Age of Wonders 4

Age of Wonders 4

Map pins, Habitable Tunnels and other utilities
37 Comments
Dellar 21 May @ 8:49am 
Tried the mod for the first time and it doesnt seem that I am able to do anything with bedrock (with tunnels). I also activated the function in the menu that pops at the beguining of the game
DeuxMor 6 Apr @ 1:00pm 
Removing Bedrocks doesn't seem to work anymore after the patch.
Dunga321 23 Feb @ 9:57am 
I am having the same issue. I selected an underground bedrock area and it cast the spell, leaving behind the same bedrock i was trying to remove.

Thanks for the mod btw. Really does a lot for underground options when it works!
Stephanie 13 Feb @ 12:03pm 
That's odd, because until just recently, your mod WAS able to remove any Bedrock province which it said were Valid. I was able to build giant cities underground, which was cool. but then suddenly it stopped working,. And like you said, Bedrock areas which it claimed were Valid targets suddenly weren''t. In fact I can't get it to change any provinces underground any more. I'm back to just clearing Diggable areas by legit Digging, because nothing else is ever usable any more. Something got changed..
badokk  [author] 13 Feb @ 12:59am 
Hey, @Stephanie. If I understand you correctly, you're talking about removing bedrock from full bedrock provinces with not even a single traversable hex? If so, this was never the intention of the mod and I haven't really seen such behaviour myself, it wasn't supposed to work this way. As the name of the feature suggests, the spell is supposed to work on preexisting uninhabitable *tunnel* provinces. Conversely, I'm not sure how I could force the behaviour you want...

As for it being targetable on full bedrock provinces, it's an unfortunate implementation detail. There is a note in red text in the spell's description, but I understand it can be missed and the gold lost, sorry for that.
Stephanie 12 Feb @ 3:29pm 
This mod was working fine for me after being updated... until recently.

Now, it no longer terraforms anything underground. When you mouse over bedrock tiles, it shows some as being Valid for terraforming, just like it used to. But when you actually terraform them, it just takes your gold, claims you can build on it, yet the Bedrock remains. You can't enter into it with any units to actually build anything.

Can you look into this? I tried to find Mod conflicts on my end, and couldn't find any. I tried re-subbing, tried manually deleting and reloading, and still got the same results.

Being able to build underground by removing tons of useless Bedrock features was great, and i really miss it...
MattStriker 31 Jan @ 8:43am 
Resubbing was the first thing I tried, didn't fix it.

HOWEVER.

After getting confirmation that it SHOULD work, I decided to be more thorough, tracked down and deleted the mod folder manually, THEN resubbed again.

And that did it. So if anyone's having the same problem, try this method, it might fix it!
badokk  [author] 30 Jan @ 11:20pm 
Odd, I've just tested and it works no problem. Try resubbing.

Btw, it only works on land tunnel provinces - waterways can't really be terraformed this way as their central hex is often blocked.
MattStriker 29 Jan @ 6:01am 
The tunnel terraforming still isn't working for me.
teo-lost2 10 Dec, 2024 @ 2:12pm 
@Badokk
Do you intent to report the local modifiers bug to Triumph?
badokk  [author] 10 Dec, 2024 @ 1:17pm 
Aaaaand it's on. Unfortunately not in its full glory, as a bug prevents me from applying modifiers to local resources (food, draft, production), but the rest of the mod is operational
badokk  [author] 28 Nov, 2024 @ 11:54am 
Currently working on updates to my old mods, will try to get this thing back in working state within a couple of weeks. In the spirit of "thank you is better than sorry" - thanks for the patience.

@CreeperDelta this *should* be possible, as the game map is divided under the hood into groups of provinces called "regions". Not really in my realm of interest, though, and I don't have time lately to take on another project
Isidorn 21 Sep, 2024 @ 7:16am 
Resource bonus/penalties work fine for me. Never had a problem with that. It's sad the Terraform tunnels doesn't work tho. To me that was the most useful feature of this mod.
An update would indeeed be appreciated, if possible.
Stephanie 27 Jul, 2024 @ 8:58pm 
Actually all that's still working is the Reveal Map option. You cannot Terrafrom tunnels; you crash to desktop is you try and use map pins; and none of the Bonus resource options work.

This was SUCH a great, and utterly unique. mod.

Anyone out there able to update it?
CreeperDelta 9 Jul, 2024 @ 5:48pm 
Is there anyway you can make a mod for region names, such as for valleys, mountains, and forests? AOW Planetfall had random region names but this doesn't.
voragoski 30 Jun, 2024 @ 6:13am 
Local resource multipliers don't seem to be working - I set it to +400% food but it doesn't change my food income by anything other than default (+5 when I add a Farm).
Stephanie 23 Jun, 2024 @ 1:06pm 
The new DLC broke the Tunnel Terraforming ability. It does nothing now.

Guess we shouldn't be surprised this happened, given adding the Umbral layer changed how the Underground works.

Any chance of an update, Badokk?
Rhondeau 9 Mar, 2024 @ 12:04am 
On a side note, I tried this mod with friends (and even only this mod) and could not successfully join the lobby, so it may be the cause of that.
Rhondeau 8 Mar, 2024 @ 8:36pm 
might be strange to ask, but the tunnel terraforming only affects uninhabitable tunnel provinces, and not bedrock zones, right? Is the latter even possible in the current game version? I've been looking around a bit but found nothing that seems to be functional.
Frienby 7 Mar, 2024 @ 7:34am 
Thanks for updating the mod... just before another patch comes in. I wouldn't be able to enjoy the underground without it. lol
badokk  [author] 7 Mar, 2024 @ 4:24am 
I've added an update to fix the double-toggle issue. Funny story, it was actually two bugs breaking the toggle's behaviour in opposing ways, so it kinda almost worked as intended
badokk  [author] 6 Mar, 2024 @ 3:08pm 
@maudin thanks for the praise! @Lord Vectra yeah, I can see it being overlooked due to the generic name, but I don't want to maintain a myriad of tiny mods. The idea behind this one is to gather a bunch of not necessarily related utilities, while keeping them completely optional and not messing with the base game. Feel free to recommend it to your peers, though!

@LvrNtAFightr unfortunately UI modding possibilities are very limited, we can't do stuff like adding bindable functionalities (in this case it would need to be a sort of a macro, to cast the "control" spell). Currently the best ways to implement non-standard behaviour is to use spells or city operations to trigger scripts.
badokk  [author] 6 Mar, 2024 @ 3:01pm 
@martin One way you could reopen the configuration screen would be to
1. Save the game and close it
2. Load the save without Utilities mod , save and close it
3. Load the save with Utilities .

The configuration event should show up at the start of your next turn (it's set up to show up exactly once, but disabling the mod messes that flag up). All other settings should persist as they were, though care must be taken, best prepare a backup save - all pins will be cleared from map and if you're using income modifiers, they may get a bit messed up (e.g. apply twice) so it may take some fiddling with the settings.

@Frienby thanks for pointing out the "choose it twice" issue, there might be something wrong with the default settings. I'll fix that up soon-ish.
Frienby 5 Mar, 2024 @ 5:09pm 
@Martin Not sure why it isn't appearing. I notice when the enable tunnel transforming option is selected, sometimes you have to choose it twice. Make sure on the configuration screen, it says "tunnel transforming is enabled" before you actually start the game. Once the game is started, no way to get back to that screen.
martin.duchoslav 5 Mar, 2024 @ 10:46am 
Anyone?
martin.duchoslav 2 Mar, 2024 @ 2:44pm 
Can someone help me? The tunnel transformation spell doesn't appear in my spellbook even though I activated it through the „configuration event“. Thanks in advance
👁 29 Feb, 2024 @ 1:05pm 
I guess this is the only way playing underground is going to be viable because the devs took tunnel terraforming away.
Lord Vectra 20 Feb, 2024 @ 10:44am 
@maudin88
I reckon it's not as well known due to the naming. If it had been named "Map Pins" or "Map Markers", it would probably get a lot more attention but the name is kinda vague so ppl probably skip it.
LvrNtAFightr 8 Jan, 2024 @ 10:53am 
Great mod!!! Really takes the game to another level. Would it be possible to add a hotkey to make is so you could hide/unhide the pins? That would be siiiiiiick :steamhappy:
maudin88 1 Jan, 2024 @ 4:09am 
This mod is amazing. How is it not upvoted and more well known?
Isidorn 7 Dec, 2023 @ 9:42am 
It may not be this mod's main purpose, but the tunnel terraformation is a lifesaver when trying to build an underground empire. Much thanks for this!
badokk  [author] 20 Nov, 2023 @ 1:49am 
@Pizza that is correct. Global settings affect all players, including AI. Local settings are per player and since each player sets them separately, AI can't use them
구쑤한된장찌개 20 Nov, 2023 @ 1:25am 
global income modifier affects both the player and the AI
local income modifier affects only the player

Am I correct?
Parker Posey's Mouth 2 Aug, 2023 @ 6:01pm 
Oh, brilliant. Map tacks are such a handy feature!
badokk  [author] 12 Jul, 2023 @ 12:29pm 
@championxs Not currently interested in the balance side of things, and TBH I believe that the boons these provinces provide (cheaper research and significant boosts to spells of their affinity) are well worth a "dead" province.

Ping me on the official discord's modding section if you'd like instructions on how to make such a mod, it'll be pretty easy. https://discord.com/channels/947815229495078964/1102682867663900732
Championxs 11 Jul, 2023 @ 8:01pm 
Any chance you could make a mod that turns the seeds, roots, and heart province improvements into conduits as well? I find it really annoying since they're tied pretty hard to the whole alignment system but otherwise just waste an entire province.