ENDLESS™ Legend

ENDLESS™ Legend

Endless Sessions
52 Comments
Guts_Clang 24 Jan @ 11:59am 
does the mod still work?
8bit shadow  [author] 3 Apr, 2024 @ 10:38pm 
Updated description removing the NMM link as there's either a new rule of having 'no drive' (i.e. download) 'links' or steam is actually enforcing the rule now.

Not much we modders can do about this. The rules from steam support others have been posting online (like Mr Samual Streamer) show that rules are relatively nebulus - though IMO it does seem to be explicitly targeted at download/mirror/drive links.
Even then expect support links to places like patreon to dissapear on other modders pages for a while.

It appears this is in attempts to fight phishing scams & malware distribution, I don't think there's much either steam or us modders can really do here - so please don't be mad for our sakes.

I don't really have much of any direct links to steam - as I mainly mod off steam now - so I'm personally relying on larger content creators to stay in talks with steam directly, which I assume is what most other small steam modders are doing too.
:spy: thanks for understanding.
Garm_GK 13 Mar, 2020 @ 10:29am 
Ok thank you, and sorry for assuming it was your mod.
8bit shadow  [author] 13 Mar, 2020 @ 10:24am 
The only file this mod edits is the "SimulationDescriptors[Victory].xml" file, so unless the traits mod is editing that file too there should be no conflicts what so ever - even then trait point cap (iirc) is changed in an entirely different file anyway.

Try enabling this mod and the traits mod and nothing else, if the error doesn't occur then it's some other mod that's conflicting.

Otherwise head to "C:\Steam\steamapps\workshop\content\289130" and try to find the traits mod you're referring to, if it has a "Simulation" folder and the file "SimulationDescriptors[Victory].xml" in that then you just need to open that with notepad and change the entry "LastTurn"s "BaseValue" to a higher number. (you can see a pic on the NMM version of the file line that's changed)
Do tell me if it isn't there though (if it is this mod that's conflicting).

If it is; because of the way the modding is done for EL/ES, I can't really make it compatible myself.
Garm_GK 13 Mar, 2020 @ 9:49am 
A good mod I'm sure, but it somehow conflicts with other mods that adds more trait points and if it goes above 105 trait points this mod will bump it down to 105 trait points.
Immortalits 2 Mar, 2019 @ 3:10am 
Thanks, so it works, just there are no indicators at the game parameters, it confused me a bit, sorry for the hassle :)
8bit shadow  [author] 1 Mar, 2019 @ 11:07pm 
This version affects all game speeds to have practically no time limit and doesn't change any UI elements, changing the game speed will just affect the game normally otherwise (increased/decreased production e.c.t.).
Immortalits 1 Mar, 2019 @ 4:55pm 
I have a single question, should I see the modified turn numbers at the 'endless' game speed option or is it just an ingame modification and there are no indicator to see it, but practice?
Immortalits 1 Mar, 2019 @ 9:18am 
Ok, I'll try it again then, thanks for the advices.
8bit shadow  [author] 1 Mar, 2019 @ 2:30am 
If it still doesn't appear then it's likely the game, check if any other mod from nexus has the same issue. If they work fine then I'll see if I can look into it, but as far as I'm aware they've changed nothing that would break any mods - DLC included.

As for @andoblock the mod doesn't affect the UI at all, so yes it should just be counting as normal - just this allows it to go past its vinilla limit.
8bit shadow  [author] 1 Mar, 2019 @ 2:28am 
@Immortalits
Just tested it via my laptop and it's still working fine, appearing and all.

First check the integrity of the game, you shouldn't need to overwrite anything - it's likely the game being messy. Check if that's fixed anything.

If not, go to this folder to see all your installed mods for EL:
C:\Steam\steamapps\workshop\content\289130\
For me, this mods' folder is "766372610", try looking for the mod as steam may not have even downloaded it. If it's there then try unsubscribing and deleting the mod then resubscribing, that should force steam to re-download it. Often times this fixes mods not appearing in games.

If all else fails go to this folder:
C:\Users\User\Documents\Endless Legend
then create a folder called "Community" (case sensitive) and throw the nexus version into there (the .zip, which you'll have to unzip in the "Community" folder, or just copy the steam version into there - either works).
Immortalits 27 Feb, 2019 @ 3:11am 
It doesn't work for me at all and the nexusmod version is even worse, the game doesn't see the folder (I've even tried to overwrite the folders in the general steam mod folder.
steelmidnight 24 Jan, 2019 @ 8:06am 
Does it work, andoblock? Or is it outdated?
andoblock 14 Dec, 2018 @ 7:21pm 
In the speed mode does it show the mod number of turns? Because in mine it olny shows the default number of turns.
andoblock 14 Dec, 2018 @ 3:22am 
Can you please update this.
8bit shadow  [author] 28 Jul, 2018 @ 8:49pm 
@Klucky "If you played Endless Legend up till turn 300 you noticed that winters become very long and summers very short. This makes it so that the winters will not get longer, winter and summer length will always be random." - from NMEW nexus page ( nexusmods.com/endlesslegend/mods/14?tab=description )

Which means even at the start of the match you could just get unlucky and have a long winter, or vice versa.
Lethalbumhole 28 Jul, 2018 @ 3:40pm 
AAh cool so it makes the winters a decent length rather then 20 turns?
8bit shadow  [author] 27 Jul, 2018 @ 10:24pm 
@Klucky this doesn't affect winters at all, but it is recommended to get "No More Endless Winters".
Lethalbumhole 27 Jul, 2018 @ 6:13am 
So this gets rid of Winter or reduces its frequency or?
8bit shadow  [author] 25 Jul, 2018 @ 10:43pm 
@Preacher
I haven’t tested that actually, but it might work.

I don't know if it just disables any mod that wasn't active on the save or if it just adds it to the list of active mods on that save (effectively creating a new, duplicate, save file).
Drengr 25 Jul, 2018 @ 7:27pm 
dose this work for games already in progress or do i have to start over?
Eldante 5 Apr, 2018 @ 12:30am 
@author
ok cool after i finish my last play gonna try this play then.
8bit shadow  [author] 4 Apr, 2018 @ 10:04pm 
@Eldante
I don't see why this wouldn't work anymore, as far as I know they havn't updated the end timer at all so it should be fine. If it doesn't work, though, do tell me.

As I explained to @Smarts:
Regardless of what option you choose it'll always be (practiacally) endless.

So...yes and no, it doesn't over-ride any of the speeds but it does modify the max last turn.
The way the code works for game speed modifiers is just that it decrements or incraments the 'last turn' value by a set amount according to the modifier speed, e.g. fast games LOSES 150 turns, slow games ADDS 150 turns and endless games ADDS 300 turns. So the game will always end at turn 99999999999999999999849 to turn 100000000000000000000299.
Eldante 4 Apr, 2018 @ 6:36pm 
so it still work right? or it will cause something ? just active it and no matter what turn mode you choose it become 999999999999 right?
8bit shadow  [author] 3 Apr, 2018 @ 9:58pm 
@KainXIII Once you activate the mod, it's always active untill you deactivate it in the "mods" screen.

I've tried adding an option that would allow you to set it to "true endless" mode for compatability sakes, but I never managed to actually get that working.
LostLagrange 3 Apr, 2018 @ 1:58pm 
so how exactly does this mod work, i have it set up but I don't see the option for the endless mode, does it just kick in when the 600 turn comes up or what?
zerggodmaster 24 Feb, 2018 @ 3:12pm 
i find the game devs didnt know what endless means so i hope this does well enough
8bit shadow  [author] 10 Apr, 2017 @ 12:23am 
@Pilatian as mentioned on the mod page of 'world generator full customisation', empires/factions are hardcoded. I'd imagine something like a standalone would have to be made for that to be possible (practically re-coding the entire game to be something a bit different e.g. dayZ-S).
It could be possible, but that would require actually being able to read the games files that aren't intended for modders to be able to read/edit, I imagine it's hardcoded as the AI interaction/reaction code would be hardcoded to responding to the diffrering types of empires in the match.
Pilatian 9 Apr, 2017 @ 11:49pm 
Yeah, the factions. I've never managed to find a mod for it. :(
8bit shadow  [author] 9 Apr, 2017 @ 8:41pm 
@Pilatian What do you mean by civs exactly? Other factions? Pretty sure there's a mod for that but I can't remember what it's called.
Pilatian 9 Apr, 2017 @ 6:05pm 
Have you found a way to increase the number of civs that spawn? :(
Cuddle_Rat 4 Feb, 2017 @ 7:25pm 
Thanks for this, I'm a very slow growth kinda guy and I hate feeling a sense of that impending STOP!!!, that comes with a turn limit. Thumbs up and Favorited!
Cypher 22 Dec, 2016 @ 4:15pm 
Thank you just what i was looking for.
8bit shadow  [author] 19 Nov, 2016 @ 5:06pm 
@Cold_Darkness I realized this was an option in the game a few weeks after creating the mod, if I remember correctly, though at the last turn the game will ignore points and just say 'it was a tie!' rather than letting you keep on playing.
The mod, more or less, just helps to reinstate that you can play 'forever'.
the speedwagon 19 Nov, 2016 @ 1:50pm 
@colddarkess ty for the insight
Cold_Darkness 19 Nov, 2016 @ 2:31am 
why not simply deactivate the "points" victory condition during the lobby phase when starting the match? this mod seems kind of pointless to me. pun intended.
Yrol Akiyama 6 Nov, 2016 @ 7:50pm 
@shadow999999, ahh, yes good old AOE... without the pressure of time, you just can grab a
settling unit and move it away at the start of the game, then when your empire was ruined,
start all over again :)
8bit shadow  [author] 6 Nov, 2016 @ 7:34pm 
@Yrol yea when I found out the game was turn limited even on endless mode it was quite frustrating because I was going to win the game by domination but lost because of points, which are pretty inacurate at that. I'm used to playing games till the very end like AOE2 because a lot of the time I can stike back at the enemy unexpectly and have a chance to win, much like most of my victories in EL.
Yrol Akiyama 6 Nov, 2016 @ 7:18pm 
OoooOOooohh! Thank you SO much for this mod :)))
I got quite angry/frustrated when i found out that the game "ENDLESS legends" can only
be played for 600 turns and they are even so ripe to call that particular setting "endless"

I am old and need time for games.
Strams 26 Oct, 2016 @ 2:49am 
I see. Thanks for clearing that up!
8bit shadow  [author] 26 Oct, 2016 @ 2:44am 
@smarts
Regardless of what option you choose it'll always be (practiacally) endless.

So...yes and no, it doesn't over-ride any of the speeds but it does modify the max last turn.
The way the code works for game speed modifiers is just that it decrements or incraments the 'last turn' value by a set amount according to the modifier speed, e.g. fast games LOSES 150 turns, slow games ADDS 150 turns and endless games ADDS 300 turns. So the game will always end at turn 99999999999999999999849 to turn 100000000000000000000299.
Strams 26 Oct, 2016 @ 1:37am 
Quick question. So, when setting the options for my game, I see the usual options for game speed. Does the mod just override all of them for the infinite turns or am I missing something?
8bit shadow  [author] 22 Oct, 2016 @ 11:54pm 
NP!
a Bun 22 Oct, 2016 @ 11:15pm 
Wow, thanks.
8bit shadow  [author] 22 Oct, 2016 @ 8:29pm 
Make sure to save changes.
Once you've changed everything you need to, head to the other mods folders and copy the FOLDERS that are in them (e.g. for tradable cities; only copy the "Diplomancy" and the "Gui" folders).
Open up EL and check if the modpack is there, if it is then activate it.

----------

If you still don't get how to add conversion type mods together then download "endless roadtrip" (which is only on nexus for copyrite reasons) and have a look in its folder, it uses the exact layout you need to use when combining conversion type mods.
8bit shadow  [author] 22 Oct, 2016 @ 8:29pm 
Here's what to change:

<RuntimeModule Name=" EndlessSessions " Type="Conversion">

<Title> Endless Sessions </Title>
<Author> Shadow9999999 </Author>
<Homepage> http://www.nexusmods.com/endlesslegend/mods/16 </Homepage>
<ReleaseNotes> (none) </ReleaseNotes>
<Description> Sets the 'last turn till ending' to a ridiculous number(99999999999). </Description>
8bit shadow  [author] 22 Oct, 2016 @ 8:28pm 
-----modpack creation guide-----

head to:
C:\Users\User\Documents\Endless Legend\Community
or
C:\Users\User\Documents\Endless Legend (if the community folder doesn't exist)
if the 'Community' folder does not exist, create it.
once found(or created) create a new folder and call it whatever you want.
Open the folder and copy everything in "endless sessions" to that new folder
change the name of EndlessSessions.xml to whatever
open that .xml file with a text editor like notepad++ and change only the spoiler stuff bellow to whatever you want, make sure in "<runtimeModule Name=".xml name here"" has exatly what you called your .xml file in it (if you don't, the modpack wont appear in EL) .
8bit shadow  [author] 22 Oct, 2016 @ 8:26pm 
@Kefky
Thanks it's nice to know people like such a simple mod.

Both "tradable cities" and "neon colours" mods are conversion type mods meaning you have to use the mod managing method (the last paragraph in the description) where you have to place each mod together in the mods folder. Go to nexus, it's got more indepth guide on how to manually instal mods btw. (ill put a modpack creation guide bellow)

Just so you don't have to go searching for the mods in nexus, all downloaded mods on steam exist in Program Files(x##)>Steam>steamapps>workshop>content>(game id)>(mod id)
for me the game id is 289130, the mod id for neon is 574722669 and 562484367 for tradable cities.

...(There's more.)
a Bun 22 Oct, 2016 @ 9:09am 
Edit, it's also incompatible with neon colours mod.
a Bun 22 Oct, 2016 @ 9:07am 
For some kind of a reason this isn't compatible with "Tradable cities mod" could you fix that.
Anyway probably my favourite mod as I like to drag out my games.