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seems dosent work,can u update it pls?
The benefit of using also "Custom Factions Unlocked" is that one can remove the faction traits your mod does not allow to remove and thus have more trait points and change all the traits.
The benefit of your mod is one can use minor faction units.
If both mods are used, the ability to play minor faction units disappears. Too bad.
Many thanks.
Thanks a ton. Time to play :-D
That sounds weird. There is research required for major faction units, last I checked it worked, but that was a year ago.
As for minor faction units, it sounds like you're running into the issue from the note:
Note on minor faction units: Sometimes when a minor faction does not exist in the new game, you will not get the default unit design. You will still have access to the unit model, so just create a design to get around this.
Lastly, are you using any other mods?
When it comes to using custome units to give me more varriety as 3 units is honestly not enough units it ends up giving me some of the units i wanted or none or just replacing the original units etc.
How can i get a race with Elven archers as tier 1, the eyeless for healing and a Titan from one of the other major races in one race from the start?
It just doesnt work. Regardless of what combination i try it wont give me the units that i am asking for but instead gives me a random bunch of units out of the ones i suggested.
Last try i put Titan and eyeless one unit into my race which is a duplicate of the Elves so i have the archers and all it was give me the regular elven units. No place to unlock titens or eyeless ones and where not unlocked or shown in the unit customization window so i dont know whats going on.
I could block dlc units, but I don't see the point.
Is there a way to get only the skin of the faction in generator without the original trait unremoveable?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=961989759
From what I can guess, each faction not only has different technologies, but their layout is also altered. When different affinities are meshed together, their layouts begin to overlap. Deep Generators appropriately appear if I am playing Mezari/Vaulter without Arcana Authority, but as a Roving Clan they either get placed under Shipyartd, or just not appear at all.
Comparing the Mogwari vs Neptunian, I found that the Mogwari shipyard tech indicated superior stats to the Neptunian. Further, their units have the free embarkment perk, while the Neptunian version doesn't work. This is with the Shipyard Trait in both cases.
Anyways, great mod, it makes the game even more unique.
Thanks for fixing this so quickly.
Unzip to Documents/Endless Legend/Community to test
Meme Queen gives me some idea so I just deleted the quest xml file in mod's quest folder
https://www.games2gether.com/endless-legend/forum/15-modding/thread/21686-need-help-fixing-traits-unlocked-for-tempest
InvalidOperationException: The type QuestBehaviourTreeNode_Decorator_OccupyFortress may not be used in this context.
@Hamster If I understand right I'd have to move all the icons, which is kind of a pain. It's still mostly symmetrical right now
<SimulationDescriptor Name="FactionTraitSeaDemonsMainQuest" Type="FactionTrait"/> is missing in SimulationDescriptors[FactionTrait]
If you want to fix it yourself:
go to: C:\Program Files (x86)\Steam\steamapps\workshop\content\289130\610359813\Simulation, find the SimulationDescriptors[FactionTrait] (you can open it with notepad++) and in it find:
<!-- ########################################## -->
<!-- ###### MAIN QUESTS ###### -->
<!-- ########################################## -->
At the end add: <SimulationDescriptor Name="FactionTraitSeaDemonsMainQuest" Type="FactionTrait"/>