Age of Wonders III

Age of Wonders III

Community Made Maps & Campaigns
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Indian Squaw 12 Jun, 2020 @ 7:58am
Option to keep hideout/den/boneyard/etc
Hello, everyone, I hope for a word of wisdom...

Trying to make a mod for "non-destroyable-on-explore" spawners, but the task appears more complex than it seemed. I edited only AOW_STRUCTURES.RPK, setting "destroy on explore" to false and "razeable" to true, so that a player could have a choice to keep the spawner (of course, one can simply ignore the enemy camps, but it kills roleplay in most cases).

And indeed hideouts become undestroyable, and there's an option to raze them if you want... only one problem - the victorious army can't move from the cleared hex until it chooses to raze the site. =(( What can be done to fix it?

And there's another, lesser, problem - I can't find where necromantic circle and mud pit are defined. In what pack should I look for them?
Last edited by Indian Squaw; 12 Jun, 2020 @ 7:59am
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Showing 1-7 of 7 comments
Gladen 16 12 Jun, 2020 @ 9:04am 
I believe you can make them into a structure. Done through the content edior of respective clb. Then use the boneyard model and copy it by making an alternate gold mine for example with the boneyard model. Then add the red glow. I think you will hit the wall if you try to alter the boneyard directly without taking away the purpose of it.
Indian Squaw 12 Jun, 2020 @ 2:42pm 
Thanks for reply, though I haven't quite understood your suggestion - truth to be told, I am totally not-into-programming type of person. =)) Will this copy spawn troops of independants? That's all I need, actually - more invasions.

And a spawner of agressive undead close to the city walls does the job perfectly; but voluntarily keeping the boneyard - when you already have enough power to liquidate it completely - breaks immersion. That's why my goal is to make such structures non-razeable - at least not on-explore razeable.

I even see more logic in this approach: of course one can ravage a camp in a shady ravine, but what can prevent new camp from appearing in that so very convenient place? As for a monster den or a necromancer circle or an old cursed cemetery - destroying them completely sounds even less realistic. Clear the site in order to have some peaceful time - but after some period other brigands gather in the forsaken hideout, and another predator finds shelter in the emptied cave, and another necromancer starts his dark ritual in the ancient ruins, and another pirate captain builds a base on a tiny island...

I just can't believe that it's impossible to achieve without shamanic dances with a drum, seeing the seemingly simple option 'destroy on explore --> false'. What can prevent an army from leaving the cleared hideout without destroying it? Some sort of unreachable script?
Gladen 16 12 Jun, 2020 @ 10:17pm 
I think it would be easier to just set up your own created user map and then each turn reset a timer just spawning groups of units attacking evert player they see. You are in for some really hard coded stuff.
hiliadan 5 18 Jul, 2020 @ 2:56pm 
Did you make any progress on that?
I think your initial approach was correct and it's weird that units can't move out after clearing the site. Could you share the .acp to check?

Necromantic Circle, etc. are in /dlc2 and /dlc3 folder, and not in /title folder.
Indian Squaw 5 Aug, 2020 @ 4:28am 
Originally posted by hiliadan:
Did you make any progress on that?
Honestly, I set the task aside, enjoying my summer. =)) I'll gratefully accept your kind offer to check the .acp as soon as I return to modding that damn thing.
'Weird' is the right word for this problem, it shouldn't be THAT hard and I still hope that there's a way to achieve my goal. But if it's actually THAT hard, maybe it'll be easier to increase the defence of such sites? Make every spawner be defended by T2-3 units and one T4, some kind of miniboss, m? That way a player will have to bear with troublemakers in the neiborhood until he's strong enough to eliminate them.
hiliadan 5 5 Aug, 2020 @ 2:28pm 
Yes, that's another way to go.
I'm mainly interested in your first option because it's something we might need at some point for balancing reason or for the Shadow Realm Community Expansion, and I'm curious to see if it's technically feasible.
Indian Squaw 6 Aug, 2020 @ 8:09am 
For now I'm ready to drop this idea. =(( Not only the spawners become 'sticky' when a player's army enters them, but a usual treasure site (like gold mine or mana node) as well, if I turn on its spawn function (which they all have potentially!!!). Today I experimented a lot with the spawn settings: changed the behavior of the units and the radius of their patrolled area, but the principal problem stays the same - I can't move my troups from the treasure site. By the way, that works this way only for my army, the independants walk away freely.

And that kills another logical (in my opinion) thing that should be in the game from the beginning - a city-ruler simply must have regular troubles with pests on his fields and in his mines and with brigand occupants of trading posts and taverns. That way it's much merrier for the garrison of the city, they will always be busy maintaining the order at home while the main army is conquering new territories. The independant cities always ask for help with some ugly monster or wild animals or the undead invasion - it's simply unfair that a player's domain is always ok! Again, in my opinion. =)) So, I was hoping to make mines, farms and other resource sites spawn from time to time troups of medium difficulty, which are to stay just where they appeared - and thus make citizens have a 'structure occupied' problem. But alas, another disappointment.
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