ENDLESS™ Legend

ENDLESS™ Legend

Fifteen Techs per Era
35 Comments
Leaves_U_Stunned 25 Jan, 2024 @ 1:50pm 
For some reason with the "15 techs" mod in by itself in the middle of the mod stack it wasn't working, but I ended up putting the "12 tech" mod second-to-last in the stack, and then the "15 tech" mod as the last one in the stack. I have no idea why, but that worked on the next game creation. Maybe I just had a competing mod or something. All good now, and thanks for the quick reply.
Vacuity  [author] 24 Jan, 2024 @ 2:46pm 
The three * Techs per Era mods are essentially identical under the hoods, and the game's not been updated for years: if one works, they all work. If a faction lacks enough techs to reach the threshold, then it cannot progress to the next era. Either do something to add more techs to the tech tree (buy DLC, add another mod with techs),, or use a * Techs per Era mod which works for you, i.e. 12.

If you're getting vanilla behaviour, then you're either not installing the mod correctly, or another mod is overwriting my changes.
Leaves_U_Stunned 24 Jan, 2024 @ 11:00am 
The "12 Techs per Era" seems to work, but this one doesn't. I loaded it, and the first Era moved to the second after only 9 techs (the default). Is this because the first era only has 14 techs, so less than 15?
Vacuity  [author] 25 Jan, 2023 @ 6:05am 
Hit subscribe, and it'll download from Steam. Once that finishes, open the game, and at the main menu there's a button that says "Mods" or something similar. Click that, and in the new menu, you need to select the mod and enable it. Sorry, I've not used/played the game in a very long time, so I may not be describing it perfectly.
SimsZG 25 Jan, 2023 @ 5:48am 
i am a rookie at adding mods- so- I just subscribe and it will be applied to my game or is there further instructions I am missing?
Vacuity  [author] 17 May, 2021 @ 7:06am 
That's great! Glad it worked out, and hope you enjoy yourself.
Wisnoe 17 May, 2021 @ 6:42am 
@Vacuity. Your suggestion did work! It is active now! Thanks!
Wisnoe 17 May, 2021 @ 5:17am 
@Vacuity, thanks again for the help and searching for the solution, much apprciated! I will try what you suggested and hope for the best!
Vacuity  [author] 16 May, 2021 @ 5:03pm 
I've never seen or heard of that issue with this game. A quick search on Google didn't offer any obvious solutions aside from reinstalling the entire game. I'd recommend unsubscribing and then resubscribing to the mod before you consider uninstalling and reinstalling the entire game. Other than that, I'm at a loss for troubleshooting steps.
Wisnoe 16 May, 2021 @ 3:10pm 
@Vacuity, thanks for the reply! The mod does not appear in the mods menu ingame. I have no other mods installed.
Vacuity  [author] 13 May, 2021 @ 9:56pm 
@Wisnoe
Wait, do you mean you haven't activated it in the mods menu? Or that you activated it, but it's not having any effect in-game?
Vacuity  [author] 13 May, 2021 @ 9:55pm 
I've just checked this mod, as well as the Twelve and Eighteen Techs versions and all three work A-okay for me. Either you have a conflicting mod, or the new DLC itself is changing something. I haven't purchased the DLC (yet), so I cannot check that.
Wisnoe 9 May, 2021 @ 8:16am 
I just subscribed to this mod, but it is not active ingame. Do I need to do anything extra in order for it to activate or does it need updating due to Monstrous Tales DLC?
Vacuity  [author] 29 May, 2020 @ 9:59am 
Ah-hah! Okay, that's great to hear. Glad you got it fixed, and hope you're enjoying the game/mods!
Cat® 29 May, 2020 @ 9:46am 
Hi, that was me, and it was a false alarm. There was a mod conflict with ELCP; but I made a mistake in repro and mistakenly thought this was the culprit. It was caused by the Dynamic Game Speeds mod. Yours is working a-okay. :slimehappy:
Vacuity  [author] 29 May, 2020 @ 9:45am 
If you solved the problem yourself, then good job, and hope you enjoy the mod.
Vacuity  [author] 29 May, 2020 @ 9:44am 
Someone posted here a couple of days ago with a support problem. I was busy with other mods for other games at the time and didn't read carefully or respond at the time, so I don't remember what the problem was. The comment has also since been deleted (I presume by yourself because I didn't do it).
I just want to say that if you (whoever you are) are still having problems, post back again. I am perfectly wiling to try and help you.
Immortalits 27 Feb, 2019 @ 1:05pm 
I have a strong guess, that the difference in tech count is from a bonus tech from quest chain, that is not a reserchable tech, but an unlockable race specific bonus.
Vacuity  [author] 27 Feb, 2019 @ 11:32am 
@Immortalits
It counts the fifteen techs as fourteen? That's... odd? I've never seen that behaviour. If you could provide me with a screenshot of the research screen similar to those at the top of this mod's page that'd be helpful. Even better would be a copy of your save game. If you're only using the four mods you mentioned previously then I'll have no problems running the save
Immortalits 27 Feb, 2019 @ 11:02am 
I've switched to 12 reserch one already :)
The problem is, that with a quest tech, I have 15 techs in the first era, but it counts them as 14 techs.
I'm planning to get the expansions too, it's just that I've already overdrawn my montly allowance for games and other not so important things...
Vacuity  [author] 27 Feb, 2019 @ 6:54am 
That should read *for an AI player that lasts into the fifth era
Vacuity  [author] 27 Feb, 2019 @ 6:51am 
So, I just loaded up the game sans DLC, and the Broken Lords have 15 researchable techs in the first era, sixteen in the second, 14 in the third, 15 in the fourth, and 14 in the fifth. This leaves them one short of reaching era six, however obtaining just one tech from a side quest or the main quest line makes it possible to reach era six, and this is not a particularly unreasonable expectation for a player, and is essentially guaranteed for an AI player that lasts into the sixth era.
Vacuity  [author] 27 Feb, 2019 @ 6:35am 
I haven't played just the base game for a very long time, nor tested any of my mods against the base game other than to check they don't crash it.
I do highly recommend buying the expansions as they are well worth it.
With regards to testing with just my mod later, three of the four mods you're using are mine, so I'm going to assume it's this particular one you're referring to. That won't yield a different result. You could consider using Empire Technologies, but I'm honestly not sure quite how well it'll handle not having the expansions installed.
For a guaranteed result, switch to my Twelve Techs per Era, which I'm pretty sure works for all factions with no expansions installed.
Immortalits 27 Feb, 2019 @ 6:25am 
I'm only using 25 hero market, vanilla hero rebalance, World Gen Full Customisation and your mod and yours is the only one, that in any way affects techs and I have no expansions or anything, but I'll test it just with your mod later.
Immortalits 27 Feb, 2019 @ 6:20am 
Not in the base game.
Vacuity  [author] 27 Feb, 2019 @ 6:16am 
@Immortalits
But that's not the case: Broken Lords have 17 techs available in era 1, with two researched at the start of the game, with a further 17 techs available in era 2, along with the techs gained from quests, they're swimming in gravy with a target of fifteen to research per era.
Regardless, you could always consider subscribing to my other mod, Empire Technologies, which was designed as a companion to my X Techs per Era mods and makes all factions able to play even with the slowest Eighteen Techs per Era mod.
Immortalits 27 Feb, 2019 @ 5:40am 
Just saying, that Broken Lords can't use this mod, because they don't have enough techs to advance a single era :)
Vacuity  [author] 25 Feb, 2019 @ 11:59pm 
Updated for the Symbiosis DLC. Please let me know if there are any problems.
Ambushbob 4 Feb, 2019 @ 6:57pm 
friggin sweet i hated how quick the eras went.
Vacuity  [author] 30 Jan, 2019 @ 8:23am 
Yes, all three of my 1x Techs per Era mods affect all players and AI factions equally.
Garde 30 Jan, 2019 @ 7:29am 
does this effect the AI's as well
Vacuity  [author] 12 Dec, 2018 @ 3:38am 
Glad to hear you're all enjoying it!
Clou D 12 Dec, 2018 @ 1:19am 
nice mod, can recommend :steamhappy:
ArcX 7 Dec, 2018 @ 4:45am 
The weird thing is when I unlock a new era, I almost feel obligated to start researching tech in that era immediately. This helps me get through more of the earlier tech without dealing with weird gaming idiosyncracies.
Sugilite 2 Dec, 2018 @ 11:28pm 
I can see the logic, it did always feel like the era ticked up just a little too fast