ENDLESS™ Legend

ENDLESS™ Legend

FreeformCustomFactionsUPDATEDVanilla
34 Comments
Ahzok 3 Sep, 2024 @ 4:23pm 
This mod alone (including the original) has caused prayers to cost 0 pearls on the first turn of summer, regardless of how many winters have passed in the game. this does not seem to be intentional.
Terranus 14 Jul, 2024 @ 6:17pm 
Got it, thank you!
CloggedOuthouse  [author] 14 Jul, 2024 @ 12:33am 
It's just an update for another mod that makes it functional, I don't intend to expand it.
Terranus 13 Jul, 2024 @ 2:41pm 
Dead mod?
Lvl. 10 Orc Bard 8 May, 2023 @ 8:29am 
Update FINAL: (SOLVED)

I am an idiot. I came to "all other factions" in my first update by testing mezari and vaulters... the only 2 that are broken for this.

I am not certain how to make the mod edit the XML files, so im doing it myself in my games files instead of as a mod.

What needs to be changed is:

public/simulation/departmentOfPlanificationAndDevelopment+Constructibles[Booster].xml

Lines 307 and 308. Deleting these fixed it.

However a better solution would be to replace the "AffinityVaulters" with FactionTrait --- not sure what the name for the vaulters trait is and I cant be bothered to find it.
Lvl. 10 Orc Bard 8 May, 2023 @ 8:18am 
Update 3:

I think I am almost there. Ive found under Public/Simulation/SimulationDescriptors[empiretype].xml something called "BoosterStrategic1LavapoolActivations".
Lvl. 10 Orc Bard 8 May, 2023 @ 8:01am 
Update 2:

Im guessing it is somewhere in GUI code. There appears to be code to show/hide the volcanoformer element thats constrained by having the trait. Im guessing the strategic resource GUI element has a condition involving faction
Lvl. 10 Orc Bard 8 May, 2023 @ 7:47am 
Update:

Tested it more.

- Kapaku with nothing but units,quest,volcanoformer+ash --- it WORKS

- Kapaku with nothing but units, quest, ash --- it DOESNT work
- AnyOtherFaction with identical traits to vanilla kapak --- It DOESNT work
- AnyOtherFaction with kapaku units,quest,ash,volcanoformer --- it DOESNT work

Definitely the ability seems to be tied to BOTH having volcanoformer ability assigned AND having the kapaku faction
Lvl. 10 Orc Bard 8 May, 2023 @ 7:30am 
Asking this on the main mod as well but imagining the original developer not going to respond. 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.
Ragnaman 19 Feb, 2023 @ 8:10pm 
based
Profilename14 4 Sep, 2022 @ 10:03pm 
Thanks! I stopped playing a while ago due to my games no longer being able to save, and it seems the un-updated custom faction mod was responsible.
Raghalin 16 Feb, 2022 @ 6:48am 
Weird one! Once loaded when I try to 'quit game' (to get back to main menu) the 'OK' button won't work. The "Quit to Desktop' still works
NECRON 7 Oct, 2021 @ 10:52am 
yes sorry i should have said that you needed to do it in the mod folder
4RastaLion20 6 Oct, 2021 @ 6:46pm 
nevermind, i figured it out, had to find the mod in the folder list and update it in there, took some time figuring out what mod was for what.
4RastaLion20 6 Oct, 2021 @ 6:23pm 
@necron how do you do that with this mod? i have tried to increase the amount of trait points and it works, but when i load the mod/validate it resets it and the amount it no more.
NECRON 27 Sep, 2021 @ 7:49am 
go into your files then search "FactionTraits[Affinity]" you can modify your starting dust and you can also give yourself more trait points ( an infinite amount ) its pretty straight forward when you have the code in front of you ( some factions have different names from their ingame version ).
HDreaper 25 Sep, 2021 @ 6:32am 
any way to get lots of traits? like a ridiculous amount
NECRON 24 Jul, 2021 @ 9:34am 
While i played i had an idea, all factions have quests that give exclusive traits/buildings/upgrades, would it be possible to copy them or extract them from their file and choose any of them as starting traits without breaking the game ( there is the 2 quest cap so to not break them the chosen quests would be excluded from the trait library but all the other rewards from other questlines that where not selected could be available from the start ), again thats just an idea i had and obviously its not balanced at all but you can't go more "freeform" than that.
CloggedOuthouse  [author] 14 Jul, 2021 @ 11:13am 
Its cool, easy mistake :)
NECRON 14 Jul, 2021 @ 9:38am 
sorry for wasting your time i tried it again and it seems to work now, i think that what happened is because of me forgetting this obvious 2 pop requirement, i've got a lot of mod and because of that i was used to having everything at the start had i waited 1 turn i would have seen that it worked...
CloggedOuthouse  [author] 14 Jul, 2021 @ 12:01am 
I tested this and it seems like settler production works. The trait that stops settler production is "High Seat of the Queen". I made a custom faction that removed "High Seat of the Queen" and it lets you build settlers. Of course you still need to have at least 2 pop because settlers use a pop point for production. Do you have any other mods that could be conflicting?
NECRON 13 Jul, 2021 @ 2:00pm 
I think you misunderstood what i said i made a custom faction with the cultist "skin" and got rid of weapons of the enemy, yes without the trait i am able to capture enemy cities and "expand" but its really bad gameplay if i have to wait 100 turns for the AI to capture all regions. ( im one of those player who likes to cover the whole map with expansions )

The bug that i encountered is that i didn't just get rid of this one i also got rid of the trait which restricted me to 1 city and disabled my settler production, in theory by getting rid of these two traits i would be able to play cultist like a regular faction the problem is that while i can have multiple cities by capturing them ---> i still can't build settlers, thats the bug, disabling the trait should enable my setllers production but it did not so im asking if it can be fixed.
Chum 12 Jul, 2021 @ 7:48pm 
That's vanilla. If you don't have the trait weapons of the enemy, you don't raise cities when you capture them, so you can have more than one city. It's actually worded completely correctly: "No settler production."
NECRON 7 Jul, 2021 @ 3:12pm 
Cultist without their 1 city and no colon production trait can indeed have more than 1 city but they still can't produce colons, everything else works fine for me.
Chum 24 Jun, 2021 @ 5:13pm 
Thank you sir
CloggedOuthouse  [author] 24 Jun, 2021 @ 4:36am 
This should work with everything now if you don't have ELCP. I will make a separate version for ELCP so people on vanilla can use this without problems.
Chum 23 Jun, 2021 @ 5:47pm 
I can't use the ELCP as I use Geforce service to play EL. The update you did before reverting was working fine.
Seten 23 Jun, 2021 @ 10:20am 
Thanks!
CloggedOuthouse  [author] 23 Jun, 2021 @ 6:34am 
Fixed the issue with the Auriga map. If you have any other issues let me know.
Seten 23 Jun, 2021 @ 5:33am 
Hello, it doesn't seems compatible with the Auriga map :(
CloggedOuthouse  [author] 23 Jun, 2021 @ 1:13am 
I had previously added unnecessary things from the ELCP reference file that caused the game to crash if you didn't have ELCP. I fixed that with the most recent update.
Chum 22 Jun, 2021 @ 4:22pm 
Game crashes the second I validate the mod. Good job attempting to fix the issue at least, but it looks like your work isn't finished.
eternalmist4269 22 Jun, 2021 @ 6:21am 
Having an issue where validating this mod just makes the game crash. does this with or without other mods in the load order.
iron_claymore 22 Jun, 2021 @ 2:39am 
You fixed the save bug! No one else has fixed the save bug! I went to the last page of Google search looking for a solution and nothing worked and you fixed it!