ENDLESS™ Legend

ENDLESS™ Legend

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CustomFactionsUnlocked
   
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1.929 MB
14 Nov, 2017 @ 11:08pm
15 Dec, 2017 @ 8:25pm
5 Change Notes ( view )

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CustomFactionsUnlocked

In 1 collection by Nora
Norasticus' 4X Game Night Mods
3 items
Description
*****DISCLAIMER*****
Due to IRL reasons, I don't have enough time to keep this mod up to date and fixed up. Fortunatelly, GATC has made their own version of this mod, which if nothing else they should be more likely to update and keep working. I HIGHLY suggest you subscribe to their mod instead of mine.

Search for:
FreeformCustomFactions
steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1423364811


This mod unlocks all the core traits used in the core factions. Play with whatever combination of units and traits that You want!

Adds a few tabs in the Custom Faction creation menu. To see most of the new options, You have to deselect the units and quest that the core faction already has.

When You start the game, the different units will be spread out around each other. I can't find how to fix this issue, but the units do stack and this does not pose a gameplay issue.

I HIGHLY suggest looking up or knowing the different faction quests, as some of them require You to biuld a certain unit, and it might be impossible to complete the faction quest if You
pick random units.

NOTE: To see and choose the Allayi units, You have to have the "Shifting" Major Trait selected. Because of this, I reduced the cost of Shifting from 20 to 5, and
made the starting, 1st and 2nd Era units cost 5 points each. This way, You would total the original 20 if You chose all of them, but get a "discount" if You pick less.
ALSO, if You choose a Cultist settler, You cannot make them from the start. You need to go to the army window and create a new design of the settler, and it will appear as it should.

I'll try and look into setting a custom faction point system, but for now it's set to 105 points. You can navigate to "E:\Games\Steam\steamapps\workshop\content" and look for the mod folder,
where You can adjust the values Yourself. in the content folder, You should see a folder with random numbers (one for each game that has workshop mods installed), and inside more folders
with random numbers (one for each mod for the game) You can identify which mod it is by the name of the .xml file in the root of the folder. From there, go to "simulation\FactionTraits[Affinity]"
and look for the "cost" value on the side (Please see the screenshots for more info).

Because of this, this mod does NOT work with other mods that alter the point values, but You can change them manually.

Please let me know if You find any issues or want to give feedback!

Disclaimer: While making this mod, I came across a mod made by NecroTheif ( ) The mod they made is out of date, and it seems like
creator is not going to update it anytime soon. I took their mod and, using it as a template, fixed it and made it suit my wants more.
16 Comments
Captain Cobbs 19 Nov, 2019 @ 12:56pm 
Is it alright if I include the features of this mod in a mod I am creating? Full credit to you of course.
Nora  [author] 5 Jul, 2018 @ 4:52am 
Hello all, sorry that I wasn't around to fix/update the mod. Lately I haven't had the time to play, let alone mod the game. And seeing how that's not likely to change, I don't plan on supporting the mod. Simply don't have the time. And seeing how GATC has made their own upgrades to the mod, and if nothing else seems more active and likely to keep it working, I highly suggest you all to subscribe to their mod.

FreeformCustomFactions
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1423364811

Godspeed GATC :)
GATC 9 Jun, 2018 @ 5:21am 
I'm currently working on a upgrade of your mod.
Without any aswer of your part in the next two week, I will publish it (with credits of course!)


For @HappyHead
All your request are possible, but, are not at all balanced (even more so than custom faction XD)
For most of it, you can look at the other Faction trait mod "TraitsUnlocked"
HappyHead 28 May, 2018 @ 9:38am 
an annoying set of requests, I know, but I REALLY like the idea of merging factions and can't play that scenario out at all.
thanks for making the mod as is tho! If none of that's possible I could jerry-rig a sort of setup, so that's nice!
HappyHead 28 May, 2018 @ 9:36am 
A couple of things:
Is there any way we can have unique techs available across base types?
Is there any way to have more than 1 faction quest?
Is there any way to have more than 1 faction hero?
Is there ANY way where more than 1 era unit type can be selected? (an option to have the 1 tech provide 2 different units?) Even if it's handled just by adding main faction units to the list of "minor faction" units.

I'm trying to create combo-custom factions where 2 factions are, for all intents and purposes, merged into eachother completely and these things are preventing me from doing that wholly.

Also, could you provide a seperate "sky's the limit" trait point mod? There's an 8000 point mod on here, but it's not compatable with yours.


Thankyou thankyou thankyou
GATC 23 May, 2018 @ 7:15am 
(For the "Fluid Biomechanics" probleme, there is a typo there: Inverted="true">EmpireTypeMajor,>FactionTraitReplicants1</PathPrerequisite>
(At the left of "FactionTraitReplicants1")
GATC 23 May, 2018 @ 4:14am 
If you are both without science and without food, all you cities (even the one you capture) get 2 city hall, and you get 2 monument possibility at the start

An other one is that, despite having to buy Science, and such not needing to get science point, there is still the T3 "Fluid Biomechanics"
If I choose the trait "Diplomatic Pressure", I get the possibility to research the T1 "Protector of Auriga"
"Freelance Guard" is available if the "affinity" is set to Roving Clan
Drakken affinity got the "Tribal council" at T3
Nora  [author] 6 Mar, 2018 @ 10:01am 
Hey, thanks for the comments. I've been out of the country for a bit and away from my PC. I did get a friend of mine mention this as well. There's also an issue with the Neptunian trait, and I will try to look into both of them. I did have a look before I left, and the issue did seem somewhat complex, so not sure if I can fix it. Long story short, it's hooked with the affinity of the race, and it's a bit of a pain to make them work without it. Keep the bugs coming though, I will try to get to them.
ADHDoug 4 Mar, 2018 @ 3:55pm 
After coming back and poking a bit more I've discovered a couple of specifics. As it stands right now, it seems the second Morgawr faction quest is required in order to produce Vores. The Morgawr faction quest is not available at all while you have a faction hero other than Morgawr or none at all selected. Once you have the Morgawr faction quest selected, you can select another hero and retain the quest. HOWEVER, I haven't successfully been able to create any custom faction that allows the Morgawr faction quest to proceed past the first, meaning Vores and likely Leviathans are unavailable for production to any custom faction until their production is either unhooked from the faction quest, the faction quest is fixed.

For the sake of ironing out the mod, hopefully you see this and you're willing/able.
ADHDoug 27 Feb, 2018 @ 12:29pm 
Cool mod, I've been able to create a couple interesting and fully functional factions with it, but it doesn't seem to play nice with Morgawr. I haven't been able to create vores whether I'm playing a custom faction or the base Morgawr, and their quest doesn't seem to function past the first stage.