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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.
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.
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.
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).
Which means even at the start of the match you could just get unlucky and have a long winter, or vice versa.
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).
ok cool after i finish my last play gonna try this play then.
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.
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.
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.
The mod, more or less, just helps to reinstate that you can play 'forever'.
settling unit and move it away at the start of the game, then when your empire was ruined,
start all over again :)
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.
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.
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.
<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>
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) .
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.)
Anyway probably my favourite mod as I like to drag out my games.