ENDLESS™ Legend

ENDLESS™ Legend

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Combo Techs
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57.616 MB
5 Jul, 2019 @ 5:11pm
19 Jul, 2019 @ 10:53am
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Combo Techs

Description
COMBO TECHS IS A MONSTER MOD !
+ 87 new Technologys
+ 150 new Improvements
+ 15 new Districts
+ 1 new Wonder
+ 50 new Units
+ 78 new Items

==UPDATE 19/07/2019== :
Number of techs per Era: the player can now choose between 9, 12, 15, and 18 techs/era, in the menu used to choose the speed of the game.
Sky Of Eternity: to prevent lags, the vision bonuses have been slightly decreased, and a VisionHeight bonus (similar to TrueSight) has been added for each one, to force the game to ignore the calculation of obstacles.
Mythics Items: I had modified some of the abilities by thinking they didn't work. In fact, it was just that it doesn't display directly on the unit model screen (it's not very convenient, but there's no way to fix it). Some capacities currently have this defect. In a next release, I will restore what I removed because it works. And I completely forgot that I tested them all two years ago.

==FEATURES== :
- Look at screenshots.
- 18 technologies to search for by era.
- The IA knows how to use new content.
- Many game mechanics oriented towards combos, such as in trading card games.
- Real choice of technologies at the beginning of the game (no Mill Foundry obvious).
- Increased Empire Plan costs.
- More difficult winning conditions.
- No turn limits.
- If you have too many resources, this mod offers you luxury products that are really overpriced !
- Works better with the Progressive Difficulty mod.
- Note: Progressive Difficulty is even essential, because Combo Techs offers many new Improvments, and without Progressive Difficulty, the risk of Snowball is much higher because of the accumulation of Improvments that give bonuses to resources.

==COMPATIBILITY== :
- Combo Techs is an extension, not a Standalone, so it can be mixed with other mods.
- The compatibility is good, because Combo Techs focuses on adding content.
- Do not use Mods that change the number of techs per era.
- Compatible with mods that add or modify technologies, unless these mods use the same locations on techs map.
- Example: compatible with Military Revolution (Ninakoru), provided you load Combo Techs afterwards.
- For safety, place Combo Techs among the last mods of the load order.

==ISSUES== :
- The information popup of the Item technologies of the mythical units stubbornly refuses to appear. These are the 3 technologies with an EYE.
- The wonder "Sky of Eternity" does not display a sexy screen at the end of its construction.
- The English translation is not the best....
- I can't promise a perfect balance with so much content.
- Ressource limits 9999 don't work.

==MY MODS LIST== :
I play Combo Techs with this Mods load order...
01 - Endless Heroes (Ninakoru).
02 - Expanded Hero Market (Vacuity).
03 - Endless Leveling (Kertu71).
04 - Re-Items (Ninakoru).
05 - Dust-Powered Items (Ninakoru).
06 - Improved AI (Ninakoru).
07 - Progressive Difficulty (Enchanteur).
08 - Combo Techs (Enchanteur).
09 - World Generator Full Customization (Enchanteur).
Guaranteed fun to play, and gameplay radically different from the ordinary !

==FULL FRENCH LOCALIZATION== : All others localisations are copys of the English one.
Popular Discussions View All (1)
0
24 Sep, 2020 @ 6:46pm
Improved English translation
Mr Pie 5
82 Comments
Enchanteur  [author] 5 Aug @ 10:05am 
@Susie Fancying Troublemaker. What a disappointment. I was expecting it to blows the whole planet in a nuclear explosion.
When I moused over the top leftmost research in Era 1, it not only crashed the game, but crashed Firefox and Steam too. Pretty impressive, honestly.
Dyna1One 24 Jan @ 4:36pm 
Great mods, do wish there was a version without the units like mythics (they're a bit op)
BOT 5 Nov, 2024 @ 7:52am 
could be possible that this slow the engine after turn 80 or 120 very very heavy down. it slows the game heavylie and make lagging in winter time
BOT 25 Jan, 2024 @ 3:50am 
when i do 15 tech per era..does the AI also have to research 15 per era? or only me?
Guddi 14 Jan, 2024 @ 12:13pm 
i like the idea of the mod, but my dude, the new units are completly broken, the mod is basically unusable, because your mystic creatures completly break the game. they are just overstattet. there is no counter play. they are so strong statwise, that you can basically delete your entire army to that point and rebuild it with the mystic creatures once you unlock them. i dont like that.
Karrok 19 Nov, 2023 @ 10:17am 
A quest to build a murmurs headland house doesn't work with the variations that are offered by this mod
Kipo 19 Nov, 2023 @ 8:01am 
Oh god I hope this still works
Soulinor 24 Jun, 2023 @ 4:08pm 
Why cant i use with more techs per era? I want to use it, with something like 12 techs per era.
Zarquon 24 Jan, 2022 @ 4:02pm 
anyone know how to unlock mythical units? i've done the research for them but no units to recruit