Fortress Additions для Age of Wonders III
****************DISCLAIMER***************
The author of this mod is Leon Feargus, so he deserves all the credit! I merely uploaded it for him since it wasn't possible for him to do so.
************************************************
FORTRESS ADDITIONS
Replaces the 'Build Fortress' and ‘Build Watchtower’ abilities of Builders with the 'Build Sentry Camp' and ‘Build Lookout’ abilities. Upgrade chains are: Sentry Camp -> Wooden Fort -> Stone Fortress -> Stronghold and Lookout -> Watchtower. Also changes functionality of Watchtowers to match that of Forts, gives a tiny base income to the structures and adds some racial flavour.
This is version 1.0. Please help me by testing and providing feedback!
Mod purpose:
This mod aims to increase the value and usage of defensive structures. It adds options for resource gathering, refining the choices that must be made as to where to build them, to what extent to upgrade them and whether or not to settle them with a Pioneer.
Sentry Camp
Cost: 60 Gold
Build Time: 1 Turn
Domain Radius: 1
Base income: 1 Gold
TC: Brigand Hideout
Wooden Fort Upgrade
Upgrade Cost: 60 Gold
Upgrade Time: 1 Turn
Domain Radius: 2
Base income: 2 Gold
TC: Fortress – Wooden Wall
Stone Fortress Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 3
Base income: 4 Gold
TC: Fortress - Stone Wall
Stronghold Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 4
Base income: 8 Gold
TC: Fortress - Stone Wall
Lookout
Cost: 60 Gold
Build Time: 1 Turn
Vision Radius: 5
Base income: 1 Knowledge
TC: Fortress - No Wall
Watchtower Upgrade
Cost: 120 Gold
Upgrade Time: 2 Turns
Vision Radius: 7
Base income: 2 Knowledge
TC: Fortress - Wooden Wall
Notes:
- When an outpost is created on any of these structures it will inherit the correspondent wall-type. In the case of Watchtowers and Strongholds there will also be new city upgrades, City Watch and Citadel. These city upgrades can only be acquired this way and provide +2 vision and +1 domain respectively.
- Lookouts and Watchtowers expand domain. This means one can use summon spells on and around them and raze them without having an army present. For some reason, the visual domain marker disappears when upgrading a Lookout to a Watchtower without having an army present. The Watchtower will still function as it should.
- The domain radius of the Sentry Camp and Wooden Fort can infringe on existing domain by 1 hex , the domain radius of the Stone Fortress and Stronghold can infringe on existing domain by 2 hexes.
- The vanilla watchtower was renamed ‘Ancient Watchtower’ and has gained +1 vision on account of being so tall and looking so ancient.
- Builders now have ‘Build Road’ as default ability on the strategic map.
- Structure ownership flags have been adjusted for visibility.
Possible future updates/wish-list:
- ToW integration
- RMG integration
- AI integration
- Change bridges
- Marine structures
- Racial builders & pioneers
- Builders & pioneers valid in TC
- Visual adaptation for Necromancers
- Event messages for finished construction
Suggestions are welcome.
This mod changes these rpk-files: Aow_Structures, Aow_Unitproperties, Unitpioneer, Unithalflings, Unitfrostlings, Unittigrans, Cityhalflings, Cityfrostlings, Citytigran, Citypropertieslogic.
Many thanks to IHunterKiller for paving the way with his Racial Watchtowers mod, Gloweye for general helpfulness, Eomolch for being cooperative and Decoy for the initial idea: http://aow.triumph.net/forums/topic/suggestion-sentry-camp/
The author of this mod is Leon Feargus, so he deserves all the credit! I merely uploaded it for him since it wasn't possible for him to do so.
************************************************
FORTRESS ADDITIONS
Replaces the 'Build Fortress' and ‘Build Watchtower’ abilities of Builders with the 'Build Sentry Camp' and ‘Build Lookout’ abilities. Upgrade chains are: Sentry Camp -> Wooden Fort -> Stone Fortress -> Stronghold and Lookout -> Watchtower. Also changes functionality of Watchtowers to match that of Forts, gives a tiny base income to the structures and adds some racial flavour.
This is version 1.0. Please help me by testing and providing feedback!
Mod purpose:
This mod aims to increase the value and usage of defensive structures. It adds options for resource gathering, refining the choices that must be made as to where to build them, to what extent to upgrade them and whether or not to settle them with a Pioneer.
Sentry Camp
Cost: 60 Gold
Build Time: 1 Turn
Domain Radius: 1
Base income: 1 Gold
TC: Brigand Hideout
Wooden Fort Upgrade
Upgrade Cost: 60 Gold
Upgrade Time: 1 Turn
Domain Radius: 2
Base income: 2 Gold
TC: Fortress – Wooden Wall
Stone Fortress Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 3
Base income: 4 Gold
TC: Fortress - Stone Wall
Stronghold Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 4
Base income: 8 Gold
TC: Fortress - Stone Wall
Lookout
Cost: 60 Gold
Build Time: 1 Turn
Vision Radius: 5
Base income: 1 Knowledge
TC: Fortress - No Wall
Watchtower Upgrade
Cost: 120 Gold
Upgrade Time: 2 Turns
Vision Radius: 7
Base income: 2 Knowledge
TC: Fortress - Wooden Wall
Notes:
- When an outpost is created on any of these structures it will inherit the correspondent wall-type. In the case of Watchtowers and Strongholds there will also be new city upgrades, City Watch and Citadel. These city upgrades can only be acquired this way and provide +2 vision and +1 domain respectively.
- Lookouts and Watchtowers expand domain. This means one can use summon spells on and around them and raze them without having an army present. For some reason, the visual domain marker disappears when upgrading a Lookout to a Watchtower without having an army present. The Watchtower will still function as it should.
- The domain radius of the Sentry Camp and Wooden Fort can infringe on existing domain by 1 hex , the domain radius of the Stone Fortress and Stronghold can infringe on existing domain by 2 hexes.
- The vanilla watchtower was renamed ‘Ancient Watchtower’ and has gained +1 vision on account of being so tall and looking so ancient.
- Builders now have ‘Build Road’ as default ability on the strategic map.
- Structure ownership flags have been adjusted for visibility.
Possible future updates/wish-list:
- ToW integration
- RMG integration
- AI integration
- Change bridges
- Marine structures
- Racial builders & pioneers
- Builders & pioneers valid in TC
- Visual adaptation for Necromancers
- Event messages for finished construction
Suggestions are welcome.
This mod changes these rpk-files: Aow_Structures, Aow_Unitproperties, Unitpioneer, Unithalflings, Unitfrostlings, Unittigrans, Cityhalflings, Cityfrostlings, Citytigran, Citypropertieslogic.
Many thanks to IHunterKiller for paving the way with his Racial Watchtowers mod, Gloweye for general helpfulness, Eomolch for being cooperative and Decoy for the initial idea: http://aow.triumph.net/forums/topic/suggestion-sentry-camp/