Warlock 2: the Exiled

Warlock 2: the Exiled

Water Terraforming Spells
21 Comments
buzzshiza 19 Feb, 2015 @ 5:40pm 
I wonder if the Rune spell doesn't end up behaving, if you could 'seed' extra Runestones in Lost Caravans, Shipwrecks, and maybe even increase the % chance of it dropping as it normally does. Would it be possible to create a pack of new Runestones to mix with the current ones?

Shame about the chasm. I kept trying the Greater Raise Lands spell in lots of locations, hoping for a miracle-lol. If resources weren't placed so frequently on tiny peninsulas, it wouldn't be so bad. Particularly in Exiled mode.

Best of luck and thanks for all your effort!
Shidan  [author] 19 Feb, 2015 @ 11:07am 
I've actually tried to do a spell that can terraform from chasm in the past. As a counter to a custom spell I had made to destroy terrain. Unfortunately, chasm seems to immune to terraforming spells in a similar way water is. Though the trick I used for water doesn't seem to work on chasm.

I may look into it again though, as I'm far more experienced with modding this game than when I originally tried.

News of the Rune spell: I have hit a bit of a snag. In it's current form, it can only be used once. Which is most certainly not ideal. Apparently quests can normally only be triggered once, and that is unfortunately how I was handling the spell. I've got a few ideas on how to bypass it, but progress is slow as I've never messed with quests before until this mod.
buzzshiza 19 Feb, 2015 @ 9:17am 
The mod I included in the previous post works fine, but does not have the following land terraforming spells that I think would be great additions:

Living Land, Fertile Plains (could include the death counterparts for the undead as well), but what would be most interesting would be the ability to fill in the chasm spaces (specifically allow 'Raise Land' to work) on realm maps to allow for maximum city potential.

Are these possible?
buzzshiza 12 Feb, 2015 @ 11:35am 
Deep down on page 8 of the modlist, I found this and am currently trying it out: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=308766414

If it works, maybe there will be no need for the single-target hex terraforming spells. Though the Random Runestone spell would still be lovely. !
Shidan  [author] 11 Feb, 2015 @ 2:41pm 
I've occasionally gotten issues where a spell doesn't work where it should. It's possible that's what happened there.

I'll look into how possible the Runestone spell is. ATM my idea of how do it is only a theory. I've never done anything similar before, but I see no reason it won't work. Though so far my odd workarounds seem to work, this mod required one and it works. :)
buzzshiza 11 Feb, 2015 @ 2:30pm 
I love that idea about getting a Runstone for a spell, you could even give it a 2 or 3 turn timer so it wasn't overpowered (though, if it is random, 1 turn should be enough). I think this would be very popular! The reason I thought of it was I quickly ran out of lower cast times runes for the terraforming spells. :D

Nothing was on the swamp, but it was in the domain of a Naga city that was half land, half half water. I'll try it again, might have been bad cursor management. :P
Shidan  [author] 11 Feb, 2015 @ 2:23pm 
I'll think about it. I try not to add too many spells given the way it reshuffles the research tree. But it wouldn't be very many, maybe three or four, since some already have single target.

Pretty sure that is impossible. The code for creating artifacts is pretty hardcoded, no way to alter or borrow it to do something else. The closest thing I can think of that would work around it, would be capable of giving a random rune everytime you cast the spell. Could be interesting. Would give more use for runes anyway. As it is I almost never use them, as I don't have enough good ones.

Works on swamps for me. Was there any other special features about said swamp? Like a lair or a resource?
buzzshiza 11 Feb, 2015 @ 1:53pm 
What would be the chance of creating some single-hex land terraforming spells? Specifically, it seems there isn't a non-religion one for Desert (to get the bonus for mana production), only the Desertification (which is multiple hexes) for Heila. Not sure how many others are like this (Cold Wind is single, but Fertile Lands is adjacent hexes).

On a not-wholly-unrelated note, has there ever been talk of creating our own Stones (to customize spells), much like the Artefacts, maybe with a spell?

Clean Water works great except it didn't work on a Swamp hex. Is that normal though? All the localization is perfect. Thanks for this great mod!
buzzshiza 11 Feb, 2015 @ 9:55am 
That spell sounds ideal for the Naga in terms of not having to build the Water Spring, and then have to lower the land for hills and mountains, but what is most cool is the ability to dig canals for ships, without having to resort to Teleportation for ships or Levitation for water-only units like the Great Serpent.

I always wanted canals for Civ (which has NO terraforming at all---can I ever go back? lol); it is fabulous that the 4x genre is evolving. Many Kudos to you, Shidan, and to indie studios like Inoco.
Shidan  [author] 11 Feb, 2015 @ 9:44am 
Also keep in mind it can't be used on tiles with buildings. Mostly to prevent it from being too OP.
Shidan  [author] 11 Feb, 2015 @ 9:42am 
Ok, localization data is added. As well as the new spell.

The new spell has two uses. The first, it can turn any water into just plain old water. Think of it like a "Barren Land" spell for water. The second, it can turn any land tile into water. Including mountains and such. No more having lower over several turns, or having to worship Lunord.

Note: Ignore the fact that it says it can be used on Chasm, it can't. Just an unavoidable side effect. You can try, but it won't actually cast the spell.
buzzshiza 9 Feb, 2015 @ 10:11am 
Glad it's not a conflict, but especially glad for new spells! :D By the way, I actually prefer the single-target to AoE terraforming spells usually, so not an issue.
Shidan  [author] 8 Feb, 2015 @ 11:44pm 
Yeah, not a conflict. Looks like I forgot a little bit of localization data. I'll probably fix it in a few days. I've been thinking about adding another spell anyway, I'll just do it at the same time.
buzzshiza 8 Feb, 2015 @ 8:53pm 
Perfect for the Naga, thoroughly am enjoying these extra ways to terraform. This is probably a conflict with another mod, like Warlock Overhaul, but there is some code-type text on the spell page for these spells, which doesn't matter since they work flawlessly, but wondered if that was common or not.
norby511 19 Jan, 2015 @ 11:59am 
On a playthrough I got the teleport and made a mote around the portals... I am unstopable
Heretek 21 Nov, 2014 @ 10:10am 
Lower the Lands still transforms plains tiles into water tiles.
Shidan  [author] 20 Nov, 2014 @ 8:42pm 
TheDeadDude, no it does not add one for creating water out of land. I'm not sure what you're talking about. Does "Lower the Lands" not work on plains anymore? Last I knew it did, though the non AoE version "Lower the Land" never has in W2.
TheDeadDude 20 Nov, 2014 @ 7:27pm 
Does this mod add a water terraforming spell? Or do we have to rely on lunords lunar tide to make water tiles? In the new patch it seems they half removed "lowering the lands" from creating water tiles. I'ts still possible to make water with lower lands but you need to raise 1 land and then AoE lower lands to make water tiles but this way you will always have 1 tile of land.
Shidan  [author] 9 Nov, 2014 @ 3:10am 
That was the goal. :)

I really wanted the Life and Death ones to require Agrela and Krypta relation, respectively. However it appeared that doing that required them to be in the divine spell tree, where there is no room for them.
IKkrow 8 Nov, 2014 @ 11:07pm 
Works perfectly, and are integrated into research in a way that they feel like an original part of the game.
IKkrow 4 Nov, 2014 @ 7:17pm 
Trying this on my next play through, it looks like an excellent idea. Thanks for your hard work, and your help on the Paradox boards Shidan.