Age of Wonders III

Age of Wonders III

Neutralize Mana Node
24 Comments
Cid Silverwing 1 Feb @ 3:34pm 
Nevermind, I figured it out now. :3
Cid Silverwing 1 Feb @ 11:38am 
Yeah, under Specialization Starting Skills, but what do I do with the Targeter line to make the changes? I thought I'd just make all the node spells be able to target non-neutral ones so you don't have to cast two spells.
Gloweye  [author] 1 Feb @ 10:22am 
Don't recall, it's been years since I had the mod editor open. ClassSkillData maybe?
Cid Silverwing 1 Feb @ 6:32am 
Fanks, but I'm having some trouble with finding the lines to edit. Could I get a hand with this?
Gloweye  [author] 1 Feb @ 1:53am 
It's practically trivial to make, but I honestly don't recall if I still have the original files.

What you want to do is copy any of the other node conversion spells, then edit the Targetter to grab all non-neutral nodes, and change the result to the neutral one.
Cid Silverwing 26 Jan @ 2:38am 
I'd like to incorporate this into my personal mod, may I add you on Steam?
driveby 9 Aug, 2016 @ 10:07pm 
Loaded the mod again and wasn't able to reproduce; may try again with identical picks as original incident: odd bug.
Gloweye  [author] 27 Jul, 2016 @ 4:10pm 
Is it possible that you earned the Harbingers of Death skill by knowledge that you obtained through Whispers of the Fallen ?

As in, you don't have it, you fight and get knowledge, this knowledge is sufficient to research the skill, and then the heroes in that fight don't get the skill ?
driveby 27 Jul, 2016 @ 2:06pm 
Good concept mod but I'm having the same problem as Furin. Harbingers of death / archlich no longer functions. The only other mod I was running at the time was Corrupt the Source, another, I believe, from Gloweye.
Gloweye  [author] 27 Mar, 2016 @ 1:28pm 
Sorry I took so long to post again.

But I've been unable to reproduce anything. However, a <very> long time ago I had a problem with mind controlled heroes becoming archliches. if you still have a save, you could try and ask the dev's.
Furin 19 Jan, 2016 @ 9:22am 
Thank you for taking the time to check it. I wish I could be more specific but as I don't know anything about modding AOW I have not the slightest idea what could cause that bug. All I can say is that, before I installed this mod, I never saw that happen and I played many random maps with multiple mods installed previously.
Gloweye  [author] 19 Jan, 2016 @ 3:43am 
Should be impossible. I'll test it soon. Cause this mod doesn't touch anything necromancer related - even the exclusion doesn't (since I'm looking at the Necro starting player property and disabling the Tech if you have that one. That means that you don't even need EL installed to run this mod...)
Furin 19 Jan, 2016 @ 12:16am 
When I use this mod my heroes do no longer become archlichs when researching that empire upgrade. I am using two other mods that affect spells, terraforming tweaks and build wraiths. Disabling your mod and loading the save makes my heroes archlichs so I suspect a conflict in the mods but I have not tried your mod with a vanilla game.
Gloweye  [author] 11 Jan, 2016 @ 12:14pm 
Thank you.
Blacksheep Khan 11 Jan, 2016 @ 11:28am 
Sometimes the smallest mods make the biggest difference to gameplay. Nice work.
jconsort 5 Nov, 2015 @ 11:28am 
Played a few games with this mod, extremely stable and wish this had been included in the original game , it is now on my "must use" list. Again many thanks for this mod.
Gloweye  [author] 1 Nov, 2015 @ 12:05pm 
Thanks for the like and endorse! I appreciate it.

The AI counts it as low priority. So it will most likely research other stuff first (after all, the AI doesn't need to get more stupid than it already is).
jconsort 1 Nov, 2015 @ 8:43am 
Ah, excellent, I did not know the AI would research it also to get the quest. With that piece of information, I endorse, use and thumbs up this mod. My many thanks for your hard work!
Gloweye  [author] 1 Nov, 2015 @ 1:51am 
Well, you're going to research the one more tech. And 400 knowledge should never be more than one turn if that's the game stage you're at. Worst case would be this spell blocking out other Strategic Spells.

I mean, 400 compared to a Class Ultimate's 3000 Knowledge?

Note that the AI WILL need to research the tech to get the Empire Quest, it just won't use the spell. So there's no disadvantage you're looking at.
jconsort 31 Oct, 2015 @ 7:59pm 
Is it possible to make a version with very little knowledge cost, I was worried it night effect the "all knowing" empire quest (I play almost exclusively sandbox.)
Gloweye  [author] 19 Oct, 2015 @ 3:35pm 
I toggled the spell off for the AI to prevent that, cause otherwise it would just randomly cast this on all nodes - if it can turn them to a certain element as well, it'll turn them back and forth forever.

I'll change the description to reflect this.
Tanaka 19 Oct, 2015 @ 12:14pm 
I wonder if the AI will use this to turn everything neutral maybe to its disadvantage?
Gloweye  [author] 19 Oct, 2015 @ 12:06pm 
I don't know if you want it in your current game, but it should work just fine on existing games - the spell should show up whenever you research something and there's a spot free for strategic spells. (if you've reached other T5 spells, just the same way as that other research choice work)

worst case you'll have to cast Seek Inspiration once if you've researched everything, and even then I'm not sure.
fja12856 19 Oct, 2015 @ 11:31am 
Nice, I can't wait to finsh the game I'm playing and subscribe to this. So what am I rambling for, back to finish my game!