Age of Wonders 4

Age of Wonders 4

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Pylons - Player-made Strategic Hazards
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File Size
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4.230 MB
14 Apr, 2024 @ 12:11pm
15 Apr, 2024 @ 1:08am
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Pylons - Player-made Strategic Hazards

In 1 collection by badokk
Badok's Vanilla+
13 items
Description
Sacrifice your supports and mages to gain strategic supremacy!

Description:
This mod introduces new strategic structures that spread both harmful and beneficial effects on the surrounding sectors. They are constructed by sacrificing a Support or Battlemage unit through a Sector Operation, which will create a magical Pylon themed on the sacrificed unit.

These structures are also used by AI players, though they aren't smart enough to actively protect them.

Instructions:
The mod can be safely added to and removed from ongoing sessions. On load, every support and battlemage unit will receive the ability to construct a Pylon on the sector it's standing on.

Placement Rules:
  • 1. The sector center cannot be occupied by the enemy
  • 2. Can't be placed on sector's seven central hexes, existing structures and mountains (the operation will work, but the resulting pylon will be offset to a random valid hex in the sector)
  • 3. Pylon's can't be placed on neighboring sectors (if two neighboring ones are constructed simultaneously, only one will succeed at random)

Known bugs:

Compatibility:
The mod edits three units to add a DataStoreTag for display purposes. Therefore it may conflict with mods that edit units. Since it's not a big deal if the unit hyperlink doesn't show up in "Construct Pylon" tooltips, it's best to keep this mod higher on load order, so that other mods can overwrite my change.

  • Tome_Cycles, "Druid of the Cycle - Unit", added missing DataStoreTag "DRUID_OF_THE_CYCLE_UNIT".
  • Tome_Beasts, "Wildspeaker - Unit", added missing DataStoreTag "WILDSPEAKER_UNIT".
  • Units_Culture, "Feudal - T2 - Bannerman - Unit", added missing DataStoreTag "BANNERMAN".
1 Comments
TurtleMaster 13 Jul @ 1:50pm 
Amazing mod, I love it, and it works. There are only two flaws ive found, and they're incredbly minor.
1: The ice pylon description doesnt properly disaplay. Works fine, just doesnt show up.
2: On the worldmap, allied units are still affected by the -1 to resistances. In battle it only affects the enemies, but it does on the worldmap.However, the AI like never uses world map attacks spells so its fine
3: only pylons inside borders cost maintenance (I know you already know about this)