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Tacitus Magnus

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I am new to AOW3 modding and am trying to make a mod that makes terraforming less tedious while maintaining the the base game mana cost per terraformed hex.

The original idea was just to expand the area of effect for the vanilla terraform spells, but as far as I can tell this cannot be done. So I made some okayish workarounds.

1: Made a overworld spell like the "Cleanse the Lands" spell, that changes the terrain to the desired style. Problem is that this takes casting points. Is there some way for a spell to have its casting cost different from its mana cost? (you also need to reopen the spell book every time you cast the spell, but I don't think anything can be done about that).

2: Made a custom building that changes terrain (like how the Heart structures change biomes) in a radius and had it be placed by custom terraform spell. Problem is that the structure remains afterwards, is there some way to make the structure raze itself after its been placed? Also is there some way of adding a visual reference for the area that the building will affect? (like how settlers will show you the domain of a city before it is placed)

3: Made a empire spell that changes the terrain overtime within your empire domain. I don't like this one because it makes the mana cost of terraforming not scale at all. Is there some way to make it only affect the domain of a single city and perhaps auto cancel itself after a set number of turns?

Thanks for the help!
 

Artfactial

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Welcome!
Those are some interesting workarounds!

2: There is no need to make this a Construct ability; many normal ability effects can be applied to Strategic Active Abilities. Take a look at the Frostling 'Last Rite of Winter' ability in AOW_UnitProperties>Active Abilities-Strategic Map DLC3.

3: I like this one, it's much like the terraforming in AOW2. I am not sure if you can directly scale the cost/upkeep. One way to do it might be to look into making it a City Spell that checks the size of the city (or even the domain radius, not sure if possible) and applies a different Effect with higher cost for bigger cities/larger domains. It would be a bit more complicated and I'm not sure of how to entirely right now, I'll look into it later this weekend.

I'll think about it a bit,
good luck!
 

Tacitus Magnus

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Oops kinda forgot I posted here!l

2: I mainly went the Construct route because that's what the normal terraforming uses and I like the normal terraforming interface, it just takes too way too much clicking to terraform a large area. Thanks for the info about the Frostlings, while I don't want to make the new terraforming based around units, it hadn't occurred to me that the DLC assets are going to be in separate folders from the base game assets. I feel a bit stupid for missing that!

3: I've tried making it a city based spell, though I was not able to find any City Property that changes the terrain. Closes thing was changing terrain preference.

What I have ended up doing for now was making a empire spell that terraforms the player's domain over time (similar to spells like Tropical Empire or Temperate Empire) and giving it a really high mana cost per turn. It's not perfect, but it's much less tedious than the base terraforming for a large empire.

Thanks for the feed back Artfactial!