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I'd honestly pretty happily take pure nature, that makes sense to me and leaves more room to sneak in shadow or astral as well. That said, nothing wrong with respecting the former author's vision.
Although the turtles do kinda fit materium, lol. And Tome of Drowned Goddess giving Elemental does mean you actually have good reason to want to end at Creator. Actually, on a strategy layer perspective, the affinites make really good sense. The tome series winds up doing a lot to give additional defense when in your domain, and nature/materium really wants to grow domains. So in practice, it all works out.
I don't decide affinities of tomes based on its synergy with other tomes. Stormborne is a storm tome which there is a distinction to be made about water tomes vs storm tomes.
I personally would do Pure Nature for many of these but it was Nature/Materium originally by Timber (the original author), so I made a call to keep it as-is. As per Timber, he made them materium because water is of the earth. I don't agree but about the time this tome was originally made, Tome modders were making up reasons to do dual-affinities.
Astral doesn't make sense unless you're just looking at the color of the astral icon. As for Pirate Tome, its shadow because undead/souls and its materium due to it's focus on gold and treasure.
My question is, why materium? Unless I am remembering things wrong every water effect in the game is nature, and the "water tome" is astral/nature. Shouldn't these tomes be astral/nature instead of nature/materium.
I also feel a little weird about the last tome being shadow/materium, but I dont't have any suggestions for how to fix it while keeping the undead pirate theme. Maybe astral/shadow could work?
I love the mod. I used it over the last couple of days to beat the last AP story level as Astral focused Architects with a whole Poseidon/Hoplite vibe. This mod was crucial to landing that flavor. Thanks so much! The yield on my water tiles were bonkers by the end.
Deleted some left-over code that was accidentally left enabled
Idk ur name, but I actually can't replicate your bug (even before the update just now). Are you sure its mine? What SPIs are you trying to build? I have a long game with this enabled and I can build SPIs just fine.
Thanks for the compliments! ^^
I feel like, Storm Giants and mariner cultures would benefit immensely from it.
Hopefully Triumph will help fix this.
I was going to say it's absolutely up to you, at this point the mod is your work rather than Timber's.
I would ask Triumph to make modding in custom terraforming a thing without interacting with vanilla mechanics. I'm not sure how well Triumph has been with modding updates, but I remember they were down with talking to modders before. It seems like it even may be a bug since the temples aren't affected by Umbral terraforming.
Hand of the Ocean spell has been disabled, and thus, water can no longer be terraformed.
I mean, we're having a vote right now. So you want it to be disabled?
Primal culture is my favorite and I like this mod, so.
I'm not disabling the mod again. Adjusting all factions that depend on it is just too much work.
Only option is to either disable Hand of the Ocean or edit every terraform spell effect in the game (and there are a lot more than you'd think). Each terraform spell have different "forbidden" areas. Right now, the mod treats all water hexes as "inhabitable" which catches majority of the terraform spells (i.e. Restore the Land).
Primal Culture is more controlled. It's not in the form of a spell and has a certain radius which is why I'm willing to let it slide. I might go and change every terraform effect but it's not going to be anytime soon.
Not something I seem to be able to fix without disabling Hand of the Ocean altogether, so this will have to be allowed.
Hey, similar problem as Laolir.
Primal culture temples ( maybe all of them ) changes coastal tiles.
https://ibb.co/Gf0dCzLs
https://ibb.co/9mrWFd85
Doesn't happen if this mod is turned off.
No problem!
Thank you for the extra information, that did help! I just updated it, so it is fixed now.
Hope it helps.
It's working on my end. Unsub and resub.
Tome of the Swamp is it's own separate mod. What about Swamp tome is broken? If it's solely because of the terraform spell, it is already weaker than the one in ice. We have terraform spells in other T2 tomes like Fertility and Glades except their econ from that comes from the SPI instead.
As for the Army Summon in Drowned Goddess, you already pay extra mana for the Deep-Sea Nimue and Penguin so that initial cost is deceiving. The Kraken is water-only, so I can't treat him the same as any other T4/T5 on the basis he can't traverse land innately. Sure, he can if you also grab Scourge Captain, but even if you do, Kraken is still weaker on land because he can't use his insta-kill ability since it requires specifically embarked units.
Hand of the Ocean spell is back online. Water Hexes can be terraformed into (via this spell) and other terraform spells cannot terraform OUT of water hexes.
If you are mid-game, water will be terraformable until you pass turn
Storm Siren
>Her abilities are back
@Kim Bosong
Just look right below LineArck
I tested it with my own terraform spell and I could also turn ocean into land. Without your mod the ocean is an invalid target, as it should be.
Undine
>Gains Elemental Tag
Touch of the Drowned
>Gains Amphibious
>Gains Elemental Tag
>Gains Fleeting (is not impeded by enemy ZOC)
Goddess' Tears
>Inflicts 2x Curse of Drowning on enemy units
Rough Waters (NEW SPELL - Sustained World Spell)
>Makes water provinces in all friendly territory harder to move through for enemies
>Friendly Water-only units gain hastened while in those provinces
>Enemy units, except Water-only units, suffer a passive Curse of the Drowning during battles
Hand of the Ocean
>Terraformed water now looks normal
>The terraformed hex is now properly treated as a hex that is water (but will still also be treated as a land hex)
-[Scourge Captain]-
Sea Ghost Lord (NEW TOME PASSIVE)
>All water-only units gain Ethereal and Floating so they can traverse land
Wailing Call (NEW SPELL - Combat Summon)
>Summon a Banshee in target hex with 1 AP
Curse of Drowning
>Has no affect on Amphibious and Water-only units
Due to feedback and figuring out some things, here is another update:
DISCLAIMER: By water-only units, I mean unit who cannot traverse on land
-[Overall]-
Hand of the Ocean is only given to Tome of the Drowned Goddess. Additional changes to the spell is under that tome
-[Tome of the Sea]-
Siren's Cove
>Fixed a bug if it not showing
>Now can ALSO act as a Teleporter
Note: Purpose of his is so water-only units have a way to get from one body of water to another.
>Now has a "Siren's Growth" passive that grants +4 XP per turn to water-only units
After some digging, I can do water teleporters. Main point was that the terraform spell would allow you to connect bodies of water. Water Teleporters might be able to substitute for that. As for the Stormborne vs Drowned Goddess argument, i would rather buff the tome itself if it feels it doesn't live up to it's intended design.