Age of Wonders III

Age of Wonders III

Not enough ratings
Living City Necro
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
275.374 KB
30 May, 2016 @ 11:52am
11 Jun, 2016 @ 11:09am
2 Change Notes ( view )

Subscribe to download
Living City Necro

Description
Lets Necromancers migrate cities of living being instead of ghouls.

--Removes Ghoul migration option completely
--Living cities do not receive happiness penalty
--Necromancer Starts with Animate Ruins
--Only way to get new ghouled settlements is to raze and reanimate them

--Starting town is still a ghouled city

v1.1 fixed accessibility of class buildings/units in living cities
17 Comments
Dr_K [Rosencrantz]  [author] 23 Dec, 2020 @ 2:19pm 
@ragernok I think the mod will mostly work on a game in progress. I can't think of any obvious reason why it wouldn't, but there always could be some weirdness that I'm missing.

Some of the starting stuff probably won't be given retroactively though like the Animate Ruins spell.
ragernok 6 Dec, 2020 @ 10:34pm 
Does the mod work for games in progress? Regardless, thank you!!
Dr_K [Rosencrantz]  [author] 2 Aug, 2019 @ 3:54pm 
@Shade, it's alright not being a fan of the mod. I personally don't like playing with it either :)

I originally made it since there was a request for it. Unfortunately, the ghoul mechanics aren't very moddable so I don't think that there is any work around for the wonky razing stuff you have to do to make a Necromancer with living cities function well in game.
Shade 28 Jul, 2019 @ 9:56am 
So - not a fan of this mod. I like the theme,and want to use it, but, as-is, this mod is just... massively detrimental to the necromancer. Say you get a living city, and you want it to become ghoul'ed. You have to raze your own city and raze it - simple enough, except, thats 2-3 turns just to convert it to undead that its producing nor gathering any resources. And then the population loss involved, and loss of buildings/upgrades... its generally unpleasant. And god forbid migration is involved / your a racial purist? Then you have to migrate to your race, then raze and reanimate it, which can take 3-9 turns of -doing nothing-. Should have kept the "Turn to Undead" option as an available choice/1-round conversion, or "migrate to X undead races" as options ontop of the living options.
Cat-Lunatic 2 Nov, 2016 @ 9:28pm 
I still like your mod.
Cat-Lunatic 29 Aug, 2016 @ 10:14am 
I found a very clever way around the Ghoul Settler issue. Just Raze it and then reanimate the ruins. No racial or alignment penalties!
Dr_K [Rosencrantz]  [author] 1 Aug, 2016 @ 5:43pm 
I planned to do that, but unfortunately I have not had time to devote to modding over the past month.

If you know of anyone who is interested in working on it, let me know and I'll try to get in contact with them.
Cat-Lunatic 29 Jul, 2016 @ 10:16pm 
Dr_K you can ask for help with the scripting with those who are good at it.
Dr_K [Rosencrantz]  [author] 15 Jun, 2016 @ 2:52pm 
That's not good. I'm not sure if this problem is going to be easily worked around.

I might be able to get that to work with scripting some how, but I have very little experience with that.

Worst case scenario, I can just remove the ability to create ghoul settlers completely and tweak the settler start issue. Then you have to animate ruins to get ghouled cities.
Cat-Lunatic 14 Jun, 2016 @ 10:58pm 
DR_K: there is one problem with this set up.

Without ghoul city, Necromancers cannot use settlers to build ghoul cities and have to purge them.