An Epic Adventure with the Dub Katz Magic Carpet

By admin

The magnificent dub katz magic carpet exploration is an extraordinary adventure that takes place on a magical flying carpet. This magical carpet allows the lucky riders to travel to faraway lands and explore different cultures, landscapes, and ancient civilizations. Imagine being able to soar through the sky, with the wind in your hair and the exhilarating sensation of freedom. The magic carpet is not like any ordinary mode of transportation, as it has the power to teleport its riders to any desired location. As the riders embark on their magical journey, they are greeted with breathtaking sights and sounds. **The main idea** of the magnificent dub katz magic carpet exploration is to experience the wonders of the world and gain a deeper understanding of different cultures.


The second big change is the introduction of multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (xml). These two reductions are highly sought after because, and long time ELCP users probably now, that I think them being so important reduces strategical variety. Multiplicative Stacking instead of the old additive rules is my attempt to solve the issue once and for all. These reductions are no longer just added together, but get reduced in effectiveness the more you stack them. This also means that reaching 100% reduction is no longer possible.

Fixed Fortification HP not being correctly applied to reinforcements in spectator battles -The first turn of a spectator battle may take a while as a result of my fix I ll try to find a better solution if enough people care about spectator battles. However because Fortification Armor in this game only applies when a City is directly attacked, Fortification acts mostly as a roadblock, and focussing on defensive play is typically a waste of resources.

Neverending legend talisman

**The main idea** of the magnificent dub katz magic carpet exploration is to experience the wonders of the world and gain a deeper understanding of different cultures. The carpet takes them high up into the mountains, where they witness the majestic snow-capped peaks and the serene tranquility of nature. They then land in a bustling city, where they are immersed in the vibrant culture and traditions of the locals.

The Endless Legend Community Patch 2.1.5 - Bastion

Hey everyone, the next version of ELCP is here! Remember to join my discord channel, if you want to have a chat ( Link ). Further information for newcomers in the [ official forum thread ].

This patch contains next to the typical fixes and changes two rather large Balance changes.

My own experiences and feedback from experienced players have led me to the conclusion, that war is by far the most efficient way to expand in this game. I think this is mostly the case because in most situations there is no relevant defenders advantage. Defenders advantage is important to ensure weaker empires dont get steam rolled immediatly and snowballing is less prevalent. However because Fortification Armor in this game only applies when a City is directly attacked, Fortification acts mostly as a roadblock, and focussing on defensive play is typically a waste of resources. Hence my new (optional) Fortifican rule set. With it activated, defenders no longer have to sit in their city - it makes the offensive use of Fortifications possible! As long as a Battle counts as a City battle, Armies that are on a City District gain the Fortification Armor. Read the changelog and visit this [ Link ] for more information.

The second big change is the introduction of multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (xml). These two reductions are highly sought after because, and long time ELCP users probably now, that I think them being so important reduces strategical variety. Multiplicative Stacking instead of the old additive rules is my attempt to solve the issue once and for all. These reductions are no longer just added together, but get reduced in effectiveness the more you stack them. This also means that reaching 100% reduction is no longer possible.

For those of you who dont like these changes: The first one is a core file change, but can be deactivated in the pregame options. The second one is an xml-change and gets reverted by my [ Vanilla Balance Mod ].

Last but not least I'd like to welcome cs modder morgoth to the list of contributors for ELCP. His superior programming knowledge will be very helpful and hopefully result in even better improvements in the near future :). ELCP may transform into a team effort after all.

[Links removed, get the newest version!]

Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)

Changelog for v2.1.5:

  • Reintroduced my old Advanced World Setting "Replace Inland Seas", since AIs building ships in small ponds was NOT fixed in every case by the latest official patches -by default it is activated, which means ocean tiles without access to fortresses get transformed into inland water tiles on map generation (to prevent ships being build on them) -the feature can be deactivated in the world generation settings -if no fortresses are present, no tiles will be replaced
  • Fixed Fortification HP not being correctly applied to reinforcements in spectator battles -The first turn of a spectator battle may take a while as a result of my "fix" (I'll try to find a better solution if enough people care about spectator battles)
  • Fixed an issue where a City's Fortification would be reduces to zero if a contender retreated
  • Fixed an issue where a unit not being able to join a battle would count a unit that lost all of its Armor when calculating the after-battle Fortification loss
  • Players can now only dismantle buildings if they have full ownership over a (recently conquered) city
  • Assimilation effects are now displayed in the tooltip of Villages as well
    • This should help new players, who have not yet memorized all the assimilation effects

    Balance [Core files]

    • Introduced a new optional rule-set for Fortification Armor and when it applies
      • When creating a lobby, a new game play option is available: "Fortification Rules"
      • Players can choose between "Classic" (the old rule-set) or "ELCP" (the new default)
      • Under the old rule-set, Fortification Bonus only got applied, if a city is directly attacked. The defending army and all reinforcements got the Bonus.
      • Under the "ELCP" rule-set, Fortification gets applied as soon as at least one of the two main contenders is on a City Tile or an Exploitation Tile - it doesnt matter who attacked!
      • But: Only Armies that are located on a City Tile (District) get the Fortification Bonus! Reinforcements that are not on a City Tile dont get the Bonus!
      • Reinforcements for City Defenses are therefore weakened, but in turn offensive use of Fortification is now possible!
      • All in all this should make defensive play a stronger option. Under classic rules, heaving lots of Fortification only delayed the inevitable when being besieged.
      • Under the "ELCP" rule set, defenders with an inferior army can attack out of their city and turn the tides with that hefty Armor Bonus!
      • Attackers on the other hand may decide that 400 fortification cultist city is too dangerous, some pillaging will have to do.
      • The morgawr are one of the more powerful factions anyway, and especially roving clans players where essentially powerless against this action
      • Introduced multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (Buildings and Units)
        • An example: Empire Plan Science and Industry Level 2 (33%), Behemoth Tamer Level 2 (Wild Walker Governore Skill) 2*12%, 2 assimilated Urces Villaged (10%)
        • Under the old additive stacking rules, this would result in 33% + 2*12% + 10% = 67% reduction, Buildings only cost 33% of their original value
        • Under the new multiplicative stacking rules, this results in 1-((1-0.33) * (1-0.12) * (1-0.12) * (1-0.10)) = 53% reduction, Buildings cost 47% of their original value
        • This means that stacking these bonuses is less effective the more you do it, and - first and foremost - reaching 100% reduction is no longer possible
        • This change was implemented to combat the strength of stacking construction cost reduction and buyout cost reduction
        • With the new multiplicative stacking these nerfs are no longer necessary
        • Necrophages are on the weaker side of the faction spectrum, while their units are strong, their growth and production is slow at the start, and they are dependent on getting some good early fights for boosters and later battleborn
        • I have found in my games that the time it takes to get that second quest done for the free hero often dictates how succesfull the rest of the game is
        • Making the quest easier (and more reliable) to achieve should give necros a boost in reliability when it comes to their early game
        • Improved Unit Designer logic for heroes
          • AI now ignores the Item Cost of the current design, when comparing with a hypothetical new design (since the cost has already been paid)
          • AIs will heavily favor Iron Talisman on Generals that slow their army down
          • Heros will now heavily favor Items that fit their current role (Governors will mostly ignore Army Items, Spies heavily favor scopes etc.)
          • AIs now take their strategic resource stock into account, when deciding on unit designs, not just their income
          • The AI was very eager to fully man all its Camps, even the ones that were secure in its heartland
          • The AI now takes into account, how secure a position is so it doesnt waste so many units
          • cultists will no longer think "Right of way" helps them connecting their villages with roads
          • Kapaku now get a strong boost to their willingness to research Camps and their special Stockpiles (when at war)
          • Forgotten are more likely to research "What's Mine is Mine" if they have active spies
          • CanFreeEmbark now checks for "FactionTraitSeaDemons1" instead of "AffinitySeaDemons" in order to allow modders to use it for other factions
          • Autoturn no longer stops on its own when assertions fail or error logs occur, making this command more useful for afk-AI testing (thanks morgoth!)
          • The god cursor "Spawn allied Army" cheat now spawns an army of the currently selected empire instead of always the first one
          For those of you who dont like these changes: The first one is a core file change, but can be deactivated in the pregame options. The second one is an xml-change and gets reverted by my [ Vanilla Balance Mod ].
          The magnificent dub katz magic carpet exploration

          Next, they find themselves in the heart of the desert, where they witness the awe-inspiring beauty of the sand dunes stretching as far as the eye can see. Here, they meet nomads who share stories of survival and resilience in the harsh desert environment. The magic carpet then whisks them away to an ancient ruin, where they learn about the fascinating history and architectural marvels of past civilizations. They walk through the crumbling structures and imagine what life was like in those times. Throughout their exploration, the riders make connections with people from different backgrounds and gain a greater appreciation for the world's diversity. They realize that although cultures may be different, they are all interconnected and have a shared humanity. As the magnificent dub katz magic carpet exploration comes to an end, the riders are filled with a sense of wonder and gratitude. They have witnessed the beauty of nature, experienced different cultures, and learned valuable lessons about the world and themselves. This magical adventure inspires them to continue exploring, celebrating diversity, and fostering connections with people from all walks of life. The magnificent dub katz magic carpet exploration is a reminder of the vast and awe-inspiring world that awaits us, just beyond our doorstep..

          Reviews for "The Mind-Blowing Technology behind the Dub Katz Magic Carpet"

          1. Emily - 2 stars - I was really disappointed with "The Magnificent Dub Katz Magic Carpet Exploration". The concept of the show seemed interesting, but the execution was lackluster. The acting was subpar, and the plot felt forced and incomprehensible. I found it hard to connect with any of the characters, and the dialogue felt awkward and forced. Overall, it was a frustrating experience and I wouldn't recommend it.
          2. John - 1 star - I went into "The Magnificent Dub Katz Magic Carpet Exploration" with high expectations, but it fell flat in every aspect. The writing was weak, with predictable clichés and uninteresting characters. The pacing was off, making the show feel like it dragged on forever. The special effects were also underwhelming, failing to create a sense of wonder or awe. I left the theater feeling extremely let down and regretting the time and money I spent on this production.
          3. Sarah - 2 stars - I wanted to enjoy "The Magnificent Dub Katz Magic Carpet Exploration", but it was just too disjointed and confusing. The plot jumped around without any clear direction, leaving me confused and frustrated. The acting was mediocre at best, and the dialogue felt forced and unnatural. It's a shame because the premise had potential, but it was executed poorly. I can't recommend this show to anyone looking for a cohesive and enjoyable theater experience.
          4. Alex - 1 star - "The Magnificent Dub Katz Magic Carpet Exploration" was an absolute mess. The storyline was convoluted and difficult to follow, leaving me feeling disconnected from the characters and uninterested in their journey. The dialogue was cringe-worthy and lacked depth, making it hard to take any of the scenes seriously. The production felt amateurish and poorly executed, and I was left feeling disappointed and unsatisfied. Save your money and skip this one.

          Discovering the Ancient Origins of the Magnificent Dub Katz Magic Carpet

          Exploring the Mythical Creatures of the Magnificent Dub Katz Magic Carpet