Age of Wonders: Planetfall

Age of Wonders: Planetfall

extended sectors
58 Comments
ThePhantomIntheTypewriter 30 Apr, 2023 @ 7:49pm 
I'll probably use the linked version, then. As much as I enjoy this game, I'd rather not dump for the DLCs. Not quite sure what they'd really grant me at this point, outside of some minor enjoyment. But thanks for the quick response!
Nordos/atord  [author] 28 Apr, 2023 @ 1:00pm 
I assume you do, since I edited packs contained in the DLCs.
There is another version I made that has less edited packs, which should be fine without DLCs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2746874108
The difference between these two is that in this version here, I also edited the Landmarks and minor settlements - some of them being from DLCs.

Now, I have never tested what actually happens if you try to use the mod without having the DLCs ... ^^
ThePhantomIntheTypewriter 28 Apr, 2023 @ 12:26pm 
To double check, to use this mod, I require all of the DLCs listed?
Rinel 7 Dec, 2022 @ 9:43am 
The best workaround is just to click with the multifaction army on other unclaimed sector and just scroll up.
Nordos/atord  [author] 7 Dec, 2022 @ 8:14am 
huh. Thats an interesting observation, but sadly I have no way to actually refresh the sector ingame :( I fear the 'reload a save' workaround is still the most useful to bypass it?
Rinel 7 Dec, 2022 @ 7:54am 
"Sometimes the game refuses you to annex some sectors. I have no idea why. It only happens if the city is already quite large in that direction. Annexing more sectors around these sectors often solves that problem."
From what I noticed it is caused when you have units(in a squad/army) from different factions and try to interact with a sector with multi faction army, you get like 'found colony' of 4-5 different factions in a row and you scroll down to reach annex sector/build forward base.

Then when you interact with singular faction game remembers how far you scrolled last time and keeps the scroll despite the fact that there are only 2-3 entries on the list, resulting with you not being able to annex/build forward base, since you can't click the button.
hottt3 27 Oct, 2022 @ 1:25pm 
I've tested the mod and it looks to be working fine (the 'slim' version).
By the way, it would be great to have a simple mod that just let building residentials on water and mountains and nothing else.
Thanks again)
hottt3 27 Oct, 2022 @ 9:09am 
Yes,you are right, I wanted to use this mod on already existing save. As for the Adventure mod, it should be the newest version as I loaded it from Steam workshop and, as far as I know, it should be updated automatically.
I think i'll try to test this mod a couple of days later on a separate save, when I have some free time.
Anyway, thank you very much for the mod and for the answer.
Nordos/atord  [author] 27 Oct, 2022 @ 8:51am 
I think that is actually something different. It seems to me, that the original savegame you try to load didn't use this mod? Or am I misinterpreting something?
Can you continue regardless? Often, it merely tells you that the savegame _may_ become unstable, wiithout it actually happening. I am pretty sure, my mod, for example, should be easily compatible with a normal savegame without this mod.

Another question, did you use an older version of the Adventure Mod for that savegame? There recently was an update IIRC. If so, it can be savely ignored as well.
Nordos/atord  [author] 27 Oct, 2022 @ 6:34am 
Hm, I can't quite remember anymore, but I am positive that the main conflict had to do with an increase of population. Which is the reason I split them apart.
Seeing I did mention having edited the ColonyUpgrade_Strategic, though, there may be problems there.
I would need to look at what I actually changed. Though it should be easily seen - if you can't build a secret tech building in your city (as in, it isn't displayed as an upgrade), then there is a conflict.
hottt3 26 Oct, 2022 @ 9:20pm 
My game says that this mod has a conflict with Adventure Mod. Is it really so?
Nordos/atord  [author] 5 Jul, 2022 @ 3:38am 
No. The terraform effect is tied to residential sectors, not to the effect of residential sectors. As such, they won't convert the terrain to urban.

If you want the background - basically, the entity has multiple properties that are linked to it (including stuff like the amount of spaces for pops, producion values, costs and a lot more stuff). One of those is the 'annex range' and 'annex count', basically. I just duplicated these two properties and gave them to the sector (so that each sector by itself increases the annex range and count, without needing them to be specialized).
The increase cap is something else altogether, and was added with ... DLC3? It was introduced with orbital sectors and is a seperate property that overrides the 'base' value defined somewhere else. This property can also specify the type that is affected (orbital, residental, prod, ...) and didn't need to be bound into anything - just needed to be present.
8B L0vecraft 2 Jul, 2022 @ 12:21pm 
If i'm understanding this mod correctly, I can annex more sectors past the 4 sector limit for specialisations (food/energy/production/research/relay etc)? But if every sectors has the residential effects, wouldn't that terraform the sector to an environment that is unsuitable to the resource upgrade that you planned on investing?
Nordos/atord  [author] 14 Jun, 2022 @ 10:54pm 
@Ingolenuru:
The previous linked sister-mod increases the amount of each spec, including oribal relays, to 999. Is that good enough for your purpose? I rather not change the limit in this mod for those who do not want this feature.
Ingolenuru 13 Jun, 2022 @ 5:34pm 
I concur. 2 OREs would be very nice or in the extreme through concerted effort 3 or 4 of them.
Jaylo 13 Feb, 2022 @ 2:25am 
It is desired to have more than 1 relay for sprawling mega cities for quick movement around.
Even with vanilla cities i think 1 is not enough.
Nordos/atord  [author] 13 Feb, 2022 @ 12:32am 
A general question? Is it desired to have more than 1 Orbital Relay Exploitation? I will first upload my mod without changing that, the rest of the specs are like the residential at 999
Mod is uploaded and be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2752166910
Nordos/atord  [author] 13 Feb, 2022 @ 12:05am 
@JayIo:
Sorry for the late reply.
Yeah, I mentioned it prior. Don't know how to make them compatibile, and may need the action of the author of the BUILD_STRUCTURE mod...
Jaylo 12 Feb, 2022 @ 3:13am 
I wouldn't mind an unlimited version as i just want all upgrades covered for one mega city,

Also it's a shame that your residential effects are not applied to the landmarks that are spawned in via operations with the BUILD_STRUCTURE mod.
If they were applied some how then these 2 mods along with the Terraforming Spells mod would be three PERFECT companion mods together for having your cities how you want them!
Nordos/atord  [author] 11 Feb, 2022 @ 11:58pm 
@JayIo:
This is indeed possible. Would you mind a version with basically unlimited sectors specializations instead? I think that would garner more interest as an additional version, and some would prefer staying on 2 specializations...
Jaylo 11 Feb, 2022 @ 3:34pm 
Nice mod but as you are still limited to only 10 specialised sectors per city i was wondering if you could up the max to 3 for food, energy, production and research so if you play with one mega city then at least all 3 upgrades per resource would be covered in that city.
Arno 8 Feb, 2022 @ 1:53am 
No conflicts so far turn over 100, buildings works as intended even from another classes units appears ofc. My bro will be happy about it. Thank you very much :)
Nordos/atord  [author] 7 Feb, 2022 @ 11:07pm 
@sadeldritchhorror:
I uploaded a version that removed (hopefully) all changes in the DLC packs. If there are still problems, let me know (that would mean that there are still obsolete artifacts of earlier testings).
NOTE: for consistency, I removed the ability from all Dwellings and Landmarks. If you really want a version that includes those, tell me.
Nordos/atord  [author] 7 Feb, 2022 @ 10:43pm 
@arnovanclaire:
Can you test whetever it has been fixed or if there are still some conflicts? Thanks
Nordos/atord  [author] 4 Feb, 2022 @ 1:20am 
@sadeldritchhorror:
If there are residential sectors without DLCs (which I think there are?) then yes. There just needs to be some packages removed that change landmarks from the DLCs.

I will look around in a week, still not at home
Lotus 3 Feb, 2022 @ 5:41pm 
Would it be possible to make a version that did not require the DLC? This mod seems super cool, but I'm not sure about getting this games DLC yet.
Arno 23 Jan, 2022 @ 9:10am 
Glad to hear from you Nordos. Adv mod is at wip stage so long that I create two sets of mods^^ That said, right now I barely play with adv mod so you don't have to rush, maybe even wait for DerMetant to finish it.
Second set of mods contain your mod ofc and new races/playable factions from Wolfie with Expanded Arsenal and those works fine.
Nordos/atord  [author] 23 Jan, 2022 @ 8:04am 
@arnovanclaire:
Now after I tested it myself do I realize what you were refering to. I assume that it is a conflict because of the 'more colonist' changing the colony core, and thus disabling any additional buildings that adventure mod adds (including the ones that let you play secret tech units).
I am currently not at the PC where I have my mod files, as such I can't fix it yet. I will update it without it, to iincrease compatibility when I return (can take anything between one or 3 weeks, probably)
Nordos/atord  [author] 23 Jan, 2022 @ 8:04am 
@Jowry:
Well, I have no clue how exactly it is done in that mod (it is not exactly described), but from the comments it seems to have been bugs regarding 'spawned' landmarks to 'not work correctly' (not unlocking stuff).
As such I wager that the operation actually spawns copies of landmarks, instead of the landmarks itself (I can be wrong, though). As such, there is literally no way for me to actually adapt my mod to it (from what I know anyway), since I would need to edit these cloned landmarks and give them the requisites that let them increase the annex range and number.
Maybe I could look into a way to increase the number of spawned landmarks. This could be a compatible mod to my own, and while you still wouldn't be able to control which landmark to spawn where, it would make cities more interesting.
Mabe also adding a version that remove the limits of specializations in that case, so that multiple industrial specialization landmarks leave you with no sector to annex, etc.
Jowry 23 Jan, 2022 @ 5:58am 
I've been testing this mod and discovered an incompatibility with the BUILD_STRUCTURE ver1.53 mod, it is not possible to annex infinite times in sectors with built landmark, can you please fix this?
Nordos/atord  [author] 19 Dec, 2021 @ 9:22pm 
that you can expand any of your cities forever (more or less)
骨烩拌饭 19 Dec, 2021 @ 7:50pm 
What is the function of your mod
Nordos/atord  [author] 18 Dec, 2021 @ 4:22am 
well, I actually don't know. In theory the AI should be capable of having more sectors as well, but I don't know if they actually build them, too.
骨烩拌饭 18 Dec, 2021 @ 1:25am 
Is mod only for players?
Arno 28 Aug, 2021 @ 10:47am 
I would like to keep units, so I test a litttle and yes the special buildings from adv mod disappear :D
Nordos/atord  [author] 28 Aug, 2021 @ 3:21am 
Though I will be honest with you: I don't think you actually need to avoid the mod clash in this case.
Either my mod takes priority, which means you loose the ability to build other Secret Tech units in your colony, or the Adventure mod takes precedence, which would basically turn this mod just like I would have made a reduced version to avoid the clash.

As such, the question merely is: How much do you WANT the feature to build off-tech units after annexing a Silver Landmark?
Nordos/atord  [author] 28 Aug, 2021 @ 3:04am 
It is possible, and it is not that much work, albeit it would turn these landmarks into 'dead' sectors. As in, you would only be able to have 4 Landmarks before the limit is reached.
I suppose I could also extend the amount of 'natural' sectors you can annex, but the extension would still be off the table. So, you wouldn't be able to annex from these landmarks.

How exactly do you envision it? Just the mod without any landmarks edited at all?
Arno 28 Aug, 2021 @ 1:45am 
So this mod could work without editing landmarks? Would be much work?
Nordos/atord  [author] 28 Aug, 2021 @ 1:32am 
Thats a good question. I personally don't exactly know, but I am positive there is at least one clash:
Both mods are changing the landmarks. I do for extending the reach (basically giving them the properties of residential sectors) and Der Mentat adds an ability to build units from other secret techs to the silver landmarks.
I THINK that is the only conflict, but I am not too sure tbh.
Arno 28 Aug, 2021 @ 1:08am 
Hi Nordos, this mod would be great for my bro, he is one man colony player ;p
But how much it is compatible with Adventure mod?
Nordos/atord  [author] 18 Aug, 2021 @ 10:41am 
the easiest way? Just grow your city by using cheats. 'freepop' while selecting a city gives you an additional population, gain enough to expand by at least 4 sectors, then expand to every sector avaible (will take a few turns). If you can keep expanding, the mod works.
Or, look at the avaible number of residential sectors to easily see if its enabled: if its 0/2, it is not, since this mod increases the limit to 0/999
HAVOC5150 18 Aug, 2021 @ 8:02am 
How do I know if this is working? New player here
Nordos/atord  [author] 6 Aug, 2021 @ 11:49pm 
yeah, probably the very same bug I mentioned. The game seems to fail to update the avaible sectors, and need some sort of impetus to do so (eg annexing other sectors near it or reloading). Sadly I don't think that there is a way to fix that :(
Ecgbert 30 Jul, 2021 @ 3:46pm 
A bug I've found in unmodded games is the refusal to annex a sector or entire a site. Saving and reloading fixes that issue for me when it occurs.
I don't know if that is the same bug you are referring in your known issues list.
Nordos/atord  [author] 11 Jul, 2021 @ 3:26am 
I decided against it. You are only allowed to have 999 (basically infinite) residential sectors.
skaz88 10 Jul, 2021 @ 8:43pm 
Are you allowed to have more than two of a type of sector?
Nordos/atord  [author] 14 Jun, 2021 @ 8:43am 
Turns out, you dont NEED to link it, I just gave it the wrong value when I tested it. Well. Thats kinda unexpected but fine.
So, I don't even need to change the relay. It just works by having that attribute somewhere in some pack that is used o.O Well, at least it does!
redraven313 (DK) 14 Jun, 2021 @ 8:41am 
sadly no, I have zero experience modding AOW games.

I dont really see any problem with double orbital relays, though.
It is overpowered, but so is what this mod is aiming for and even so, you could just adjust it so it only give half the reward.
Nordos/atord  [author] 14 Jun, 2021 @ 8:24am 
Okay, here is a question.
See, I may have found a way to make the residential sectors basically unlimited (you will never reach 999), but I have not yet understood how I ccan reproduce it - I can only change it. And as you may have guessed, this is linked to the 'relay base' spec.
So, I can revert the Residential Sector to what it was (while still having a higher limit than normally), but in return the relay base can be constructed twice in a single settlement. Is it worth it?
I am looking for the place where that attribute is linked to, and once I find it, I can do it without changing the number of relay specs, but for now I would need to replace the effect and change it to residentials....
Any thought regarding that?