Age of Wonders 4

Age of Wonders 4

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No Extended Zone of Control (Defense Mode)
   
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15 May, 2023 @ 1:16pm
6 Dec, 2024 @ 9:35pm
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No Extended Zone of Control (Defense Mode)

In 1 collection by Komogi
Komogi's AoW4 Mods
16 items
Description
(Updated for the Ways of War DLC / Tiger Patch!)

Overview:
All Defense Modes no longer extend Zone of Control to all adjacent hexes!

Zone of Control is what determines whether a unit can be flanked, and where it can perform Retaliation and Opportunity attacks.
Might make unit facing more important and flanking maneuvers more viable!
Is it balanced? Well, that's up to you to decide! ;3

If you want an alternative version where all Defense Modes still extends Zone of Control, but only to two additional adjacent hexes, you can find it here!


Changes:
  • Defense Mode, Defense Mode - Shield Wall, and Defense Mode - Warding, Defense Mode - Shield Wall, and Defense Mode - Turn to Stone no longer extend Zone of Control to all adjacent hexes.
  • Ability descriptions of Defense Mode, Defense Mode - Shield Wall, and Defense Mode - Warding, Defense Mode - Shield Wall, and Defense Mode - Turn to Stone have been updated to reflect the above changes.
  • Tooltip descriptions of Defense Mode, Flanking, and Zone of Control have been updated to reflect the above changes.

Any feedback is greatly appreciated! Let me know what you think!

This mod and my other mods can also be found on Paradox Mods![mods.paradoxplaza.com]


Modding Information:
This mod changes the following files in the base game:

Upgrades_Core_UnitProperties.rpk
{Defense Modes - UnitProperties}
-Defense Mode
-Defense Mode Property Stat Bonus
-Defense Mode - Shield Wall
-Defense Mode - Shield Wall - Property Stat Bonus
-Defense Mode - Warding
-Defense Mode - Property Stat Bonus

Tome_Rock.rpk
{Tome of Rock - Unit}
-Defense Mode - Turn to Stone
-Defense Mode - Turn to Stone - Property Stat Bonus

Tome_Artificer.rpk
{Tome of Artificing - Units}
-Defense Mode - Protective Wall
-Defense Mode - Protective Wall - Property Stat Bonus

Units_Tooltip_Definitions.rpk
{Units tooltip definitions}
-Defense Mode Concept
-Flanking Concept
-Zone of Control Concept
Popular Discussions View All (3)
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20 May, 2024 @ 3:37pm
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Komogi
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15 May, 2023 @ 1:50pm
PINNED: Bug Reports
Komogi
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15 May, 2023 @ 1:49pm
PINNED: Mod Compatibility
Komogi
16 Comments
Komogi  [author] 6 Dec, 2024 @ 9:40pm 
Version 1.3 Update

Compatibility update for the Ways of War DLC / Tiger Patch!

(No changes were made.)
Komogi  [author] 25 Jun, 2023 @ 2:37pm 
@Glorfy - Alternative version of this mod where Defense Mode only extends Zone of Control to two additional hexes is released and can be found here!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2994712762
Komogi  [author] 25 Jun, 2023 @ 2:25pm 
Version 1.2 Update

Changed name and description to better reflect what this mod does, along with an explanation for Zone of Defense.

Also fixed Defense Mode - Turn to Stone and Defense Mode - Protective Wall unintentionally extending Defense Mode to all adjacent hexes.
(Dev Note: Must have missed that when I remade the mod from scratch whoops.[/i]
Komogi  [author] 23 Jun, 2023 @ 5:39pm 
Cheers! :D Yeah, those kinds of flanking tactics are awesome, and part of why I created this mod in the first place haha

I should be able to whip up the alternative version in about a day or two, I'll update here once it's released!
Glorfy 23 Jun, 2023 @ 4:47pm 
Yo that's perfect! I like that way more actually, to have the one hex behind a Defense Mode unit stay vulnerable.

I can already imagine how sick it would be to maneuver a fast unit behind the enemy formation to nail a shield unit in its one vulnerable hex. Reminds me of a similar tactic in Total War games.

Would love to see this!
Komogi  [author] 23 Jun, 2023 @ 4:31pm 
As much as I like the idea, that can't be done at the moment with the mod tools that we have unfortunately :(

In the back-end, Zone of Control is what determines if a unit can be flanked, as well as where Retaliation / Opportunity attacks can be performed. What this mod actually does is remove the bonus Zone of Control a unit gets from being in Defense Mode, which is equivalent to preventing it from "gaining" flanking immunity.

The best I can do is to create a version of this mod where the "extended" Zone of Control leaves the hex behind the unit vulnerable. Thus, it could still be flanked from behind, even while in Defense Mode. Would that be something you're interested in?

Thanks for checking out +1 Retaliations btw ;3
Glorfy 23 Jun, 2023 @ 4:19pm 
Any chance we could get a version with only the removal of flanking immunity, but keeping the extended zone of control?

Besides keeping a unique aspect of Defense Mode, this implementation would create a really cool scenario where flanking a unit that's in Defense Mode is a bit trickier but not impossible (you'd have to spend more movement to avoid their extra ZoC to achieve a flanking position / circling around them is more difficult).

This puts even more emphasis on unit maneuvering and positioning, and you don't lose the extra wrinkle in formation-planning that the extended ZoC brings to the table. It also pairs even better with your +1 Retaliations mod balance-wise imo.
Komogi  [author] 24 May, 2023 @ 2:46pm 
Version 1.1 Update

Fixed custom text incompatibility with other mods.
( Thanks for helping with troubleshooting RambelZambel! )
Komogi  [author] 24 May, 2023 @ 2:40pm 
Yeah, honestly I'm not sure what happened, I might have unintentionally modified a language file somewhere when I was first learning to include custom text.

A new update will be out in a second, which hopefully should fix the issue! Had to recreate the mod from scratch, which thankfully didn't take long as the mod itself is relatively simple.

Thanks so much for trying to help pin down the issue, RambelZambel !
MaCC165 24 May, 2023 @ 6:44am 
yea, better form trait has the same prob with your mod, just the description of the traits doesnt change if used with your mod, the moddev of this mod wrote this to me: "might be that the author of that mod left the en.mo language file preloaded in one of the modified rpks. Can't see another reason for it overwriting descriptions"