Age of Wonders III

Age of Wonders III

Resource Conversion Spells
15 Comments
avenger711 6 Mar, 2023 @ 9:43am 
I finally got my hand s on "Army Mod Spiders Gift". It implements a constructor-unit which can build a scroll with some spell and research points. But I don't know if there's any fundamental difference between building the scroll as structure and summoning it with a spell.
CapitaineYolo  [author] 23 Jul, 2022 @ 9:32am 
@avenger711 Thanks, your translation should be included now
avenger711 23 Jul, 2022 @ 7:41am 
Link for XML with Russian text. https://drive.google.com/file/d/1yLtcYMRnNVDyAGvJjwYoknTxGE_4O_F0/view?usp=sharing

I also added info that secret structures in the cities will stp working after the conversation. This can be not obvious for these who has no idea about internal game mechanics and modding.
avenger711 19 Jul, 2022 @ 12:01pm 
Thx it worked. I made my own skills but I guess it's possible to link to Inspiration or Dijunction since they're always available. BTW I can make Russian translation for your mods.
CapitaineYolo  [author] 17 Jul, 2022 @ 12:08pm 
@avenger711 inspiration might be in an rpk called "class skill data" (or something similar). making a skill researched by default is in the same rpk. You just add the skill to the starting skills of the avatar class.
avenger711 17 Jul, 2022 @ 11:17am 
Played a lot of games with your spell. Usefull but sometimes looks giving too much advantage and sometimes useless if the city has no suitable structures in it's domain. I want to make Mana Fuel like spells which consume mana but I can't make them always researched. And I have no idea where is Inspiration spell located (not in AoWSpelltest.rpk for sure since I used it's Avatar Strategic section). How you done that?
CapitaineYolo  [author] 7 Nov, 2021 @ 4:39am 
Yeah that sounds good in theory, but I just did some digging to see whether that would actually be possible. So far Ive found no way of making it happen :/ I tried altering the sorcerer Spell that spawns mount eggs to spawn a pickup instead, but thats not possible it seems.
avenger711 7 Nov, 2021 @ 4:13am 
I've another great idea. A spell ttat gives you some free sciences which can be usefull to finish the researches with only tens of science remaining and you have 200-300 already and a lot of cast points.
avenger711 4 Oct, 2021 @ 3:41pm 
Works good enough when you need 3-5 prods or research. Funny enough I got situation where it was usefull at the 1st turn with 33 prod ponts and 4 turns for any 100 gold building. Normally all settlements have at least 1 gold mine. But it feels as extra cheap. In fact it's just free and penalty for such advantage is just losing 10-15 gold per turn may be 20-30 if 2 mines.
CapitaineYolo  [author] 3 Oct, 2021 @ 11:21pm 
It's fixed, I just verified against a couple Emperor AIs
CapitaineYolo  [author] 3 Oct, 2021 @ 11:06pm 
I see, thanks for reporting. Im fixing this now ^^
avenger711 3 Oct, 2021 @ 4:07pm 
Here the problem. I tried to start the game with the mod and one AI stuck on the 1st turn, I checked witout the mod and AI finished it's turn. I guess it tries the spell but because it's free it got caught in the loop.
CapitaineYolo  [author] 3 Oct, 2021 @ 6:37am 
Ofcourse one disadvantage of my approach is the reliance on structures. I may try to work some city enchantments in there too to round it out. Feel free to make suggestions ^^
CapitaineYolo  [author] 3 Oct, 2021 @ 4:35am 
Yeah I had that idea aswell, but chose to implement it this way because with City Spells with penalties you can't guarantee that the penalty will take effect. Lets say for example you make a spell that reduces a cities gold by 10 for 5 extra production. as far as I know outposts only generate 2 gold per turn, but that number cant drop below zero, so in that case it would turn into 5 extra production for 2 gold. Or you implement it like this: Reduce Gold income by 5 AND convert 5 Gold into Production. In that case you would lose 2 Gold and gain nothing. Also its harder to see at a glance which spells are active, another reason I chose the structures.
avenger711 3 Oct, 2021 @ 4:17am 
I've the similar idea but via avatar city spells which can increase production but reduce gold income and happines (dead population for necro) Better even 2 similar spells to cast 2 of them. And revesed +Gold -Production and -happines. The 1s one allows to reach desired production level and convert extra happines to prod. boost and the second one allows to convert useless extra production into money.

The key point that unlike Mana Fuel all conversions have some penalty and may be even negative in some situation so they will be usable only when they really necessary like you want produce T3 unit in 1 turn and need just 10 more prod points. Or you got 2 Flow Rock Quarries and a lot of pord points but nothing to utilize them.