Age of Wonders: Planetfall

Age of Wonders: Planetfall

Adventure Mod - Unrestricted Modding
16 Comments
Der Mentat  [author] 23 Apr, 2023 @ 10:30am 
Ok, in this case I'll keep the mod in the current form. Possibly I'll create later a new version of the mod that is only about the new content (but probably not within the next year).
PaleEnchantress 22 Apr, 2023 @ 3:32pm 
I would really appreciate you not doing that about the colonizer cost. I have to still make income cities like crazy to keep the AI from trampling me and stopping my adventuring.
Der Mentat  [author] 19 Apr, 2023 @ 10:27am 
I got recently the suggestion to remove the increased colonizer cost from this mod. This seems reasonable because in this version the mod is more about extended content than about the initial idea of the adventure mod (with the concept of less cities and armies).

If there are no objections, I would include this change with an update, probably next weekend.
Der Mentat  [author] 5 Feb, 2023 @ 10:36am 
@GrokGrokov: Unfortunately I cannot fix this. This bug will only happen under very specific conditions, though. The way I implemented the ultimates required a difficult workaround because normally you cannot have skills that require a specific secret tech and have at the same time a global skill as requirement. At least the bug should only occure if you skip several important skills (like Modular Extension).
Der Mentat  [author] 1 Feb, 2023 @ 10:29am 
Thanks, that must be a bug.
GrokGrokov 31 Jan, 2023 @ 8:34am 
Found a problem.
From the racial skills of the heroes, you can take the ultimate regardless of the secret technology.
Example:
As Oathbound/Heritor in the Oracle Protégé skill tree, you can take both ultimates - Oracle’s Reward or Siege Runner.
Der Mentat  [author] 28 Jan, 2023 @ 11:15am 
Yeah, you can just replace NFC. I copied all changes that the NFC includes and just added the features from the description above.
GOGATSY 27 Jan, 2023 @ 4:51pm 
No, I meant - will the changes that you made in this mod for units that cant be promoted to veterans/champions be transfered to your New Facition Compatibility Mod (for example for units from colonial guard etc)? Or you transfered all features from that mod here, and all changes for heroes from New Facition Compatibility Mod are still present here and i can just replace NFC with this mod?
Der Mentat  [author] 27 Jan, 2023 @ 2:47pm 
The NPC units? What kind of changes - do you think they need to be buffed as well?
GOGATSY 26 Jan, 2023 @ 7:43pm 
Will there be changes in your New Facition Compatibility Mod regarding units that can not be promoted to Veterans / Champions?
Der Mentat  [author] 10 Nov, 2022 @ 10:57am 
: )
LyKaizZ 9 Nov, 2022 @ 6:25pm 
oh i hoped since many times a version like this , thank you so much
~ Fabulous ~ 1 Nov, 2022 @ 5:12pm 
yes finally
Der Mentat  [author] 31 Oct, 2022 @ 12:01pm 
@BladeofSharpness: This was actually also a suggestion from Amikdara and Romul. It makes definitely sense though to give these units something to compensate for the missing ranks.

@Ddraig Lleuad: Yeah, in a way it removes the original concept that gave the mod its name. Even the changes to exploration sites lose most of their purpose when medals are not that essential any more. Still, in this version it's basically a content-mod with new units and hero skills, so useful for all people that like the style of the base game.
BladeofSharpness 31 Oct, 2022 @ 2:05am 
Good point about the +10HP for units not covered by Adventure mod though.
Ddraig Lleuad 30 Oct, 2022 @ 8:20pm 
Hmm. I know Amikdara and Romul were asking for this, but I really don't agree with the point of it. To me the adventure mod is ABOUT the modding restrictions and hero skills overhaul as a way of encouraging people to lean into growing a smaller number of units, so each to their own and all, but this seems counter to the point.