Age of Wonders 4

Age of Wonders 4

Super Regenerating Infestation
16 Comments
Fii  [author] 19 Jul @ 7:53am 
@isaacaderogba1 Added variant
isaacaderogba1 16 Jul @ 10:22pm 
I checked it out, but that other mod unfortunately doesn't spawn infestations underground or in the umbral layer.
Fii  [author] 14 Jul @ 9:13am 
Getting a little crazy WAS the point. Part of the experience of this mod is realizing your CPU opponents weren't set to be strong enough and watching them die one by one to the neutrals...
Death_Toad 14 Jul @ 8:56am 
@Fii - Thanks for the info! Yeah I noticed it was disabled. Thanks for the tip of seeing what rpks were modded did not know you could do that.

Anyway love the mod, even though it does get a little crazy sometimes lol.
Fii  [author] 14 Jul @ 8:43am 
Yes, I modified the base game files. The script you see in the rpk file in the mod is not enabled and was used for my testing. (I think you would notice if every tile had an 80% chance to spawn an infestation!)

If you loaded my mod's .acp file in the package manager and launched resource editor from the package manager, you can load .rpks "in the context of" my mod, which will let you see the changes in the base rpk files. If you want to check which rpk files were edited, open the .acp file in a text editor (I recommend notepad++) and search for .rpk.

@isaacaderogba1 someone else already a mod for the "regenerate all types" without changing the turn count
Death_Toad 13 Jul @ 9:31pm 
@Fii - I was just wondering how you made them spawn underground as when I was trying my hand at modding this game I was only able to get them to spawn on the surface and it also appears they spawn correctly on the abyss also, maybe?.

I tried looking at your mod files but I'm guessing you modded base game files (since you're overwriting base games Regenerating Infestations) because your RPK file only shows the main script, which is doing what I set mine to do also but alas nothing in the underground for mine.

I wish the modding on this game was easier lol. Anyway thanks for any information you give!
isaacaderogba1 11 Jul @ 10:20pm 
Could you make a version with 10 turns? I'd like to see different types of infestations in my games instead of just the default animal infestations.
Fii  [author] 10 Jul @ 3:45am 
Updated for GK
Fii  [author] 4 Jan @ 1:46am 
Indeed, AIs probably need a combat advantage to not get killed by neutrals.

And yeah, this mod favours Chaos due to the endless perpetual war...
Stephanie 1 Jan @ 7:48am 
i like this mod, but unless you like playing by yourself on a map filled with dead AI opponents, you need to also use other mods that boost Heroes up so that the AI godirs can survive the ceaseless Marauder onslaught.

I use Jacks' hero classes mod alongside Kaige's multi-class mod, then throw in another mod that adds 25 starting skill points to all Heroes. This allows the AI godirs to make big, beefy heroes right away that can win fights against Marauder stacks.


Also players heroes are then made stronger too, which they need to be to handle the AI heroes. So it all works out, with tons of Regenerating Infestations nonstop (until the AI cities wipe them outt by spreading), making for nonstop fighting.
Fii  [author] 30 Dec, 2024 @ 7:17am 
I'm playing it right now. On High World Threat, High Happenings, Umbral Abyss and Pretender Kings no less. And Toll of Seasons just started (hit an AI lol).

It is turn 50, I don't have any issues surviving but 6 cities is about as far as I can get without stretching my defense forces. I fend off 4-5 stacks of incoming neutrals... every turn.

I am playing with Hard AI with no combat advantage... 4 AIs are dead to neutrals already and I still haven't attacked anyone yet.

Word of advice when playing this, get cities in the early turns while the infestations are still sleeping, constantly build units because you will lose units constantly and you need ever increasing forces to guard any expansions. Don't be afraid to let neutrals pillage your provinces if you can't get an advantageous group of units to respond in time. All-in knowledge builds are just asking to get whacked.
Warm Toy 29 Dec, 2024 @ 10:17pm 
Holy cow, sounds amazing. I like unique difficulty mods since I play with mods that buff me. I will try on my next playthrough

Has anyone play tested this yet? Is it survivable? Lmao
Fii  [author] 29 Dec, 2024 @ 11:28am 
About 20x more. Land surface regenerates 10x faster.

But underground, water and umbral do not regenerate without this mod. Those have less open provinces, so at a rough guess, there's about 2x the number of valid provinces to generate infestations on compared to vanilla.
Warm Toy 29 Dec, 2024 @ 10:05am 
So there's about 10x more infestations this way?
Fii  [author] 29 Dec, 2024 @ 7:07am 
5 turns with 25% chance is the same as 5% every round. Are you sure you want another +60% more infestations?

The 3% chance in this mod is rolled for every province individually and is the same as the base rate for regenerating infestations.
WarrGrinn 29 Dec, 2024 @ 6:42am 
cool, ive already used the other mods that flat reduce the time from 10 to 5 or 1 round regen. any chance you could do a variant version for 5 turns with a 25% chance of every?