ENDLESS™ Legend

ENDLESS™ Legend

CustomFactionsUnlocked
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.
Nora  [author] 21 Dec, 2017 @ 11:11pm 
Hehe somewhat :). I used his to reverse-engineer how modding works, since the official documentation isn't that great, and might as well fix a mod that my usual group was looking to use. And for some reason steam keeps deleting the link to his mod (hence the brackets next to his name)
Xam Huad 17 Dec, 2017 @ 10:40pm 
So you necrothieved his mod? Hah, that's too funny.
Either way, good job! New mod content keeps the game fresh and relevant. :okey:
Nora  [author] 5 Dec, 2017 @ 1:10pm 
Thanks for the feedback! I'll see if I can alter it to play nice, but both mods tend to modify the same files, so it might be tricky to make them cooperate.
retrobarbaari 4 Dec, 2017 @ 4:32pm 
Very nice. However, you can't play minor faction units with this mod.
"Traits Unlocked" mod allows you also play minor faction units. Unfortunately, your mod and that mod have problem: if both mods are used, the ability to play minor faction units disappears.
It would be great to be able to use both mods, or if your mod enabled the minor faction units. Because "Traits Unlocked" still leaves the faction traits your mod can remove.
Nora  [author] 30 Nov, 2017 @ 1:17pm 
Thanks for letting me know. I'm aware of those issues, and I'm having trouble pinpointing the solution. Glad You're enjoying the mod! :)
Nox 27 Nov, 2017 @ 11:18am 
This mod is awesome! Exactly what I was looking for.
I don't think it's really a problem or if you can fix this but here:
If I select the traits Appetite for Dust and Science Phobic, depending on wich trait I selected last, I still see one of the ressource on the map. I should'nt be able to see Food and Science but depending on the select order, I see one or the other.
And when I select those two traits, at the start of the game, I can build 2 founder's memorial. But as soon as I built one, the other become unavailable.
These are two minor bugs and don't affect gameplay. I just wanted to let you know.

Thank you! :)