Age of Wonders: Planetfall

Age of Wonders: Planetfall

Adventure Mod
617 Comments
pspenc 23 Apr @ 1:38pm 
With only running this mod, the number of mods units can have initially is 3, even though the other changes are showing. Is there a way to fix this?
Briggs 13 Nov, 2024 @ 1:56pm 
Great mod by the way!
Briggs 13 Nov, 2024 @ 1:55pm 
Okay, thanks for the answer.
Der Mentat  [author] 13 Nov, 2024 @ 12:10pm 
Mounts definitely can't level up. I'm actually not sure why the rank is displayed for the mount (it's too long ago that I worked on the mod...)
Briggs 12 Nov, 2024 @ 11:09am 
I noticed my High Lord mount has the Recruit trait. Does this mean that it levels up, too? In general, it seems kind of odd if they don't, though I'm not sure how they would.
Wilgryf 17 Apr, 2024 @ 2:16pm 
@andrefm92 I have that bug too, it's crashing on oathbound hackers for me
Nordos/atord 20 Nov, 2023 @ 11:07pm 
@hott3: yes. I basically only played it in that mode :)
Conversly, its may break the campaign, though.
hottt3 20 Nov, 2023 @ 9:04am 
Thanks for the great work! Does this mod also work on empire mode?
Der Mentat  [author] 3 Nov, 2023 @ 10:53am 
@lukstoj1: All the text is included in excel files. You can find these in Steam -> Steamapps -> Workshop -> Content and then look for the files from the Adventure Mod. There's a language folder that consists again of seperate folders for each language. You can choose the language you want to translate into and replace the english text in the column for Localized String. (This is a lot of work though).

Later I could include the files in the mod.
lukstoj1 21 Oct, 2023 @ 8:53am 
I have a question. How do I translate your mods into another language? is there any editor?
Kim bosong 31 May, 2023 @ 3:47am 
@andremedeiros737 that's bug of nexus
andrefm92 30 May, 2023 @ 5:52pm 
I noticed that when opening imperial archives and inspecting some types of units, the game crashes, can anyone tell me if this also happens outside imperial archives?
I apologize for my English, this is not my native language.
Tom Cormie 25 May, 2023 @ 9:29pm 
I'm sorry, but the preferred terrain/climate is a very good idea. Maybe on the next planet I'll try your new faction compatibility mod, which turns it off. Then if its absence becomes disturbing, I'll turn it back on :) Thanks for the excellent work!
Der Mentat  [author] 25 May, 2023 @ 10:21am 
Yeah, I know the terrain preferences don't work optimally. I couldn't find away to link it to the cities though, it's probably not possible.
Thanks for the bug report about the valkyre.
Tom Cormie 24 May, 2023 @ 11:32pm 
Here again after a year. I updated my mods and started building an Empire. Adventure, Nexus, Weapon minimum range, Hardcore emperor (tech), Extended sector unlimited, Dwellings revised, More sector, More skill points (7). I'm about to capture the third planet and so far this collection is quite good, and compatible. During the day, when I have some time, I read the description of the Adventure mod, and in the afternoon I play :)

Question: Could the operation of the preferred climate and terrain be changed? If I capture an amazon city with the vanguards, the amazons suddenly like the fertile plains, and the forest makes their happiness worse. So is it possible to make the preferred climate/terrain work per city rather than the entire map?

PS: the vanguard valkyre still only has 4 ranks, and can immediately use 3 mods, so it acts as an NPC unit.
Ariá_Beta 18 May, 2023 @ 6:22pm 
no complaints, i just gotta say the reality crusher looks like a tractor
Der Mentat  [author] 7 May, 2023 @ 4:25am 
@Zistac: Great that you enjoy the mod! Yeah, usually I start publishing mods when the DLCs are done, but even if I would start earlier it takes at least a year to finish them...

@Serulin: That's indeed strange. From my personal experience there are a lot of neutral armies that consist of a single T4 unit and armies with less than 4 units were also not uncommon.
Serulin 6 May, 2023 @ 11:04pm 
@Der Mentat Thanks, but also I found it weird that every battle seemed to be around the strength of a full stack. Maybe they evolve or something, just so odd
Nordos/atord 6 May, 2023 @ 3:10pm 
he did indeed mention having plans, but ... well, the game's not out for a long time, so I doubt that the mod will be released that soon either :P
Zistac 6 May, 2023 @ 3:01pm 
Hi, I don't know if you are interesting in the new AOW game or not, but it would be incredible if you could develop an adventure mod for that game as well, as it shares many of the same problems that Planetfall did. Early game is almost completely disconnected from the late game in AOW4, sadly.

Do you have any plans to mod AOW4 as of now?
Der Mentat  [author] 1 May, 2023 @ 12:36pm 
I didn't change anything about the number of neutral units, only the variation in neutral stacks (and of course I added buffs to the AI players to produce more and stronger units).

But your description actually sounds like you encounter a lot of stealth units (Phase Tank would be an example) that are only visible when you're close. At least this seems more likely than stacks that expand when you approach (I doubt this is modable).

The best solution might be to just reduce the stack size of neutral units in the settings at the start of the game.
Serulin 30 Apr, 2023 @ 8:23pm 
So I have this mod and the better AI mod. I love the idea of both, but not sure which mod is causing it, but neutral and marauder stacks on the map will appear smaller then go to 5-6 units when I approach and get right next to them. Nearly every stack is the same size as my own to the point where I can barely autobattle anything. I am fine with having to fight marauding armies or occupied sites, but even minor resource cashes expand from 1-2 units to full stacks, artificially prolonging the game. Even my high level heroes with mostly tier 3 units have to fight or risk a chance of losing something.
Der Mentat  [author] 19 Apr, 2023 @ 10:08am 
I'm pretty sure there's a way to disable this in the game settings. It's definitely not something that comes from this mod (and probably not even modable).
sergiy-8 17 Apr, 2023 @ 3:08pm 
Hello! Thank you for your work! I especially like the quality development of the characters.
But there is one downside. When passing the move. Mod all the time translates the camera to the movement of enemy units.
On a large map, this results in very long wait times. While there is a move of units under the control of the computer.
Is it possible to make the transfer go faster?
Der Mentat  [author] 30 Mar, 2023 @ 3:54am 
With nexus mod you can equip multiple weapon mods but these mods then also have an increased cost (same as with NPC units). However, I should be able to fix the rocket ram bug with the next update.
Kim bosong 22 Mar, 2023 @ 1:02am 
oh wait... nexus is causing other bug where you and AI can equip 3 mods without level up. there is no way to avoid bug.
Kim bosong 21 Mar, 2023 @ 2:51pm 
i have found reason. i ran the game with this mod and nexus mod, then dvar excavator tank's rocket ram works with explosive mod. in-game limitation is causing bug. i recommend nexus mod even when you run this mod only.
Kim bosong 21 Mar, 2023 @ 2:38pm 
i found bug. dvar excavator tank's explosive mod doesn't work on rocket ram. tested only with this mod. this mod is causing it. i don't know why.
工口兔 24 Feb, 2023 @ 11:36am 
@Eternal Daemon
I'm pretty sure some of those issues you got are from vanilla, such as the unit icons one. Not sure about others but Nexus mod does solve many weird issue so it worth a try.
Eternal Daemon 22 Feb, 2023 @ 11:21am 
It seems like I'm starting to experience issues with this mod from having too much stuff unlocked in the galactic empire mode. Unit icons aren't appearing, academy structures are missing, and I've experienced a crash. Can anyone confirm that the nexus mod is necessary once you have too many unlocks in the galactic empire mode?
Zombie_113 17 Feb, 2023 @ 8:54pm 
Adventure Mod breaks compatibility of SUBJUGATOR unit with Adaptive Camouflage Projector mod. It cannot be placed either on the hero in the SUBJUGATOR vehicle or on the unit itself (not in the list).
VikingRDD 15 Feb, 2023 @ 4:38pm 
@Teiwazi confirming - your method works.
These files are located in <System Drive>:\Users\<Username>\Documents\Paradox Interactive\Age of Wonders Planetfall\
Omni 15 Feb, 2023 @ 11:16am 
Got help: Delete the .launcher-cache folder and the launcher -v2.sqlite. You will need to setup your Playsets again, but it works for me.
Omni 15 Feb, 2023 @ 10:41am 
Can confirm this. Can't seem to get this mod (or lately any mod) to activate...has anyone a solution?
VikingRDD 12 Feb, 2023 @ 12:44pm 
I also resubscribed - it was first thing I tried
Der Mentat  [author] 12 Feb, 2023 @ 12:38pm 
Maybe it helps if you unsubscribe and resubscribe?
VikingRDD 12 Feb, 2023 @ 11:48am 
I unpacked the archive but that didn't help
VikingRDD 12 Feb, 2023 @ 11:48am 
That's very strange but it seems that this mod does not work anymore... I have it enabled in my playset but I don't see changes in game. When I checked the mod folder I saw only an archive in \SteamLibrary\steamapps\workshop\content\718850\2377887888
Der Mentat  [author] 9 Feb, 2023 @ 10:02am 
So far, I haven't heard of any issues with saves because of an update. This update shouldn't be different.
donschmiddy 7 Feb, 2023 @ 9:33am 
save compatible?
Der Mentat  [author] 5 Feb, 2023 @ 10:18am 
Update to 2.9


Bug Fixes:

- Effects of Warcry II and Warcry III are now displayed correctly
- Heritor Assault Equipment fixed


Balance:

The doctrines Development Focus: Mobility and Development Focus: Power could easily be exploited by switching them on and off on the same turn; to prevent this, both are changed:

- Development Focus: Mobility grants now only Expedited Movement for Ruins and Mountains (was Ruins, Forests, Mountains and Wetlands), instead all Scouts gain Fast Movement

- Development Focus: Power grants +1 medal rank and +10% damage for Core, Skirmisher and Specialist units (was +20% XP); heroes with vehicles are excluded
Der Mentat  [author] 5 Feb, 2023 @ 10:17am 
Changes to hero skills:

- Defensive Stance: Is now called Defensive Support and grants target non-hero unit +4 status effect resistance until end of combat (CD:2) (the old skill made all units immune to flanking and thus made tactical positioning less important)

- Lethal Stance: Is now called Offensive Support and grants target non-hero units +20% critical hit chance (was: all units gain Flanker for 3 turns)

- Unpredictable Attacks: Units in the hero’s army deal +15% damage with flanking attacks (was: +15% damage if they move at least 3 hexes)

- Fortification: Units that don’t move during their turn gain +2 armor against non-flanking attacks (was +1 armor)
BattleMech 31 Jan, 2023 @ 4:15am 
@Der Mentat. Sorry, It was my mistake. After that, I saw that for non-veteran units only one modification can be applied. A very ambiguous decision, in my opinion. Because the chance of survival for such units is noticeably reduced.
Der Mentat  [author] 30 Jan, 2023 @ 6:27am 
Which modifications exactly?
BattleMech 29 Jan, 2023 @ 8:09am 
I'm not able to use two electric modifications on my units.
Der Mentat  [author] 28 Jan, 2023 @ 11:17am 
Thanks GrokGrokov, that's probably a bug...
GrokGrokov 28 Jan, 2023 @ 9:14am 
When you create Heritor's Commander and take Heritor Assault Equipment, he has the same starting skills as in vanilla: +15 Accuracy from Cover and 10% Ranged Damage, instead of +5 HP and 5% Ranged Damage. Is that how it should be?
skaz88 21 Jan, 2023 @ 8:28pm 
Thank you for checking. I wish I could use the units but I have no idea where to even start there....
Der Mentat  [author] 21 Jan, 2023 @ 11:53am 
@skaz88: After looking through my notes I'm not sure any more if this is possible without creating issues with other parts of the mod. You could try to add a higher priority mod and open all the species definition and secret tech definition rpks (EG Definitions_SpeciesAmazon.rpk). There you need to select for example the line Species Definition Amazon and click on Mod without actually changing anything in the corresponing options on the right side. Then it should overwrite the hero skill groups that I linked to the species. It will however also overwrite a link to a player property and this could lead to bugs...
Der Mentat  [author] 20 Jan, 2023 @ 2:40pm 
@Kim bosong: It's compatible (there might be some minor changes that get overwriten through the Adeventure Mod though)

@skaz88: It's probably possible but I need to check my notes first (not sure which rpks had to be changed)