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@Friedrich von Deutschland : You can choose the speed you want with this mod. There is no interaction with gamespeed in this mod.
As a list of malfunctions is useful, this will only be the case if the game is in stable conditions. The code for mythical units is specific, including slots. It is possible that a mod acting on it will create a conflict. There is no point in using this, because Combo Tech already contains technologies that increase the number of slots. Moreover, mythical units are not supposed to be modified by another mod.
Correcting the code to solve a real problem is already highly complicated, using partial indications. This is impossible if it comes from a conflict, and the time spent testing is important because of the complexity of the mod. In the case you're reporting, I have no idea what your load order is, or even if other mods are installed. And how much even, it wouldn't help me. When I test, I use Combo Tech alone. Then if I have time, to please myself I make a whole game with the list of mods I indicated.
Special units (especially Half-Divine level) are very difficult to supply with things (especially accessories, sometimes even armor is difficult). I play with mod Hidden Jewelry - one more accessory slot and my unit "ErycsHydra Half-Divine" has 5 accessory slots. It's very hard to fill more than 3 and I couldn't fill all 5, only 4. And the accessory "IncantationRanged2" cannot be worn on the unit "ErycsHydra Half-Divine".
<UnitAbilityReference Name="UnitAbilityMinorFactionSlayer" Level="3"/>
to
<UnitAbilityReference Name="UnitAbilityMinorFactionSlayer" Level="2"/>
" (0-1) * ($Count(ClassEmpire/ClassCity/DistrictTypeExploitation,TerrainTagArid) / $Property(../EmpireTypeMajor:EmpireScaleFactor))"
Another, more global problem (yes, I play with ELCP) - on 55th turn I left the game, but then I can't load a save or start a new game (1 time helped reboot the laptop). When I try to start a new game or resume the previous one, 1 of 2 errors appears, screen 1 , screen 2 .
I did note, though, that race mods like the Architects and Necromancers aren't able to get the same Mythic units that the other races can, though. Would it be possible to include them in whatever next update you make, so that they can take part in some of the best parts of this mod as well?
Thank you, and I'm glad you like this extravagant mod.
For half pearls, in theory, Endless legend works by real numbers and not integers.
So the half pearls should work, one every two turns. But if not, I will have to correct that.
Personally, this mod brings me a lot at the beginning of the game, because there are many more choices. Each new game is different.
Anyway, ton o' fun so far, techs feel good to grab regardless of what I get with no clearly ultra-good options (when taking into account their science costs), nothing else I've noticed of issue or anything like that, just a nice mod.
It's a Korean drama, but it's also hard fiction. A "mind blowing" story (death note, 2001, liar game, sherlock, the prisoner, twilight zone). I fell in love with this drama, I didn't see anything better on TV. So I wrote season 2! And I opened this blog:
http://w4worlds.eklablog.com/