ENDLESS™ Legend

ENDLESS™ Legend

EL Major Faction Unit Overhaul
99 Comments
Iceberg  [author] 16 Nov, 2022 @ 10:22am 
Well, this mod's description doesn't mention that one for a reason. Plus, the other mod says the two do not require one another. Happy gaming
DustDevil 21 Oct, 2022 @ 1:15pm 
I honestly don't know if we are supposed to load this mod WITH Native Affinity or just have "NA" in order to have all these changes with FCF
Bucketsmith 10 Jun, 2022 @ 4:56pm 
So are we supposed to bundle this with NA or not? NA still says you can use it with this together!
Iceberg  [author] 20 May, 2021 @ 10:05am 
Had to get rid of tempest capacities since they don't work on land.
Guvenoren 4 Feb, 2021 @ 6:56am 
A suggestion, the settlers should also get bonuses too right? I noticed the Drakken settler unit doesn't have ash breather.
Guvenoren 2 Feb, 2021 @ 9:15am 
Does it work for ELCP?
Sima 15 Jul, 2020 @ 9:50pm 
Oh, it's all bundled in there now as well?
Iceberg  [author] 15 Jul, 2020 @ 9:46pm 
Don't use this mod just use Native Affinity instead.
Sima 14 Jul, 2020 @ 10:30pm 
For mod load order I used your mod collection with this mod in it as linked on this page.
Sima 14 Jul, 2020 @ 10:29pm 
After some testing, I think it's the same issue wendigo101 had a few months ago resurfacing, perhaps due to new ELCP version?

The following factions have issues:

Morgawr - No Mastermind design, no Militia in City
Cultists - No Preacher design, no Militia in City
Broken Lords - Double Settler and Stalwart designs
Ardent Mages - Double Warlock designs
Iceberg  [author] 12 Jul, 2020 @ 11:52pm 
Yeah this mod is not designed for FCF
Sima 12 Jul, 2020 @ 10:36pm 
Seems to be a conflict with FCF and Citylords, if I just enable the mod by itself, these issues are not present.

The issues are also not present if Native Affinity is enabled as well.
Sima 12 Jul, 2020 @ 10:06pm 
Cultists can't train preachers and their city has 0 militias.

Broken lords also have two different copies of Settler and Stalwart as units.
Dıck Dastardly 21 Mar, 2020 @ 11:37pm 
Writing here to confirm the fix for Ardent Mages not being able to hire Telsem Warlocks. Thanks!
Iceberg  [author] 7 Mar, 2020 @ 10:42pm 
Fixed
Hotklou 7 Mar, 2020 @ 2:37am 
They also didn't have City Guard 3, I think.
Hotklou 7 Mar, 2020 @ 2:36am 
Don't know if it's related, but Vaulters (maybe Mezari too?) cannot build Marines. Haven't checked any other races out yet.
Iceberg  [author] 7 Mar, 2020 @ 12:44am 
I'll check tomorrow
Dıck Dastardly 6 Mar, 2020 @ 6:26pm 
(just wanted to chime in to add that this is pretty awesome all-around)
Dıck Dastardly 6 Mar, 2020 @ 6:19pm 
Bug Report: (note that I isolated this by disabling ALL other mods):

Ardent Mages can't build Telsem Warlocks. At all. :(

Also two things:
- the two Telsem Warlocks you start with do have turtle, as intended earlier in this thread, but don't have "rising fire".
- militia don't have "rising fire", which was perhaps a goal of this mod? The militia are appearing, though.
Iceberg  [author] 6 Mar, 2020 @ 6:02pm 
Multiplayer versions make minimal changes with a focus on balance over "what sounds cool."
Hotklou 6 Mar, 2020 @ 9:33am 
How does this mod compare to your other mod, Major Faction Unit Adjustments for Multiplayer? Is the other one just a sort of "Lite" version of this one, or is there any other reason why it has less features than this one? Also, which of the two would be best to use in conjunction with the ELCP (in terms of balance)?
Iceberg  [author] 17 Feb, 2020 @ 12:07pm 
super fixed
Psychodabble 17 Feb, 2020 @ 12:01pm 
And fixed! Woot!
Psychodabble 17 Feb, 2020 @ 11:00am 
@Iceberg Bad news...I just started a new game and the first Vaulter city I encountered had zero militia. Now that I think about it, one of the factions in my last game was wiped out in the first few turns and I remember wondering how that was even possible. No militia would explain it... Maybe check through all the factions and make sure they are spawning militia?
Psychodabble 17 Feb, 2020 @ 10:51am 
@Corrupted Slime Yes, it is.
Psychodabble 17 Feb, 2020 @ 10:51am 
Thanks for the fast action!
Corrupted Slime 17 Feb, 2020 @ 10:18am 
Question: Is this mod compatible with ELCP?
Iceberg  [author] 16 Feb, 2020 @ 3:38pm 
Fixed (again)
Psychodabble 16 Feb, 2020 @ 11:12am 
I like this mod a lot, but it has a pretty crippling bug for the Morgawr...they spawn zero militia in their cities. A fix would be much appreciated!
Amondin 2 Feb, 2020 @ 3:04pm 
Let's switch this to Discord xD
Iceberg  [author] 2 Feb, 2020 @ 3:02pm 
auriga affinity oh lol sure why not
Iceberg  [author] 2 Feb, 2020 @ 3:01pm 
I'm open to suggestions regarding the kassai unit, if you have any in mind.
Iceberg  [author] 2 Feb, 2020 @ 3:00pm 
I can't answer every suggestion you've made because the explanations as to why get longer than the suggestions themselves but suffice to say I have a big picture design about how different factions and units should be working and how they all compare so things like giving mysts winter movement immunity aren't on my agenda.
Amondin 2 Feb, 2020 @ 2:58pm 
Interesting... I just pointed out a flaw with the mod that initially made me not want to try it when I saw it.
Iceberg  [author] 2 Feb, 2020 @ 2:54pm 
your loss
Amondin 2 Feb, 2020 @ 2:11pm 
Native Affinity has at least 5 different unit types that have Unstoppable and there are a ton of duplicate units, though. I'm just trying to get all units to be worth using, and Skyfins, for instance, are something Allayi need to function.
Iceberg  [author] 2 Feb, 2020 @ 2:05pm 
You should really try native affinity. The skyfin has shifting awe 3 in that mod. Power levels are higher in general.
Amondin 2 Feb, 2020 @ 2:02pm 
Also, that's fair about Turtle.
Amondin 2 Feb, 2020 @ 1:58pm 
While you're at it, could you consider some of the other things I recommended based on my testing?
Iceberg  [author] 2 Feb, 2020 @ 1:55pm 
+50% defense after being attacked is actually pretty sweet for them. I wanted forcefield to work cuz it sounded cool but whatever. Think of it like a reactive forcefield that activates when they experience pain.
Iceberg  [author] 2 Feb, 2020 @ 1:51pm 
Btw it actually works and forcefield doesn't. No I can't fix it.
Iceberg  [author] 2 Feb, 2020 @ 1:51pm 
"No defense" well that's an overstatement. They have some defense. They start with 20. It's low, but it increases with level. This is less thematic (forcefield on a battlemage sounded cooler than turtle) but more balanced and basically more effective over the course of the game cuz you get to take damage first and then have a better chance of surviving subsequent attacks, synergizing with ardent fire better.
Amondin 2 Feb, 2020 @ 1:40pm 
So there's no way to fix it? And isn't Turtle both a naval capacity AND bad on them because they have no base defense?
Iceberg  [author] 2 Feb, 2020 @ 1:38pm 
Yeah it doesn't work so I gave them turtle instead.
Amondin 2 Feb, 2020 @ 1:23pm 
Yeah, ancients are crazy
Amondin 2 Feb, 2020 @ 1:23pm 
That's good, and yeah, it doesn't seem like it works. Is there a way to fix that? They would be solid and worth building if it did.
Iceberg  [author] 2 Feb, 2020 @ 1:23pm 
ancients are insanely strong for support units
Iceberg  [author] 2 Feb, 2020 @ 1:16pm 
Militia's fixed. Forcefield lol naval ability doesn't work on land eh?
Amondin 2 Feb, 2020 @ 1:15pm 
I've now confirmed Forcefield doesn't work whatsoever on Telsem Warlocks.