Age of Wonders 4

Age of Wonders 4

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Map pins and other QoL utilities
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2.285 MB
10 Jul, 2023 @ 12:08pm
7 Mar @ 3:52am
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Map pins and other QoL utilities

In 1 collection by badokk
Badok's Vanilla+
14 items
Description
A collection of various utilities. You can freely pick from the mod's features thanks to a configuration event that will show up at the start of each game.

Please ping me on Discord or on the Steam page of this mod with requests for QoL stuff you'd like to see in the game. If I deem them viable, I'll implement them in this mod.

1. Live MP pings
All players get access to a number of new strategic spells, allowing them to bring a location to other players' attention. Use sparingly and warn in voice chat first, as this could be used as a tool for griefing due to camera movement.

- Global ping - will work on ALL players;
- Enemy ping - will work on all players the caster is at war with (e.g. for declaring attacks)
- Friendly ping - will work on all players in alliance or defensive pact with the caster
- Discreet friendly ping - as above, but without a visual effect (for stealthy war coordination)

This functionality is disabled for single player games.

2. Map pins
This functionality adds a number of spells that create markers on the world map. They come in two varieties - public pins will be globally visible to all players, while private pins are visible only to the caster and truesight. Important note about private pins - due to implementation details they must provide vision on their hex, so could potentially be used as a scouting tool - for this reason all players are also given tools to remove pins, no matter who owns them. Please don't abuse this too much.

3. Additional settings
This section will contain additional game settings (like income/price modifiers of various resources, handicaps/bonuses for specific players, etc.). Currently you can:
- Change map reveal settings at the start of the game. With this you can reveal additional area around each player's capital or uncover the entire map for all players.
- Set global income modifiers separately for all resources, to have more control on game pacing than base realm settings allow. You can modify each resource from -80% up to +400%
- Set per-player income modifiers to allow taking handicaps

4. Other
- Tunnel terraformation - adds an optional spell that makes an underground tunnel province habitable
24 Comments
Isidorn 21 Sep @ 7:16am 
Resource bonus/penalties work fine for me. Never had a problem with that. It's sad the Terraform tunnels doesn't work tho. To me that was the most useful feature of this mod.
An update would indeeed be appreciated, if possible.
Stephanie 27 Jul @ 8:58pm 
Actually all that's still working is the Reveal Map option. You cannot Terrafrom tunnels; you crash to desktop is you try and use map pins; and none of the Bonus resource options work.

This was SUCH a great, and utterly unique. mod.

Anyone out there able to update it?
CreeperDelta 9 Jul @ 5:48pm 
Is there anyway you can make a mod for region names, such as for valleys, mountains, and forests? AOW Planetfall had random region names but this doesn't.
voragoski 30 Jun @ 6:13am 
Local resource multipliers don't seem to be working - I set it to +400% food but it doesn't change my food income by anything other than default (+5 when I add a Farm).
Stephanie 23 Jun @ 1:06pm 
The new DLC broke the Tunnel Terraforming ability. It does nothing now.

Guess we shouldn't be surprised this happened, given adding the Umbral layer changed how the Underground works.

Any chance of an update, Badokk?
Rhondeau 9 Mar @ 12:04am 
On a side note, I tried this mod with friends (and even only this mod) and could not successfully join the lobby, so it may be the cause of that.
Rhondeau 8 Mar @ 8:36pm 
might be strange to ask, but the tunnel terraforming only affects uninhabitable tunnel provinces, and not bedrock zones, right? Is the latter even possible in the current game version? I've been looking around a bit but found nothing that seems to be functional.
Frienby 7 Mar @ 7:34am 
Thanks for updating the mod... just before another patch comes in. I wouldn't be able to enjoy the underground without it. lol
badokk  [author] 7 Mar @ 4:24am 
I've added an update to fix the double-toggle issue. Funny story, it was actually two bugs breaking the toggle's behaviour in opposing ways, so it kinda almost worked as intended
badokk  [author] 6 Mar @ 3:08pm 
@maudin thanks for the praise! @Lord Vectra yeah, I can see it being overlooked due to the generic name, but I don't want to maintain a myriad of tiny mods. The idea behind this one is to gather a bunch of not necessarily related utilities, while keeping them completely optional and not messing with the base game. Feel free to recommend it to your peers, though!

@LvrNtAFightr unfortunately UI modding possibilities are very limited, we can't do stuff like adding bindable functionalities (in this case it would need to be a sort of a macro, to cast the "control" spell). Currently the best ways to implement non-standard behaviour is to use spells or city operations to trigger scripts.