Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Nexus
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1.183 MB
1 Oct, 2021 @ 3:57am
13 Jul, 2022 @ 3:59am
21 Change Notes ( view )

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Nexus

In 1 collection by Wolfie
All Race and Playable Faction Mods Planetfall
8 items
Description
This mod is closed for business, enjoy and have fun

This mod is up to date and only changes weapon groups.

There is troubleshooting guide here if for some reason your not seeing it come up
https://steamproxy.net/sharedfiles/filedetails/?id=2428532074

Welcome to the Nexus Mod

Allows large unit mods from different modders to work togetherish

If you are one of those people who love all the big fat mods but find the game crashes when you try to load them, this is whats happening, the game has a hardcode 520 requisite limit. This is primarily the developers fault as they have all these utterly useless weapon requisites, once the 520 becomes capped it will either immediately crash or start running a stream of assertion fails which are a bad thing.

The devs used up the bulk of the requisite slots so its been a turf war for what ever modder you like more. They are likely not intending to fix it.

"It's not likely to happen. It's an old optimization applied to Unit Requisitions as it is used by the AI to check for f.e. Colonizers or units to build.
For the next project we can likely up the limit but we're also considering other approaches where Modding would not have to make use of that system at all." QOUTE: Dev God


As much as this is painful and unfortunate it needs to be said the devs did an amazing job building a wonderful game and giving access to some pretty amazing modding tools.

So to getting a working version, this deletes the ammo requisites in explosive, biochemical, psionic, kinetic, arc (Lasers had none). Races, secret tech and faction reqs are untouched its just ammo.

Just to be clear you don't need this when using my own mods, i don't need this active, each races just uses a handful of requisites, the entire playable factions use a total of an extra 1.

I tested this with all mine, juzz's expanded arsenal mods' adventure mod (as i know these ones are up to date) and it loads fine with this mod active. If your still experiencing crash on load up ensure your mod IS UP TO DATE. If it is then someone isn't modding right and probably shoudn't be using it anyway.

In saying this you could still get crashes from other other reasons as these mods and other mods have different development methods and objectives.

Again If your using mods that out of date i do not recommend using them, each update came with internal changes to how properties, mechanics and such work. Although they might be lite they can be potentially unstable.


For the most part this mod is unsupported im not going to try and make compatibility patch for every little error you encounter, but i do wish you all the best and have fun!
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How it works

Things are a little different.

This only changes how ammo works in weapon groups. So it edits the upgrade weapon rpk's and tech skills for weapon groups only. So every single ability that used a weapon group had a unique 'requisite' unit ability so i deleted them all freeing up nearly 200 requisite slots

Old System: Every ammo type had abilities with a unique plugins that was identifying individual unit requisite.

New System: This now uses the SK requisite system basically it identifies if a unit has a weapon type like an arc weapon, it adds a modifier, a cleaner simpler solution.
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So whats different?

When applying a ammunition that is intended to change the type of damage it is instead a percentage added on top of the current weapon giving units multiple damage channels. So if applying thermal ammunition with a 20% converter on a weapon that has 10 kinetic damage, it will change to +10 Kinetic + 2 Thermal. You can now apply multiple ammo types, such as Arc and Bio it will stack.

The old system linked to plugins, the only other difference weapons wont change the visuals with projectiles , and each plugin had some unique stats, for example you might of had an increased chance of electrifiying with certain abilities, the new system all use a universal modifier.

And lastly as this is using the universal SK Requisites, that means anything with a damage channel type like arc, kinetic and so on,you will have unit abilities probably not intending to be able to use the ammo types, so say if you have an arc ability that does some crazy stuff that would just be OP with a ammo modifier applied to it. For the most part i wont be doing much here i've already got too much on my plate with other mods so if you want to take this over please lelt me know id be happy for someone to refine it who uses lots of mods. If you dont like the mod or want a better system, just google paradox modding or contact the devs and beg them to increase the req limit. Cheeerz