Warlock 2: the Exiled

Warlock 2: the Exiled

45 ratings
Water Terraforming Spells
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
7.275 KB
Nov 3, 2014 @ 10:22am
Feb 11, 2015 @ 9:30am
2 Change Notes ( view )

Subscribe to download
Water Terraforming Spells

Description
This mod contains several new spells for terraforming between the different types of water. And now, one that can create water too!

-Blooming water
-Boiling water
-Clean water
-Frozen water
-Magical water
-Water of Death
-Water of Life

Each one is single target only, as AoE seemed to be impossible, given how the game handles water.

I attempted to sort them into the research trees connected to spells that thematically make sense. (Boiling water comes after Fireball, Frozen water comes after Cold Wind etc.) While also trying to keep them in a balanced position.

Hope you enjoy! If you have any questions, feel free to ask.
21 Comments
buzzshiza Feb 19, 2015 @ 5:40pm 
I wonder if the Rune spell doesn't end up behaving, if you could 'seed' extra Runestones in Lost Caravans, Shipwrecks, and maybe even increase the % chance of it dropping as it normally does. Would it be possible to create a pack of new Runestones to mix with the current ones?

Shame about the chasm. I kept trying the Greater Raise Lands spell in lots of locations, hoping for a miracle-lol. If resources weren't placed so frequently on tiny peninsulas, it wouldn't be so bad. Particularly in Exiled mode.

Best of luck and thanks for all your effort!
Shidan  [author] Feb 19, 2015 @ 11:07am 
I've actually tried to do a spell that can terraform from chasm in the past. As a counter to a custom spell I had made to destroy terrain. Unfortunately, chasm seems to immune to terraforming spells in a similar way water is. Though the trick I used for water doesn't seem to work on chasm.

I may look into it again though, as I'm far more experienced with modding this game than when I originally tried.

News of the Rune spell: I have hit a bit of a snag. In it's current form, it can only be used once. Which is most certainly not ideal. Apparently quests can normally only be triggered once, and that is unfortunately how I was handling the spell. I've got a few ideas on how to bypass it, but progress is slow as I've never messed with quests before until this mod.
buzzshiza Feb 19, 2015 @ 9:17am 
The mod I included in the previous post works fine, but does not have the following land terraforming spells that I think would be great additions:

Living Land, Fertile Plains (could include the death counterparts for the undead as well), but what would be most interesting would be the ability to fill in the chasm spaces (specifically allow 'Raise Land' to work) on realm maps to allow for maximum city potential.

Are these possible?
buzzshiza Feb 12, 2015 @ 11:35am 
Deep down on page 8 of the modlist, I found this and am currently trying it out: http://steamcommunity.com/sharedfiles/filedetails/?id=308766414

If it works, maybe there will be no need for the single-target hex terraforming spells. Though the Random Runestone spell would still be lovely. !
Shidan  [author] Feb 11, 2015 @ 2:41pm 
I've occasionally gotten issues where a spell doesn't work where it should. It's possible that's what happened there.

I'll look into how possible the Runestone spell is. ATM my idea of how do it is only a theory. I've never done anything similar before, but I see no reason it won't work. Though so far my odd workarounds seem to work, this mod required one and it works. :)
buzzshiza Feb 11, 2015 @ 2:30pm 
I love that idea about getting a Runstone for a spell, you could even give it a 2 or 3 turn timer so it wasn't overpowered (though, if it is random, 1 turn should be enough). I think this would be very popular! The reason I thought of it was I quickly ran out of lower cast times runes for the terraforming spells. :D

Nothing was on the swamp, but it was in the domain of a Naga city that was half land, half half water. I'll try it again, might have been bad cursor management. :P
Shidan  [author] Feb 11, 2015 @ 2:23pm 
I'll think about it. I try not to add too many spells given the way it reshuffles the research tree. But it wouldn't be very many, maybe three or four, since some already have single target.

Pretty sure that is impossible. The code for creating artifacts is pretty hardcoded, no way to alter or borrow it to do something else. The closest thing I can think of that would work around it, would be capable of giving a random rune everytime you cast the spell. Could be interesting. Would give more use for runes anyway. As it is I almost never use them, as I don't have enough good ones.

Works on swamps for me. Was there any other special features about said swamp? Like a lair or a resource?
buzzshiza Feb 11, 2015 @ 1:53pm 
What would be the chance of creating some single-hex land terraforming spells? Specifically, it seems there isn't a non-religion one for Desert (to get the bonus for mana production), only the Desertification (which is multiple hexes) for Heila. Not sure how many others are like this (Cold Wind is single, but Fertile Lands is adjacent hexes).

On a not-wholly-unrelated note, has there ever been talk of creating our own Stones (to customize spells), much like the Artefacts, maybe with a spell?

Clean Water works great except it didn't work on a Swamp hex. Is that normal though? All the localization is perfect. Thanks for this great mod!
buzzshiza Feb 11, 2015 @ 9:55am 
That spell sounds ideal for the Naga in terms of not having to build the Water Spring, and then have to lower the land for hills and mountains, but what is most cool is the ability to dig canals for ships, without having to resort to Teleportation for ships or Levitation for water-only units like the Great Serpent.

I always wanted canals for Civ (which has NO terraforming at all---can I ever go back? lol); it is fabulous that the 4x genre is evolving. Many Kudos to you, Shidan, and to indie studios like Inoco.
Shidan  [author] Feb 11, 2015 @ 9:44am 
Also keep in mind it can't be used on tiles with buildings. Mostly to prevent it from being too OP.