ENDLESS™ Legend

ENDLESS™ Legend

FreeformCustomFactions
389 Comments
shilohmagic 20 May, 2024 @ 4:24pm 
I seem to be having a problem in which I do not get a starting settler.
As you can imagine, this is a bit of a problem.
anchoa tactica 19 May, 2024 @ 3:22pm 
How do I save the modifications I make to trait points?
Connor98 27 Dec, 2023 @ 9:14am 
were there cheat traits with this mod? i used to see traits with negative values to give you more available points and traits that would increase things like industry and dust income but dont see them anymore
Lvl. 10 Orc Bard 8 May, 2023 @ 7:30am 
Im wondering if you know of anyway to make the Kapaku bonus work. That is, you can assign the volcanoformer bonus - but it only lets you use the action with units and displays a 0 for the counter. You cannot actually create the formers lol.
Ragnar-Danneskjold 3 Jun, 2022 @ 1:08pm 
I've also had the save bug playing with this mod, totally gamebreaking unfortunately
CloggedOuthouse 20 Jun, 2021 @ 9:23am 
Noticed someone else had the save bug, I tried contacting the author but they didn't respond so I just uploaded my update here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2522329553
Jacobiner 18 Jun, 2021 @ 7:44am 
When i press the "ADD" button to add a new custom faction nothing happens
beefgtmo 13 Jun, 2021 @ 4:16pm 
Has anyone else had the issue with saving? Game will stop auto-saving after a certain round or you will not be able to save at all.
CloggedOuthouse 1 Jun, 2021 @ 6:41am 
This seems to conflict with ELCP and the most recent game version in some weird ways. I fixed everything if the author wants to contact me, I can send over the files I updated. Basically just updated the reference file and change the folder structure.
Bucketsmith 14 May, 2021 @ 5:02am 
Also, are you only supposed to have two faction traits at max? I was running three, and then the third one being Neptunian, didn't give me free (dis)embark, nor did it unlock Shipyards.
Bucketsmith 14 May, 2021 @ 4:16am 
For what it is worth, I did not have issues with the increased settle mobility mod.
That said, I am experiencing consistent savegame failure. After about 10 rounds, without telling me, the game will refuse to autosave and manual saves will no longer work.
I've checked my small modlist but everything should be compatible with each other and ELCP.
titanopteryx 9 May, 2021 @ 9:40am 
Hello. Any chance you could update your mod, please? The recent update to the game broke all the existing mods.
joel.west 2 May, 2021 @ 7:03am 
'Increased settler mobility during first turn' mod is not compatible with FreeformCustomMod (FF)


I tried loading it both before and after FF. in both cases settlers maintained their default MP on the first turn

the cause of the problem may be that FF mod splits initial single starting army into 3 smaller armies
Amy 24 Mar, 2021 @ 2:06pm 
Hi GATC, I'm really interested in this mod personally but my partner would rather play with the built-in factions when we play cooperatively vs AI. We have all DLC to date. It seems this mod breaks all vanilla built-in factions because they no longer have their default (normally uncustomizable) traits, including any starting units or settlers, which means she is having to recreate all of the vanilla factions as modded custom factions which isn't great, as it clutters her faction list. Could you make it so the vanilla built-in factions aren't affected, or where they start with what traits they are supposed to start with? Thanks.
joel.west 17 Mar, 2021 @ 11:26pm 
teleport still not working for Vaulters or Mezari default factions with only this mod loaded. the ability to use the affinity traits still makes this mod quite useful. other than the lack of teleport Holy Resource faction trait seems to be OK
Vvv 28 Jan, 2021 @ 9:06am 
Hey, it does work! It took time but I finally figured out what was wrong. Basically, if you had custom factions created before this mod was activated it creates the gray map thing.You have to create the custom factions WITH this mod, no exceptions. Ok the mod still crashes from time to time but it's fine.
Iceberg 27 Jan, 2021 @ 11:36am 
@Guvenoren - it's not

@Vvv - your loss; the mod works
Vvv 26 Jan, 2021 @ 7:04am 
I just wanted to get rid of the no growth trait for Broken Lords and when you start the game ...well the map never generates it stays gray and all...seem like great idea for a mod, but judging from previous comments this mods is not worth the trouble so far. Hope ppl get their interest back with the new DLC coming in soon.
Guvenoren 17 Jan, 2021 @ 1:35am 
Well, it's true that Hydrophilic is what should do something, isn't it awkward that neptunian gives plus and negative values on the same thing?
Guvenoren 17 Jan, 2021 @ 1:30am 
So, what's up with Neptunian? It seems to do plus minus zero. Isn't that quite bad?
Faustian Device 31 Dec, 2020 @ 12:24am 
Huh, with Vaulter do you need to pick Explorer at any point in the custom race creation? Cuz without selecting them I have the choice to make them, but they are stuck and can't move outside of my city (can ungarrison by creating new army, but they still won't move any hexes).
NECRON 27 Sep, 2020 @ 6:44am 
sorry for the very late reply (kinda forgot), so i can't build settlers and can't make another city, by the way i used another mod that spawns more starting settlers to test if i can build cities.
Serena 15 Aug, 2020 @ 3:21pm 
Problems I've had running this mod, when running no other mods, missing expansions Symbiosis and Inferno:

+ Random crashing and freezing
+ Only having access to three exclusive heroes instead of the market's normal 10.
+ Same problem as Kreuz287 where I couldn't teleport with Vaulter custom trait-- made a custom vaulter faction with nothing changed but Make Trade Not War and the +15 Glassteel at start trait to ensure I could test it quickly.
GATC  [author] 10 Aug, 2020 @ 10:33pm 
So, you created a custom cultist faction without the "Throne" trait.
You start a game with that custom faction but still can't build a new city? Or just you can't build settlers?
NECRON 10 Aug, 2020 @ 5:47am 
there seems to be a bug with the cultist race trait even if i get rid of it im still unable to build more than 1 city is it hard coded into the game ?
Iceberg 10 May, 2020 @ 12:53pm 
thanks
GATC  [author] 10 May, 2020 @ 3:23am 
Refund of 0 bitcoin granted
Iceberg 9 May, 2020 @ 11:33am 
hey this mod is unbalanced. I demand a refund
GATC  [author] 26 Apr, 2020 @ 5:33am 
@Nope Nope Nope
-I was unable to reproduce the hero trait deselection dug, can you give me an exact to do list to reproduce the bug?

@kreuz287
-Didn't have the bug on my side strangely, can you give me a few mode info? Like the list of trait of your custom faction?

@Figaround
-Do you have all DLC? Other active mods?

@Elevv
-Do you use ELCP community patch?
(That old random bug is hard for me to pinpoint... -.-)

@Alon
-Don't have the bug on my side, can you make a screenshot? oO
Custom faction?
Jago 25 Apr, 2020 @ 4:34pm 
well gonna give this a go. c: thanks
kreuz287 18 Apr, 2020 @ 6:18am 
@GATC
Used Vaulter original faction and then added all the extra traits to form my customized Vaulter race. When I play the game, the "Teleportation" is no longer available. When I removed your Mod and play the original Vaulter faction, the Teleportation becomes available. Therefore, I believe there might be an issue with this Mod.
Nope Nope Nope 17 Apr, 2020 @ 4:38am 
@GATC Thanks :D

> => Already there in vanilla game without the mod ;p

Sorry mate, didn't intend to sound like nitpicking your work which is great and I'm glad you made it available here.
GATC  [author] 16 Apr, 2020 @ 7:20am 
- Creating an Allayi custom race and adding Cellulose Mutation from the Economy tab cause the Allayi cities to be able to build Boroughs instead of relying only on Garth of the Allayi as mean to create and increase city districts.
=> Already there in vanilla game without the mod ;p

- Also there is something that causes the HERO/ECLYPSE POWER to be automatically deselected while editing the race. It seems to be triggered by removing any trait already added to the custom race, be it a newly added custom trait or a base default trait.
=> I'll take a look
Nope Nope Nope 15 Apr, 2020 @ 11:49am 
Sorry just some boring bug report :D

- Creating an Allayi custom race and adding Cellulose Mutation from the Economy tab cause the Allayi cities to be able to build Boroughs instead of relying only on Garth of the Allayi as mean to create and increase city districts.

I don't know if it is intentional, and I'm trying more combinations with other traits to see if this phenomenon happens again with different traits.

- Also there is something that causes the HERO/ECLYPSE POWER to be automatically deselected while editing the race. It seems to be triggered by removing any trait already added to the custom race, be it a newly added custom trait or a base default trait.

This automatic deselection happens at least with Allayi affinity race and their Call of Auriga trait. I still havent tried with other races.

Thanks for your work.
GATC  [author] 15 Apr, 2020 @ 8:07am 
You added the trait to your custom faction?
Is the option only missing with the custom vaulter?
What did you customise?
kreuz287 14 Apr, 2020 @ 5:52am 
@GATC- I play customised Vaulters faction and the teleportation option is no longer available. I tested it with removing this MOD and the default Vaulter's teleportation was restored. Something is wrong here. Can you please look into this issue? Thanks!
Mavrik 24 Mar, 2020 @ 3:20pm 
There is a bug where ardenfire for hero doesnt have its name load properly nor the icon loaded
Elevv 12 Feb, 2020 @ 11:58pm 
I'm having the same problem Purestarfall described. Exclusive heroes in the market don't stay for the 15 turns they are supposed to (even though the timer says: exclusive 15 turns). Insead every turn some of them disappear and are replaced with new ones, with a refreshed timer. No non-exclusive heroes ever appear in the market. I have no other mods and all content enabled. Disabling/enabling content didn't fix it for me.
Figaround 30 Dec, 2019 @ 5:34pm 
With your mod, the game is broken (at least if you play for Necrophage and change their traits - and I didn't remove anything (except for the negative properties) from what is characteristic of vanilla Necrophage).
When creating a custom faction, negative traits consume faction points, while positive traits - add. That is, the essence of the fraction points is perverted by multiplying by -1.
In the game itself, a colonist from the nomadic clans, an outsider hero (it seems to be from the Sisters of Mercy) and 2 units of furious magicians).
And what's worse, in the city it's impossible to appoint a citizen to get food or progress - these columns are gray, a citizen simply does not move there.
Figaround 30 Dec, 2019 @ 1:09pm 
Compatible with More Faction Traits mod?
FunnehRabbitMan 13 Dec, 2019 @ 2:41pm 
Working just fine now. Appreciate the quick fix.
GATC  [author] 13 Dec, 2019 @ 12:43pm 
Hum... should be solved now
If not => All DLCs on?
FunnehRabbitMan 13 Dec, 2019 @ 10:56am 
Recently installed ELCP after having used this, and now I'm having an issue where all Mykaran Fungal Blooms show 4 Food as the cost. The Food cost is being calculated correctly, but the displayed amount never changes. After futzing with my mods, narrowed it down to ELCP and FCF not playing nice with one another somewhere. Any idea where or why it's breaking and how I can fix it?
Guvenoren 25 Nov, 2019 @ 5:19pm 
ah
GATC  [author] 25 Nov, 2019 @ 3:21pm 
Unfortunatly, no
Guvenoren 25 Nov, 2019 @ 1:44pm 
Would it be possible to make traits that can guarentee a certain biome spawn? Like ELCP guarentees Kapaku to start on a Lava biome.
Guvenoren 25 Nov, 2019 @ 1:39pm 
Oooh, I see I see :P
Cheers bud!
GATC  [author] 25 Nov, 2019 @ 1:22pm 
It's just that navy is set to "high", it's why it's a quirk ;p
Guvenoren 25 Nov, 2019 @ 1:15pm 
Oh? That's it?
I must have missed it. I just noticed that Morgawr on your AI attributes has a Quirk that says likes a navy.
GATC  [author] 25 Nov, 2019 @ 1:06pm 
Navy => High ;p