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Consider the earth slightly salted to begin with. Perhaps there've been necromancers before in the area, and they should leave a larger mark than most other classes.
Call it a design decision. Here, let me take the exact numbers:
Well of Life and Well of souls have exactly equal chance of spawning. Every pass having the Well of Souls also has the Well of Life, and they're weighted equal.
Following 3 passes are conducted on player starting cities:
Shared - Treasure Site (Player - Village Range)
Weight group 18
Great Farm - 0.25
Corrupted Farm - 0.07
(around 30% chance)
Shared - Treasure Site (Player - Town Range)
Great Farm - 0.25
Corrupted Farm - 0.08
Shared - Treasure Site (Player - City Range)
Somehow, city range doesn't spawn Great Farms. This might be a cause of you seeing less great farms.
Corrupted Farm - 0.08
Following 3 passes are on independent cities:
Shared - Treasure Site (Village Range)
Great Farm - 0.25
Corrupted Farm - 0.08
Shared - Treasure Site (Town Range)
Great Farm - 0.5
Corrupted Farm - 0.2
Spring of Life - 0.5
Corrupted Spring - 0.2
Shared - Treasure Site (City Range)
Spring of Life - 1
Corrupted Spring - 0.4
Following passes are on expansion sites (basically, potential city locations)
Shared - Treasure Site (Mini Exp. Player City)
Great Farm - 1
Corrupted Farm - 0.02
Shared - Treasure Site (Mini Exp Global)
Great Farm - 0.15
Corrupted Farm - 0.05
Spring of Life - 0.15
Corrupted Spring - 0.05
Following Pass does all Inns:
Shared - Inn
Inn - 0.9
Haunted Inn - 0.1
(Note, If you have the Decodence patch, the Haunted Inn chance is a little bit higher than this, since I made a group pass to include it, so it's weighted against the circus as well.)
Avatar spell details:
Forbidden Skills: Necromancer Skill
Knowledge: 180
Random Reward Pick: True (So it can be gotten from Lost Libraries)
Can be starting skill: True
Tier: 3
So yeah, if it doesn't get available, bad luck. Try reshuffling your spell book ? I've had often enough that Training Regimen required extensive mining before it got available, and that's a tier 1. See http://age-of-wonders-3.wikia.com/wiki/Research for details on how the Random Number Generator can screw you over.
Hall of the Forefathers adds 15 Knowledge, 150 Dead Population and 150 Happiness. It's already suitable both for clean and undead cities, tho arguably stronger for the Necro's. Therefore, there's no alternative. Almost the same for the Castle - it still gives 10 Mana, 10 Knowledge and 20 Production even for living players, which is quite a lot. Also, the MCU is very strong, therefore we didn't want to cleanse it.
For neccesity, call it a design decision. You can change it for your own mod, if you want to.
Again, design decision.
If you want to change it, create a new mod, make sure you tag Corrupt the Source as dependency, and go into the editor. You can view and change the above values - they're in AoW_LevelGenerator.rpk, under Settings -> Generation - Shared(Structure). Look for the pass names noted above.
I'm not gonna change them in the base mod.