Age of Wonders III

Age of Wonders III

Terraforming Tweaks
77 Comments
HousePet  [author] 7 Nov, 2023 @ 7:41pm 
That is because you can't change water to land via a spell at all. I tried many times.
X-S0LDIER 7 Nov, 2023 @ 4:13pm 
I found the formats for teraforming. I made something similar to yours but can't seem to get the water and rapids to be morphed into lands. I did however make my mod to allow the user to teraform three tiles outside of domain. I will nerf to one tile.
HousePet  [author] 5 Nov, 2023 @ 1:05am 
Which one???
X-S0LDIER 4 Nov, 2023 @ 6:19pm 
Can you tell me where to find the teraform spell?
Loboramdk 8 May, 2022 @ 6:43am 
Oh, dang...I guess the icons just threw me off, I was sure I had read it in the description :)

Sorry then to disturb you, hope you are having a good summer
HousePet  [author] 8 May, 2022 @ 4:15am 
I see no raise or lower land spells in the description.
And the image is an icons file from the game. Possibly from the map editor?
Loboramdk 7 May, 2022 @ 7:11am 
Hmm, I am sorry for continuing, what seems to be a really old thread, but the mod creators last comment was; "The Raise and Lower Land spells, do not work and are not available".

So my question is just; why are they still a part of the description -and in the small icon pictures to the right- then? If you really have removed those two spells?
HousePet  [author] 30 Oct, 2021 @ 11:30pm 
Those spells don't work, and therefore are not available.
skaz88 30 Oct, 2021 @ 8:41pm 
The raise and lower land spell doesn't seem to be working. I can't select any land or water to change.
skaz88 8 Oct, 2018 @ 8:32am 
It is done.
skaz88 5 Oct, 2018 @ 4:22pm 
I combined Enchanter and Summoner into one, and made a Cosmos Adept and Master.
HousePet  [author] 5 Oct, 2018 @ 4:21pm 
Ah, if you are using the Deluxe Specs, then anyone adding their own spells will have added them to the base Specs, so you won't get them appearing in the Deluxe Specs.
I'm fine with a compatibility mod between the two mods. Which ones have you combined?
I can add a link to the compatibility mod to this description once its done.
skaz88 5 Oct, 2018 @ 6:29am 
I'm wondering if it also has to do with Deluxe Specialization, I may need to make a copy of my spell for each instance of Fire sphere. (BTW, I made a combo mod of Extra Special and Deluxe Specialization. After I ensure it works, are you ok with me publishing it?)
HousePet  [author] 5 Oct, 2018 @ 3:26am 
Okay then DEBUG TIME!
Step 0: Check that your mod is enabled. Seems a little condescending, but you have to check just in case.
Step 1: Disable all other mods. That makes things much simpler.
Step 2: Enable Debug Mode in the launcher before running the game. Its in the Miscellaneous tab.
Now when you run the game, you should have an extra window displaying info from the game. You want to see that your Mod has been loaded and that it hasn't mentioned anything you have made as incorrectly linked/broken/not working.
skaz88 4 Oct, 2018 @ 7:07pm 
Exactly what I did, except it's not showing up for research. Come to think of it, I've subscribed to several mods that add spells, but I never see them appear to research......
HousePet  [author] 20 Sep, 2018 @ 9:45pm 
Very easy. You just have to create a global spell that applies the terrain spread effect, and set it to Volcanic Climate.
Or just copy all the entries for Tropical Empire, rename them, change the climate to Volcanic and link them together.
skaz88 20 Sep, 2018 @ 8:30pm 
How easy is it to make one of those spells? I'm trying to make a Volcanic spell.
HousePet  [author] 20 Sep, 2018 @ 8:20pm 
Oh of course. I missed that option.
That is a bit weird. I guess Triumph blocked it so that you couldn't have two climate spreads running at once, while not realising that their system allowed for overlay spread as well.
skaz88 20 Sep, 2018 @ 8:16pm 
I had Tropical Empire active and Forest Empire was faded out and couldn't be cast.
HousePet  [author] 20 Sep, 2018 @ 8:14pm 
I didn't know you couldn't. But since they are all Master level only, you would only be able to get 1 without other mods, so I wouldn't have had a chance to try it.
skaz88 20 Sep, 2018 @ 4:12pm 
I have a question about the new empire spells. Why can't you have both a terrain spreading spell and a climate spreading spell active at the same time?
HousePet  [author] 16 Sep, 2018 @ 4:30am 
No, as Fire Mastery already has Tropical Empire. You'll just have to Scorch the Land afterwards. (Cackling madly is optional.)
skaz88 14 Sep, 2018 @ 5:17pm 
Is there one that lets Volcanic terrain spread?
HousePet  [author] 9 Sep, 2018 @ 7:37pm 
Tried it. Couldn't do it.
My name Yeff 9 Sep, 2018 @ 10:20am 
Is it possible to raise land out of water and vice versa? trying to find a terraforming mod that let's me do that
pipo.p 24 May, 2018 @ 12:16am 
Thank you for your mod, though I'd rather have the following changes, for some reason. I find the rest of the mod fine.

- Water
A: Barrens/Fertile > Wetlands
M: Wetlands > Water
- Fire
A: Arctic > Temperate; Temperate > Tropical
M: Any > Volcanic
- Earth
A: Wetlands/Fertile > Barrens
M: Mountain > Barrens; Barrens > Mountain
- Wild Magic
A: Arctic > Volcanic; Volcanic > Arctic; Wetlands > Forest; Forest > Wetlands
M: random terraforming & climate change
- Grey Guard
A or M: Barrens > Fertile; Fertile > Barrens. Alternatively, if possible, have a spell that cancels any change and returns to original status.
- Necromancer:
A: Forest/Fertile > Barrens (& Blighted?)
- Dreadnought:
A: Wetlands > Barrens; Forest > Fertile
- Theocrat: nothing
HousePet  [author] 8 Dec, 2016 @ 4:43pm 
If I did, I'd know I could do it.
Oberon 8 Dec, 2016 @ 7:10am 
Know anyone that can do any of that?
HousePet  [author] 7 Dec, 2016 @ 11:55pm 
Not sure I can do any of that.
Oberon 7 Dec, 2016 @ 4:32pm 
Rugged pioneers could also give Builders the ability to build a road on a mountain hex only if a road can be built on the other side of the mountain in order to connect 2 hexes on which you can build a road and that are separated by a mountain hex.
Crossing and building a road on a mountain hex could take full movement to accomplish or 2-3 turns along with an increased cost.
Not sure if it is visually possible to program a road on a mountain hex. If it is'nt i would suggest giving the Builders with rugged pioneers the ability to remove a mountain by building a road on it only if that mountain road would connect 2 hexes that already have a road built on them.
Let me know what you think.
MisterBenn 20 Nov, 2016 @ 5:17pm 
Oops yes, it was Purge the Land. Sorry to send you on a wild goose chase, I posted a day after playing and didn't remember right. At least you could confirm the issue, thanks for looking into it!
HousePet  [author] 19 Nov, 2016 @ 3:52pm 
HousePet  [author] 18 Nov, 2016 @ 10:23pm 
Re Cleanse the Land issue: Perhaps you mean Purge the Land, as I did find a problem where it wasn't working on Blighted Barrens and Mountains. Am fixing. Cleanse the Land works fine for me.

Re Underground overlay spread spells: It appears that the flag on the layer that blocks the theme spreading effects is also blocking overlay spreading effects. Not much I can do about it. You'll have to modify underground terrain manually.
HousePet  [author] 16 Nov, 2016 @ 11:16pm 
That is odd. I'll have a look at it.
MisterBenn 16 Nov, 2016 @ 6:13pm 
Thanks for the mod, I really like specialising the terrain abilities and you put in a lot of thought to the implementation!

In my last game I had an issue in using Cleanse the Land on a new city to remove blight. It didn't affect the Blighted Mountains around me, and it didn't affect the Blighted Barrens next to me that had a road built on them either. It ended up not having enough of an effect and the city was hamstrung by hated terrain. Is that deliberate or do another couple of cases need to be added to the spell?
Mr. Lister 8 Sep, 2016 @ 11:06am 
I'm with Scarlet on this one. I'd love it if you could make a version of the mod that doesn't limit the terraforming to classes or spheres of magic. The ability to place and remove mountains is something I'd love to be able to do with every class.
HousePet  [author] 2 Jul, 2016 @ 2:56am 
I guess I could.
Shade 1 Jul, 2016 @ 7:48pm 
Out of curiosity, would you mind making a version of this mod thats like, part of Terraforming or a Improved/Greater Terraforming -general- research? and not touching the other specializations? This isnt compatible with mods that altar specializations. /cry. And id love the ability to use this with some of the other mods I got. Dwarf mountains 4 life!
Easy AI 30 Jun, 2016 @ 11:35am 
It works as dwarves above ground. Seems to just be another subterranean issue.
Easy AI 30 Jun, 2016 @ 10:07am 
The initial game was goblins so they already liked wetlands. I restarted as dwarves with only this mod active and the spell does make the cities like wetlands but I did not see any subterranean wetlands produced. I haven't gotten above ground to test that yet.
HousePet  [author] 30 Jun, 2016 @ 2:19am 
Its only slightly slower than normal. So either something is stopping it work underground, or something is stopping it entirely.
Are your cities now liking wetlands?
Easy AI 30 Jun, 2016 @ 12:58am 
I've used Wetland Empire underground but I haven't seen any terrain change. How slow is it?
buzzshiza 28 Feb, 2016 @ 9:26am 
:D Cool that you could do that though... Perhaps what you need is a sky or cloud layer, for the flying units, and land units being in airships... "extraterranian"
HousePet  [author] 27 Feb, 2016 @ 4:08pm 
Okay, let's not make spells that convert to temperate also convert to subterranean. I had subterranean above ground in testing...
buzzshiza 26 Feb, 2016 @ 11:28am 
Thanks for continuing to try to get the water terraforming to work; that makes sense about needing to change the biome theme and the terrain tile type, since water is never delineated by themes (though that would be very cool, to have acrtic water, tropical water, etc.--represented by color changes mostly). Maybe if you could segment the water by themes, it just becomes another tile type, and like mountains or fertile plains, could be terraformed.

Hope there is a solution to be found, good luck!
HousePet  [author] 26 Feb, 2016 @ 3:19am 
Still unable to get water add/remove working. There doesn't appear to be a block on spells editing the terrain type, but I suspect the problem is that I would need to change the theme and overlay at the same time. Unfortunately, there isn't an effect that changes both at the same time, so I think it could just be refusing the two changes as invalid.

As for the Subterranean issue, I'll just make it so that spells trying to make temperate will also attempt to make subterranean as well.
Shannae Darkehart 20 Feb, 2016 @ 9:21pm 
After much finagling, turns out that the spell doesn't normally work underground. I would guess this is because Subterranean, Temperate, and Blight are all Climates and that the Underground Layer doesn't accept anything but Subterranean and Blight.

Opportunity for another Earth or Creation Spell?
Shannae Darkehart 20 Feb, 2016 @ 7:57pm 
I thought to try it without any of my mods loaded to see what the default behaviour is but the whole bloody thing keeps crashing before I can get into a game. >.<
HousePet  [author] 19 Feb, 2016 @ 3:54pm 
Odd, will look into it.
Shannae Darkehart 19 Feb, 2016 @ 4:23am 
I really love this mod! But I discovered that Cleanse the Land isn't removing Blight from terrain in the underground. :(