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new version, have fun
I might at some point come back and pick it back up or make a larger overhaul from scratch that includes something like it (funnily enough the EvocationTome Tag in the Amplification file appears to be a vanilla issue related to it not having its own Tagbook entry and sharing Evocation's, which causes the Tome to disappear when its file is modded in any way). Warpunk's solution makes the mod file unreadable by the game or the mod tools, causing it to load the vanilla version instead.. which obviously does have the Amplification Tome, but no modded limits of any kind.
Since the mod author hasn't answered in a while i made a mod with different tome limtis
(4 T1, 4 T2, 3 T3, 3 T4, 1 T5)
If anyone is interested you can check it out in my profile
1. Navigate to steam > steamapps > workshop > content > 166900 > 2973428262
2. Open TomeLockage.acp with notepad
3. Ctrl+F search for TomeOfWonders.Tomes.Astral.EvocationTome
4. On the last result (i.e. the search result the furthest down the list in between all the references to tome of amplification) replace "EvocationTome" with "AmplificationTome"
5. Save file
6. Load game with mod loaded and check encyclopedia. The tome of amplification should now be present again.
I'm not willing to upload a mod with this fix as it's not clear that the original author has abandoned this mod at this stage.
To be honest, i think that we need help. Maybe we should ask someone to fix it for us, untill Crunbum will come back
This modification is comletely must have for the game
But, if we open tome locage.acp in , for example, word pad, we can see a lot of interesting things.
Yes, register is broken and most part of the text is unreadable, but some parts can be understand - for example
Realm - Player PropertyJ {GLOBAL.WORLDMAPCASTINGPOINTCONCEPT}
TOME_GOLDEN@TOME@NAME
and other like it.
I suggest that if we will find a way to open acp file correctly, we will find a mistake in the mod.
Agreed with folks below I'd love to see a variant that allows more low-level tome choices before tapering off into restricted higher level specialization; but i'd hate to ask you to make a dozen different versions if i could try to figure out how to make a variant for my own use
Choices would matter, because every door you open, closes a door.
Will fix later today, probably missed a prereq.
Yes, it affects the AI too.
I wouldn't worry about them not unlocking T5 either, as its functionally impossible to not get 8 points in at least one affinity by the time you have 8 Tomes, especially when the AI never goes full rainbow, and there are heroes + seed/root/heart improvements to boost it.
@Cyberspacer
This is by design, it helps boostrap into different elements in case you really need that specific Tome, and you are limited to 1 per city anyway. Might change if it plays weird.
You only need 8 Affinity in an Element to allow you a choice of picking a Tier 5 Tome in that element, though they are all mutually exclusive in the base game and the mod both. In the unmodded game, unlocks are trivial, as even if you have 0 Affinity but want a particular T5, you can research four cheap low Tier tomes for +2 each and become eligible.
In the mod, if you start with 0 Affinity to the Tome's element, then you will need to pick 4 Tomes of that Affinity (using up a full half of your choices), to be eligible for T5 in it, fewer if you started with some.
Faction culture gives 2 points, society traits give 1 each for 2 more, i.e 4, or 6 with the first Tome but thats a pick, and its split between up to six affinities. Heroes give some more, and you can construct a Seed/Root/Heart for +1 each. So in practice the chances of being locked out of every T5 choice are nil, but the one you pick will have to be at least somewhat thematic to your faction.
Can i mix two diffrent Tier IV tomes and still unlock all tier V?