Age of Wonders III

Age of Wonders III

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Compatibility: Shadowrealm - City Developpement
   
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1.410 MB
May 12, 2021 @ 8:54am
May 14, 2021 @ 7:23am
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Compatibility: Shadowrealm - City Developpement

Description
new buildings from City Developpement mod by Zaelon didn't work in the Shadowrealm, I fixed that

City Developpement:
https://steamcommunity.com/workshop/filedetails/?id=519761206

Shadowrealm:
https://steamcommunity.com/workshop/filedetails/?id=1566254031

NO wheat or rice in the Shadowrealm, only mushrooms

Shadowelves get the following bonuses from certain buildings in the Shadowrealm:
Hunter: +1 Population on Forest
Mushrooms: +2 Population on Fertile
Shepperd: +3 Population on Barren
Stonemason: +1 Gold on Mountain
Slaughterhouse: +1 Gold on Barren
Sawmill: +1 Gold on Forest
Curing: +1 Gold on Forest
Brewery: +1 Gold on Fertile

modded Resource Packs: CityPropertiesLogic, AoW_TerrainLogic
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8 Comments
kaesar_cggb Aug 7, 2021 @ 2:30pm 
hey kaetzer, the original mod does not work with decodence. Do you know of a compatibility mod for both?
ArnoVanClaire May 27, 2021 @ 3:37am 
Yeah not easy to find some stuff. Once I wanted to edit Two Point Ouch!!! mod, but my changes didn't worked out so I stopped there with editing sbs mod :D and made some small own edits in vanilla units on champion medal. So thats my whole modding adventure xD Good to know notepad is working like that.
kaetzer  [author] May 26, 2021 @ 1:24pm 
that's why i used a GhostMouse script while making my Alignment Compatibility Patch^^
the mod tool is also quite confusing IMO, and it's often difficult to find things
the Theocrat and Warlord skills for example are in AoW_Spelltest.rpk...
luckily if you want to make a patch for an existing mod, you can open the mods .acp file in Notepad++, it's mostly undecipherable code/symbol gibberish, but amidst the hieroglyphics you can actually see the files that have been modified ;)
and, i just checked, you can also open the .rpk files with Notepad++, some entries are legible
which means you can use Notepad++ to "search in files" when looking for things
ArnoVanClaire May 25, 2021 @ 1:29pm 
Thats why I'm not asking for it ;p cuz I know mod tool is kinda unfriendly, have to click modify and scroll down for every single unit, there should be option for some global setting like all T2 pikemans get this or that^^ Anyway will stick with what we got. Thx :)
kaetzer  [author] May 25, 2021 @ 1:12pm 
yea, only the vanilla units cost population, every mod that adds new units would need a patch, but its a lot of work... not very hard, just tedious
ArnoVanClaire May 24, 2021 @ 1:51pm 
Oh buildings works, just found that those races get reaserch later than vanilla ones, but also found that units don't need population and thats probably all I think. Alho if we speaking about this population cost, thats prob not only new races need patches like chivalrous, racial heritage ebm and new arsenal are most played mods, so thx for replay.
kaetzer  [author] May 24, 2021 @ 9:20am 
@arnovanclaire i do, is there something not working with archon/tieflings? till now i have only played WITH them not AS them
they certainly don't have race specific bonuses but they should be able to build all the things
ArnoVanClaire May 24, 2021 @ 5:27am 
Hi Kaetzer could you also make that kind of patch for Archons/Tieflings? Or you don't play with this mod?