Age of Wonders III

Age of Wonders III

Quo's Specializations
 This topic has been pinned, so it's probably important
Video Nasty  [developer] 25 Oct, 2015 @ 12:31am
Technical Discussion: Mod Bridging
The Q Specialization mod was designed to be as cross-compatible as possible with other mods. In general, all assets used are created new, so that conflicts cannot occur.

However, players who use mods that add certain features, particularly new races , may encounter certain issues.


~ What Causes Buildings Not to Work When I Add a New Race? ~

Every race in the game requires a list of what buildings it can build in its cities. The reason the buildings added in Q Specialization mod, such as the Moon Spire and Moon Dock, don't work with new races by default is that these links do not exist, therefor the new race believes it should not be able to build those buildings.


~ Can This Issue Be Fixed? ~

Yes. You can perform a trick called "bridging" to bridge data from the Q Specialization mod with any new race you might add.

~ What You Need ~
In order to make the buildings show up for a new race, you need a few things:
- The latest mod tools (they come free with the game so you should have them already)
- List of buildings and RPK files in the Q Specialization mod (see below)
- File name of the race (the modder who added the race will need to supply this)
- Priority of the race mod (again this is documentation the race creator must provide)


~ How to Create a Bridge ~
1. Open the Age of Wonders 3 Launcher (the screen you see before launching the game)
2. Go to the User Content tab
3. Click "Package Manager"
4. Select File > New
5. Give the mod a name and hit Set
6. Your mod is now created. Now go to Content > Packages
7. Place a checkmark next to "Quo Specialization (QUO_SPECS) in the list, and also next to the name of whatever the race you're bridging with is named
8. Go to the Priority field (lower right corner). Set a priority higher than either the Q Specialization mod and the Race mod.

(FYI, the Q Specialization mod has a priority of 0, so any number great than 0 will work. However, it is up to the race designer to provide documentation of what number you must override).


Now its time to edit the mod. This is the part you need to know where the buildings are located. In the case of the Q Specialization, they are in the CosmicHappenings.rpk file, which is part of the second expansion pack.

8. Hit File > Open Resource Pack
9. Browse to \DLC3\Packs in the game's files. Find the file named CosmicHappenings.rpk ad select Open
10. Make sure the category drop down at the top is set to Cosmic Happening Unit Sets. Scroll down until you see a bunch of items with names like this:

AA Planetarium Draco
AA Planetarium Dwarf...
...etc

Each of these objects (technically called AoW Race City Upgrade Links) represents a list of connections between the special buildings in the Q Spec and each race, one by one. All you need to do is add one for you new race.

11. Hit CTRL + C to copy any of the AA Planetarium objects. Paste onto a new line
12. On what you just pasted, change the "Resource" to the name of the race in question
13. Hit Save


At this point, as long as all 3 mods are enabled (the Q Specs, the race mod, and the bridge), you should be able to build the custom buildings.
Last edited by Video Nasty; 25 Oct, 2015 @ 12:56am
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Showing 1-5 of 5 comments
PsychoticSoul 26 Oct, 2015 @ 1:48am 
Sorry if this is a bit offtopic, but is this also similar to the way we would do things if we want to 'modmod'?

Say I want to modify the stats of a unit in another mod because I think it's OP (or disable it for most races?) - this would be how I would do it?
Last edited by PsychoticSoul; 26 Oct, 2015 @ 1:48am
Video Nasty  [developer] 26 Oct, 2015 @ 6:55am 
PsychoticSoul, yes, this is exactly how you would do that.
Gloweye 26 Oct, 2015 @ 9:21am 
Maybe include that you can read any mod's priority number from the launcher?
Video Nasty  [developer] 26 Oct, 2015 @ 1:15pm 
Thanks Gloweye, I didn't realize you could view the priority number from the launcher.
PsychoticSoul 11 Nov, 2015 @ 3:24am 
I would really like to just thank you for this tutorial.

I've been experimenting with bridges for various mods and the applications go beyond just making 2 incompatible mods work with each other.
Last edited by PsychoticSoul; 11 Nov, 2015 @ 3:25am
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