prefer.
Hotklou Aug 22, 2019 @ 2:44am 
I heard that if there's another mod that modifies game difficulty (Harmonious Difficulties) that is specifically made to be used with ELCP and such. I'm guessing that I should rather use that one instead of this one if I'm on the Community Patch, yes?
Hotklou Aug 22, 2019 @ 2:33am 
Is this mod compatible with the Endless Legend Community Patch (ELCP)? As I understand, Improved AI has been incorporated into the ELCP, but what about the rest of the Community Patch's features? Has anyone tested this before?
Enchanteur  [author] Jul 8, 2019 @ 10:18am 
Quick note : If you use Improved AI, you need to load it before Progressive Difficulty, otherwhise this mod will erase some files from Progressive Difficulty.
Enchanteur  [author] Jul 1, 2019 @ 2:48am 
When rewriting the description of the Mod, I forgot to write the paragraph where I explained that for the non-progressive variables, I had also balanced the difficulty. For example, I restricted the AI for Aproval bonuses, and other bonuses such as reducing the cost of research or production in general. Some bonuses have even been removed. I just realized this by looking at the charts of the Mod Harmonius Difficulty, made by Ninakoru. And I realize that some of the bonuses I've put in are even lower. You can see it on the tables, except that I use the technical values and names. A 120% will be read here as 0.20.
Kaiver Jun 30, 2019 @ 3:16pm 
Enchanteur, thanks for your effort
Enchanteur  [author] Jun 30, 2019 @ 4:36am 
I was finally able to complete a 1.0 version of this Mod, adding all the features I dreamed of, and removing this quest bug. It was faster than I expected. To do this, I had to eliminate some of the new difficulties, and tweak the Vanilla difficulties. Some screen shots of the presentation no longer correspond to the Mod, therefore. I don't have the energy to change that now, I apologize.
Enchanteur  [author] Nov 2, 2018 @ 12:35am 
My brain has become completely disconnected from endless modding. I am very annoyed not to be able to complete this project, when I had finished with a fairly clear idea of what it would take to complete it. Unfortunately, that's life, and I have tons of other things to do besides that. I keep the idea in mind, but it will be for later, now I don't have the motivation.
Jaze Asher Dizzy Aug 20, 2018 @ 11:25pm 
hi, does this still work for the current update of the game?

Would really like to have this (hope a modder would pick this up!)
Thank you author for creating this to begin with!
Avalen Jul 6, 2018 @ 7:02am 
Does this also work on fast game speed?
Enchanteur  [author] Feb 2, 2018 @ 3:51pm 
I will end to update this mod. As game developer don't release a new moddingreference file, I will first just remove new game difficulty I made. I will rework existing difficultys only. So this mod won't get anymore any issues about quests. After that, I will add a new functionnality I called "adapative difficulty" in the goal to slow down more snowball effect. Last, I will make tests about how to use this (GameSpeedMultiplier). If I can't, I will just duplicate this mod and make a version for each speed of the game. I can't do that now because I have a lot of work on other stuff. But it's a long term goal I will end to achieve.
Enchanteur  [author] Feb 2, 2018 @ 3:47pm 
I would like to create new variables (or propertys) but I never did that. I don't know how. I suppose it need a declaration into a class. So I don't do it because I think existing class are on game creator control and if they change that, my mod won't be updated. And I don't know if I can create my own class.
You can make more operations on a existing property. You do it one after one. I saw many example in game code where dev do it. You need also to test if you can use (GameSpeedMultiplier) as a global variable (=no need to specify the path /classEmpire:
It's the most important). If it's global, then you can use it like I use (CurrentTurn). So you keep my code line with (CurrentTurn). And you just add a new line where you make an additionnal operation, using only (GameSpeedMultiplier) in order to modify the same property (CityDust in my previous example).
Bionerd Feb 2, 2018 @ 12:49pm 
Is it possible to have the game make a new count (new variable) and have that count compute this value, then call that value via the count?
Enchanteur  [author] Jan 26, 2018 @ 12:20pm 
And I forget : usualy, you can't use $Property(../ClassEmpire:GameSpeedMultiplier)
Path are not valids in binary operation. You can only use $Property(GameSpeedMultiplier)
And the path is in the path. Here the problem is you need also city path. So i'm not sure all of that could work.
Enchanteur  [author] Jan 26, 2018 @ 12:18pm 
As I remember, I tried to make some operation like ($(CurrentTurn)/$Property(../ClassEmpire:GameSpeedMultiplier)) during my others modding works, the game don't crash, but it do nothing (I think I would prefer a nice crash than this hidden do-nothing case). Direct operations don't work in SimulationModifierDescriptor tag.
It work in ToAIParameter, CustomCost, and many others tag, but not this one. Modding EL is a real pain in the ass. :-))
Enchanteur  [author] Jan 26, 2018 @ 12:17pm 
yes, tools help, you can see ingame variables, it's a little complicated to find, because there is a big tree of propertys. I don't remember the code, but I'm surprise about your operation to work. As I remember, operations like that usualy need to use "BinarySimulationModifierDescriptor".

Example :
<BinarySimulationModifierDescriptor TargetProperty="CityDust" Operation="Percent" Left="0.01" BinaryOperation="Multiplication" Right="$(CurrentTurn)" IsBindOnSource="true" Priority="1" Path="ClassEmpire/ClassCity" />
(here AI win +1% dust. At turn 50, bonus is +50% city dust. It's not real value, surely it not so high in my mod.
Here you need to make another binary operation on the CityDust property, using GameSpeedMultiplier instead of CurrentTurn with the good operator according what you want to calculate. I don't remember what do IsBindOnSource="true", except I got many problem when writing it, or forget to writing it. Here I think it need to be write because I ended to do so.
Bionerd Jan 26, 2018 @ 10:18am 
No worries about clarity. I've been messing around with trying what I proposed and I've ran into some errors.
First of all it should be division instead of multiplication (since this value goes up instead of down as game length is increased). Also multiplying the values is causing it to crash. I switched to replacing all instance of
$(CurrentTurn)
with
($(CurrentTurn)/$Property(../ClassEmpire:GameSpeedMultiplier))
and it was able to load. I haven't had a chance to play-test it though.

By the way, are there tools in the debug mode for the game that you found helpful for testing this mod?
Enchanteur  [author] Jan 26, 2018 @ 9:48am 
Bionerd : thank, it look like a great idea. I was about to think make differents mods for each speed.
I have additionnals ideas for this mod, but didnt got time to test it. I think than use turn number is not the best property for progression, but I didnt succed to find another way.
Also, I think about remove additionnal difficulty because the ISSUE about missing main file from amplitude. Then I will remove easy, normal and hard, and rescale difficulty without any change in the name code of difficulty (only what read player). What I say is maybe not clear, sorry.
Bionerd Jan 26, 2018 @ 8:20am 
If you want to modify this so that it works for any game speed I think multiplying all the values in the progressive bonuses by $Property(../ClassEmpire:GameSpeedMultiplier) should do it. I'll probably get to test this next weekend, (don't have time this one).
Enchanteur  [author] Jan 1, 2018 @ 3:30am 
Stove Jebs : AI get many differents bonus. You can see the excels I posted as picture.
Worksheet n°1 "analys and auto calculation". With line "baseperpop" difficulty Impossible for example. It's say in the original game, the AI get a +1 bonus per pop of all ressource (a citizen produce 2 instead of 1). Here you can see I set equality turn. It mean in my mod, the AI get this bonus when you are at turn 100. At turn 0 AI get 50% aka +1.5 bonus per pop. At turn 150, the bonus is 150% of the original bonus, aka +2.5 bonus per pop. Then turns later, bonus slowly grow like that without limits.
iStove Jebs Dec 30, 2017 @ 4:52pm 
"If you feel you are at a difficulty you are still overpower AI, then just choose the difficulty up." How do I do this (assuming this is in game and not new game menu)? Also is there any way to know what difficulty the AI are at in the game? Thanks for the mod too :)
Enchanteur  [author] Dec 9, 2017 @ 8:44am 
Azikiel : I don't remember how much it's was tweaked. But I remember I put lower values than original difficultys. So I doubt it come from my mod. I can't confirme 100% sure. As I tested in a long game (300 turns) at normal speed, I didnt get the issue.
But if game is high difficulty and very long time (500 turns or more), there is no limit about increase for AI. 999 look over any limits, unless you use a map with many many resources.
Enchanteur  [author] Dec 9, 2017 @ 8:44am 
Herculez : yes this mod is dependant of normal gamespeed. if you say it's because minor faction change, so i should put it in a separate mod.
Infortunatly, Im not in a period when I mod actualy. Maybe I will come back modding EL, but I have others IRL issues for a while. So I can't really doing update. And For this mod, there is some update to do, as I started to test additionnal features. But it take much time, so I can't do anything for now. Each modding session ask me to fully involve because I have to relearn some knowledge.

Lazy Wolf : yes it's fully compatible with Improved AI by Ninakoru. I didnt look if he made a recent update making not. But I readed his mod, and normaly, we don't use at all same files and variables.
Memb Sep 13, 2017 @ 2:59pm 
Endless legend devs should learn from you, you're the true MVP man. This game really, really needs this as late game gets super boring on any difficulty while early game is really damn hard...
Thank you!
Avalen Sep 3, 2017 @ 8:05am 
is this compatible with Improved AI by Ninakoru
Azikiel Aug 7, 2017 @ 6:02pm 
In my game all the AI seem to get 999 or close to it of all strategic resources they have access to, is that from this mod?
h8 Jul 24, 2017 @ 7:41am 
Is there a way to intergrate this mod into EL so you can continue to unlock achievements etc. ?