Age of Wonders: Planetfall

Age of Wonders: Planetfall

Return To Dust
38 Comments
BladeofSharpness 31 Oct, 2022 @ 2:08am 
I'm playing it and it certainly changes the gameplay in a major way! I would tend to say the AI is not aware it should favor these sectors though. Also an oddity, you can start your initial base in a sector without any monolith.
Das Omega 23 May, 2022 @ 4:58am 
Just wanted to say, I adore your mod. This kind of limitation on expansion rushing is exactly what more 4x games should do. I can actually enjoy the early game instead of constantly worrying about whether or not I'm building colonizers fast enough.
Hear me roar! 23 Jan, 2022 @ 6:49am 
good work! thanks
骨烩拌饭 19 Dec, 2021 @ 7:51pm 
What is the function of your mod
Mr. Phansea  [author] 19 Dec, 2021 @ 5:24pm 
Nope it works with the AI.
骨烩拌饭 18 Dec, 2021 @ 1:35am 
Is mod only for players?
Siren System 1 Jul, 2021 @ 5:04pm 
One big issue I've found. Having a nearby colony for dwelling is... virtually impossible
Mr. Phansea  [author] 10 May, 2021 @ 7:52am 
1.404
Vaelrisian 31 Dec, 2020 @ 8:36pm 
Suggestion: a mid-game tech that allows construction of new bronze infrastructure to fill out some of the empty spaces on the map where there's wide swaths of land with no colonizable sectors. Obviosuly it would be an expensive undertaking, with cost increasing for each one to limit/prevent snowballing. There could also be a late game tech that allows upgrading bronze cities to silver (even more cost prohibitive), and an end game one near the end of the tech tree that lets you upgrade your capital to a gold city.
Mr. Phansea  [author] 3 Dec, 2020 @ 11:48am 
Updated for 1.403
Marianojoey 30 Nov, 2020 @ 2:15am 
Yes, I just started a new Empire last night and the towers were there. :D

Awesome mod, I love it. :D
Mr. Phansea  [author] 29 Nov, 2020 @ 7:13pm 
@Marianojoey
It is usable in the Empire mode. I played a few maps and had no issues. If you run into any issues please let me know. I did zero testing for the campaign.
Marianojoey 29 Nov, 2020 @ 3:41am 
Also, cool video (awesome voice, man) :D
"THIS. IS... GAME DESIGN!" :winter2019joyfultearssnowman:
Marianojoey 29 Nov, 2020 @ 3:37am 
@RougueRifler Now that you added the DLCs and updated for the latest patch, is the mod usable in Campaign and Empire modes or is it still for skirmish maps only?:lunar2019wavingpig:
Mr. Phansea  [author] 19 Nov, 2020 @ 9:39am 
Updated for 1.402
Mr. Phansea  [author] 12 Nov, 2020 @ 7:43am 
Updated for 1.401
Mr. Phansea  [author] 9 Nov, 2020 @ 4:21pm 
Updated for 1.4

aemesh77 12 Oct, 2020 @ 7:19am 
Great mod, makes it much more challenging, and makes early expansion a lot more limited. By the way, just to let the author know, this mod seems to be incompatible with Colonial Guard mod (perhaps Hopper mod too) as you can't produce colonizers while both mods are active (can still play, just can't build Colonial Guard colonizers) Just a heads up, don't expect you to come up with a fix. Anyway thx for the mod
Mr. Phansea  [author] 16 Jun, 2020 @ 6:58pm 
All this mod does is change how the world is generated. It adds secret invisible buildings that block colonization on most of the normal sectors and it adds a new sector type with ruins and towers that you can colonize. That's it. I don't know of a way to make the changes without affecting the campaign.
Vaelrisian 16 Jun, 2020 @ 6:19pm 
Ah, ok. Guess I'll have to do without it until I finish all the campaigns. I was just a little impatient to try this out because the base campaign is soooo long (Each mission takes me at least two gaming sessions), I was trying to go through the campaign with just the movement mod for as close to vanilla experience as possible, but I just couldn't wait any longer. I wonder if it was this mod or the mod that adds additional xenoplague units that was causing my game to crash on this one specific turn in Avium Sk-51 mission..
Mr. Phansea  [author] 16 Jun, 2020 @ 4:53pm 
This is not designed at all to be played with the campaign. It is designed to work with the randomly generated scenarios.
Vaelrisian 16 Jun, 2020 @ 4:38pm 
It's especially bad on first Shakarn campaign mission, because it seems scripted to start you in a very mountainous area.
Vaelrisian 16 Jun, 2020 @ 4:22pm 
By areas I can't reach, I mean they're smack dab in the center of a mountain province with no non-mountain tile paths to reach them. I'd rather not disable the mod that makes ruins and mountains cost more movement, because I like mountains actually being a defensive barrier.
Vaelrisian 16 Jun, 2020 @ 4:19pm 
Maybe it's just bad luck, but I've been playing campaign and getting way too many of the colonizable sectors spawning either in areas I can't reach due to the mod that increases mountain movement cost to 40 or right next to staring colonies or settlements, making them uncolonizable. Also, I was playing the second Amazon mission and no one's starting colony got an infrastructure tower, so everyone's starting colonies were actually worse than the bronze tier colonies.
Rocky 8 Jun, 2020 @ 10:39am 
I thought is was either or.I guess I've been getting lucky.I'm still learning the game after 100 hours. lol
Mr. Phansea  [author] 7 Jun, 2020 @ 4:57pm 
That has nothing to do with this mod. Factions are only defeated if their commander is wounded and their capital is occupied. You have to do both.
Rocky 7 Jun, 2020 @ 4:09pm 
I did notice an odd occurrence I took a factions capital and they're still in the game.
Rocky 6 Jun, 2020 @ 1:36pm 
Ok I see.I usually make friends with the NPC's so I can buy their stuff.It's the best use for influence imo. I'm still less than 100 turns in and I like the changes so far.
Mr. Phansea  [author] 5 Jun, 2020 @ 8:58pm 
Again, I'm still looking for feedback. Currently 50% of the colonizable sectors are controlled by NPC factions with a base of 100/150/200 influence to buy them. The purpose is to make declaring war on NPC factions potentially viable in the early game. The influence cost is high but there's a 10% stacking reduction per relationship tier with that faction and certain factions have doctrines that can lower it even further.
Rocky 5 Jun, 2020 @ 8:34pm 
Thank you I found the one I needed.I didn't notice that there were two.I do have a question though is the amount of influence the minor factions want for colonizable sectors as high as it is on purpose?Most of the structures near me are held by minor factions instead of mauraders.
Mr. Phansea  [author] 4 Jun, 2020 @ 11:24am 
While it might be a little inconvenient, supporting expansions via add-ons makes it so individuals without all the DLC can still enjoy the mod.
Mr. Phansea  [author] 4 Jun, 2020 @ 5:06am 
As far as I know it works perfectly fine with the new patch. If you want to use the new faction there's a separate add-on for it (Return To Dust: Invasions).
Rocky 3 Jun, 2020 @ 9:59pm 
Is this going to be updated to the new patch?
Mr. Phansea  [author] 29 Mar, 2020 @ 8:56am 
@DimanDruid
Я не говорю по русски Этот перевод осуществляется через Google Translate. Спасибо за ответ. С набором инструментов трудно гарантировать, что все сектора могут быть колонизированы, не заполняя карту полностью встречами. Вместо этого я подумал, что было бы лучше иметь 25% -30% секторов для встреч, что делает большую часть карты колонизируемой, но потенциально оставляет пробелы. Еще раз спасибо за ваш отзыв!
DimanDruid 29 Mar, 2020 @ 1:32am 
Получилось не только замедление, но и просто невозможность захватить то, что хочется. Просьба, добавьте высокоуровневую технологию, позволяющую колонизировать ранее недоступную для колонизирования территорию.
Ваш мод очень интересный, но очень не хочется отказываться от возможности, пусть и на высоком тире исследований, захватить всё и вся.
DimanDruid 29 Mar, 2020 @ 1:31am 
Здравствуйте. Очень понравился ваш мод. Но вот возникло несколько интересных ситуаций. Благодаря тому, что сектора для колонизации теперь встречаются рандомно, то случается так, что какието территории просто невозможно присоединить и получить с них бонусы. Например пробил я пару сайтов технологий ("Войтек") и оказалось, что я не могу их никак присоединить к своей империи, по тому как в приделах 3 территорий, от обоих, нет той которую можно колонизировать.
Seraphim Sword 27 Mar, 2020 @ 11:13am 
You fixed a major gripe I had with the game. Thanks.
BungaBunga 27 Feb, 2020 @ 8:23am 
wow,this mod is quite amazing.It brings a brand new game enjoyment just like the non-colony mode does.There's something for me to explore before the new DLC comes out.