ENDLESS™ Legend

ENDLESS™ Legend

HORIZON MOD
57 Comments
Obiben27 Nov 30, 2021 @ 9:50am 
IT IS UNSUPPORTED
Shiloh's Biggest Simp Jul 26, 2020 @ 10:52am 
WARNING: THIS MOD BREAKS THE MARKET GAME ALMOST UNPLAYABLE
Guvenoren Jun 30, 2020 @ 12:57pm 
I am pretty convinced that the mod is dead.
Jav371n Jul 1, 2017 @ 11:51pm 
Please advise if the explorer movement issue was fixed... I would like to try this as a standalone conversion mod. :D
Eetere Apr 7, 2017 @ 5:09pm 
The explorer unit is unable to move even with movement points left.
Gulp DragonDawn Apr 4, 2017 @ 6:48am 
an extension version would be nice.
the speedwagon Nov 22, 2016 @ 11:17am 
would it work as an extension? im looking for more tech and buildings and traits. so that wont overwrite anything
flyons_gary Oct 29, 2016 @ 4:48pm 
or perhaps post it on the nexus?
flyons_gary Oct 28, 2016 @ 11:20pm 
Hey author do you think you could pm me the files, I would like to make my own comp and as a conversion mod I can only have 1.
FӨЯGӨƬƬΣП MIЯЯӨЯ Oct 17, 2016 @ 6:52pm 
dose nationalism actually work because i got into a game with it and my starting happyness is only 60% and when i spreed my next city was less then 60%
xNBKx_Demonic Oct 9, 2016 @ 10:10am 
Ok so is it worth getting a mod that litterally wont allow any other mod to work with it? hmm thats a resonding no
lucie Sep 23, 2016 @ 11:26am 
wow didnt trid it yet but seems amazing
Aku Jun 3, 2016 @ 9:34am 
Please make a new update :,I
Blackcendre  [author] Feb 22, 2016 @ 8:21am 
DESCRIPTION UPDATE!! Please read the News section and give me some feedbacks on what you think :) Thank you all again for more 2k subscribes on this :D
RestingWitchFace Feb 21, 2016 @ 1:12pm 
Is this mod dead?
ornge Feb 4, 2016 @ 2:46pm 
@IAmGroot I think you mean "I am Groot"
I Am Groot Jan 24, 2016 @ 5:45pm 
great add on! It adds a dinamic to the game. I love the balance of the explorer, it simply makes the game faster (which is the biggest advantage of this game compared to other games like civilization). I can't wait for the next patch! I hope you add ocean anomalies! :D
Dude-a-Rodimous Jan 20, 2016 @ 8:42pm 
Does anyone have some input on how well balanced this mod is? Thanks
=AJSA= Giver of Will Jan 9, 2016 @ 9:12pm 
Found my DEI and my Darth mod for Endless legend lol
Dwatch Razgriz Jan 5, 2016 @ 10:25am 
Can we possibly get some new units? Like maybe gun troops at tech circle three/four...Or some elite guard types (good at everthing)?
Vaeringjar Dec 30, 2015 @ 1:11pm 
could you make a comprehensive list/description of what is modded/added?
Tormound Dec 16, 2015 @ 9:44pm 
@Aurin, I was asking if you could make it another mod(or add it to this mod, I don't think it'll matter other than it being part of a conversion thus not being mobile in terms of mod compliations) where tier 3 stategic resources are avaliable for research later in the game like in the second or third to last age. Because tier 3(and 2 for hyperium and mithril) weapon and
armor research are only rewards from I think parlaying minor factions.
Jerubius Dec 16, 2015 @ 6:33pm 
@Aurin Thanks for the clarification.
Edgy Dec 16, 2015 @ 2:00pm 
@Tormound I'm not sure exactly what you want. Do you want an era 1 way of exploiting all of the strategic resources? If so, it'd be easy to make the exploitations available in theory, but unfortunately strategic resources are revealed by era, so even if you could exploit them, you can't always see them. I'll see what I can do about changing that, can't speak for Xeal though.
Tormound Dec 16, 2015 @ 1:18pm 
I saw that you added new technologies with your mod so I was wondering if you could perhaps do a small request I had regarding them or perhaps if you're too busy or if it's easy enough could point me in the right direction so I could do it myself. Could you make an extension mod that would add to the tech tree a way to research tier 3 titanium, glasteel, adamantium, palladium, mithril, and hyperium? Again, if you're too busy or if it's easy enough to do, could you then point me in the right direction so i could do it myself? Thank you.
Edgy Dec 16, 2015 @ 1:16am 
@JERubius Imperial Coinage has been repurposed, it now gives +5% FIDSI on empire. Nowadays the research to unlock both mercenary and stockpiles in the market is a single era 1 unlock.
Jerubius Dec 15, 2015 @ 9:13pm 
Imperial Coinage isn't a new tech, unless there is new one also called that. Pretty sure that is the name of the tech that unlocks the global market for resources and stockpiles.

Looks like an interesting mod though, and naval combat is desperately needed for this game. I feel like it is the one major thing it lacks.
impsuley Dec 15, 2015 @ 9:10am 
Do you plan to trade via rivers before imperial highways technology?
Edgy Dec 11, 2015 @ 12:24am 
@Xeal Not sure how much help I'd be (looking through what you've done, quite a bit more than what I've played around with.) But I'd be glad to help to the best of my capabilities.
Blackcendre  [author] Dec 10, 2015 @ 3:14pm 
@Aurin, the 1/2 is a easy fix, but in order to move your city with the cultist, I think you need to removed the Culstist affinity which is to have only one city. Would it be a good idea to remove all the affinity trait of the factions and make it accessible to everyone? Also, if anyone wanna help me with this mod, I would be glad do add new dev members that I could work with :) Just say it down bellow, I'll add you on steam!
Edgy Dec 10, 2015 @ 1:26pm 
You did what I was trying to do (adding nomad). Thanks! Also noticed that it says 1/2, but the 2 is unaccessible... And finally, I'm ingame as cult, not seeing the option to make city mobile...
SirFezant Dec 9, 2015 @ 10:24pm 
I havent checked to see if the boost to Dust is OP for Broken Lords or the Clans, both of which would severely benefit from a Dust boost. Now that you mentioned it, I will learn what shenanigans are possible as either faction! :D
Blackcendre  [author] Dec 9, 2015 @ 11:41am 
@Dinkleberg the Barbarian I already had this idea of a new faction. I actually consider sending it has a new faction idea when there was the contest that eventualy created the cultist faction(yes, cultist is a faction made by the community, go check the forum). THE PROBLEM is that building, fighting and adding anything else to ocean might be impossible. It's hard coded within the game itself and I'll ask soon enough to the dev teams if it would be possible to add such features just by scripting. I'll also balance the dust from ocean thx for telling me it's OP with broken lords. Peace guys thanks for all the feedbacks :D (@Pilatian, didn't check how to add heroes yet, I'll try it soon enough)
SirFezant Dec 8, 2015 @ 7:21pm 
@SpaceObama I just had a thought: adding an undyne playable faction. Like the same-named character in Undertale, undine are lithe fish people of great skill, very aware of the resources and ways of travel in/at sea. I imagine the same can be said for an Endless Legend undine race, in that they'd get a Vaulter's Strategic Resource bonus trait (applied to only sea luxaries), faster sea travel for all Undine units, no movement cost to embarking, and bonus to all resoruces gained from sea and/or coast. Only a rough idea i admit, definitely requires re-working, but a good idea imo.

Plus, it'll make the Broken Lords have less of a grasp on the coastline. Gaining vast Dust per turn doesn't mean much to Vaulters (just research tech crazy fast and maybe pop a Glassteel resource booster if needed), but idk Dust can be really damn useful...especially for a people who EAT Dust for a living.
Pilatian Dec 8, 2015 @ 7:21pm 
New heroes for minor factions would be nice, if possible. Perhaps a Harmonite hero?
Blackcendre  [author] Dec 8, 2015 @ 6:05pm 
To all wondering, the Explorer should be fixed soon (like tonight)! That means everything's now working with the mod :D To answer some of your question about the Explorer, it is a really low cost (Same cost during all the game) unit with movement bonus to explore. It is as weak as a settler, but cost nothing (good for talking with minor factions). Enjoy :D
Edgy Dec 8, 2015 @ 12:39pm 
Crash when going into explorer unit's edit menu
Opiyel Dec 8, 2015 @ 12:25pm 
Ocean based resources would be awesome, yeah. Obvious ones like pearls would definitely fit, maybe corals, thermal vents, and algae. It'd also be cool to see ocean faring minor factions.
SirFezant Dec 8, 2015 @ 2:10am 
I just spent longer than I intended (a quickie of 30-60 minutes at most before bed), and I must say I noticed the distinct changes you make. While it isn't much to move Shipyards and Seaports to much earlier Eras, I can tell it would provide a dynamic re-focusing on sea exploration. I liked how the Civilizations games have sea battles, and always wondered why Endless Legends doesn't, and can't wait for naval warfare or fishing in future (I'm left imagining a new seaward frontier for the Roving Clans, filled with pearls and oysters galore!).

I have a few issues with your mod. Explorators (sorry but wtf is with that name?) cant be edited or the game crashes. Also they arn't very good; any faction with calvary or flying units early can easily replace it with, even without a +Movement charm added.

Also, seems odd to have mid to late-game technologies without any Strategic Resource cost. I recommend using Strategic Resources from earlier Eras, if you want to do that instead.
Blackcendre  [author] Dec 7, 2015 @ 8:16am 
@SpaceObama The goal of this mod is to add new obvious things that should already be inside EndlessLegend to it can create a new Horizon of gameplay for the players. The 2 main features are the new unit, the explorer and the second part is ocean gameplay. If it's possible, in the second version you'll be able to fish, fight and build on water.
Opiyel Dec 6, 2015 @ 8:43pm 
On phone and unable to check out this mod. What is the unifying theme and goal for the mod? Im interested but Im not sure what it does exactly. Thanks!
Blackcendre  [author] Dec 6, 2015 @ 4:49pm 
@Aurin In the FactionTraits[Affinity], FactionTraitRovingClans12 is the one corresponding to Nomadic Cities. That means removing it should probably completly remove the capacity, or adding it to other factions should give. You can also add technology using the right FactionTrait names so it's becoming a base afinity of the faction. I just tried it and it's working. Roving Clans don't have Nomadic Cities as a base affinity anyone, but now everyone can choose to be with a special trait called nomad (even the roving clans can takes it now. Was that what you wanted to do?
Edgy Dec 6, 2015 @ 2:58pm 
@Xeal good work fixing the AI death thing. listen, this is a bit off topic, do you know how to change a factions affinity? I've been trying to change the Roving Clans base affinity from "Nomadic Cities" to "Cuts Both Ways" and "Keys to the market". I've removed Cuts both ways and Keys to the market from the custom list and added "Nomadic Cities" so that every faction can use it (buggily, because no scarab cities) but I cannot for the life of me work out how to remove it from the roving clans affinity (so that it can be removed from a roving clan build) and make it so that Cuts both ways and Keys to the market cannot be removed from a roving clan build. Google is providing no answers, nor are any of my mod savvy friends. :eldust:
Vawerapi Dec 6, 2015 @ 11:03am 
omg yaaas nice mod 10/10
Blackcendre  [author] Dec 5, 2015 @ 10:01pm 
BUG FIXED, AI don't die anymore so now you can play the game normally with my mod...the only big fix that remain is the purple explorer apperance!
Blackcendre  [author] Dec 5, 2015 @ 2:55pm 
@Aurin thank you for submiting your feedbacks! My goal with the trait was to give a counter-trait to each one that already exist. Like "naive" is a perk that gives you a plus when you're in peace while "independant" gives you a minus. It could change a lot in game since some military faction tend to make peace with someone while destroying another (you can easily make peace with any faction because the AI in endless legend has weakness). The turn 2 where some AI die is a really strange bugs that I notice while playing. It's not suppose to happen...I will try to fix it soon.
=AJSA= Giver of Will Dec 5, 2015 @ 6:43am 
finally cant wait, just bought endless legend and love it now to find a good set of mods lool
Edgy Dec 4, 2015 @ 3:42pm 
It'd be nice if those ideology perks gave ups and downs. I don't think "Multiculturalism" should be a bad thing per se, an influence boost would be a good idea. Also, being able to use "Pitiless" from the base game and "independent" seems a little cheating. If they could be equipped one or the other, that'd be great. Likewise with "independant" and "naive", although only a moron would put them both on at the same time. Finally, in turn 2 all AI's mysteriously die. please fix this.
Bunions Dec 4, 2015 @ 2:05pm 
As Impero - ou have my interest / attention! Waiting for a bit more refinement perhaps.
Blackcendre  [author] Dec 4, 2015 @ 11:36am 
@Anticlause I'm currently patching this kind of bugs right now. I'm actually using the effects of other things and changing them a bit so they give the effects I want. Thank you for sharing this bug! :)