Age of Wonders III

Age of Wonders III

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V-Mods: Builders
   
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2.513 MB
2017 年 7 月 30 日 下午 6:19
2018 年 5 月 29 日 上午 9:53
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V-Mods: Builders

描述
V-Mods: Builders

About:
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Mod was initially inspired by "Sandman"s mod "The League of Extraordinary Builders" and my friend complaining about builders. I've been thinking of making this for quite a while...

I was not satisfied with Sandmans (in my opinion and I mean no offence when I say this, I'm thankful for the inspiration) sloppy approach to the builders. Mainly made for personal use, but anyone may use it and feedback is welcome.

The uselessness of builders is evidently painful. I've made an attempt to remedy that. I've tried to make building stuff slightly different with each race. The point of this mod is to extend the use of builders to upgrading your city outside of the center piece, with a high risk and a rewarding experience if you keep your upgrades safe.

All races have access to all resource buildings, but they have different rates of income. Each race can build 6 different buildings that produce varying amounts of each resource and an extra race-specific building. The buildings you can build are modified variants of the already existing buildings within the game.

When you build one of the buildings, you have to separately "occupy it" to claim it. There are no rewards for doing so, but for now I did not find a way to instantly give it to the player as they've built it. Also there shouldn't be any guards spawning on any of the buildings unless I've overlooked one. I've not had the error message bug occur that was mentioned on the comments of Sandmans mod, maybe I wasn't trying hard enough?

As of 1.5 all building abilities have an icon. (Courtesy of user jancomx)

Anyway, here is an overview...

Different buildings:
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[Resource - Building - Who can build - Cost - Turns]

Gold - Gold Mine - Everyone except Tigran - 69/115/230 gold (depends on race) - 1 & consumes builder

Gold - Trading Post - Tigran - 184 gold - 1 & consumes builder

Production - Quarry - Dwarf, Halfling, Human, Tigran - 120/45/120/75 (respectively) - 2

Production - Dungeon - Frostling, Goblin, High Elf, Orc - 75/120/75/120 gold (respectively) - 2

Production - Forge - Draconian - 150 gold - 2

Mana - Sanctum - Everyone except High Elf - 18/30/48 gold and 40/70/112 mana - 1 & consumes builder

Mana - Artificial Mana Node - High Elf - 140 mana & 60 gold - 1 & consumes builder

Knowledge - Library - Everyone except Frostling and High Elf - 24/40/64 gold & 30/50/80 mana - 2

Knowledge - Vault - Frostling and High Elf - 80/64 gold & 100/80 mana - 2

Population - Farm - Everyone - 24/40/64/80 gold - 2
(Necromancers have Corrupted Farms)

Happiness - Inn - Everyone - 132/160/202/230 gold - 3

Knowledge and Focus Chamber - Vault of Knowledge - Everyone - 1500 gold and 500 mana - 5

Notes:

All buildings built by builders CAN BE RAZED (except vault of knowledge), but the "naturally" existing buildings cannot. (This could be implemented for another version????)
You can recruit units matching the race of your builder from the inn.
Note that the mana node can't be upgraded and the quarries etc. don't give the city any city upgrades, only resources.

- The building times and costs are subject to change.

- About the Vault of Knowledge: A copy just would not unlock the Focus Chamber, so I decided to just use the original building itself for now. The building hasn't been edited, so this results in the things that Sandman had in his mod. So revisiting the building to occupy it, results in a reward and there is a possibility of spawning defenders if you leave it alone. I'll see to this functionality in late 2018. For now it works and I've made the cost high to disincentivize exploiting a high knowledge giving building that can't be razed.

Resource generation rates:
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Each race can build one building corresponding to a single resource (gold mana etc.). Their generation rates vary this way....

Production, Gold , Mana and Knowledge generations vary -- 3(low), 5(average), 8(high) or 10(excellent) / turn

Population and Happiness generations vary -- 30(low), 50(average), 80(high) or 100(excellent) / turn

Races that have one building that can generate at "excellent" must have one "high" and one "low" as well. If the race has no "excellent" one, it has three "high" ones and the rest are average.

See pictures for the tables.

I've tried to attribute correct traits to each race... feedback is welcome...

The Race-specific buildings:
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Draconian:
Draconian Watchtower
Function: Tripled the normal watchtower vision range (7*3=21)
Cost: 400 gold & 100 mana
4 Turn Build Time

Dwarf:
Dwarven Spelljammer
Function: 1-hex radius indiscriminate spell jamming
Cost: 150 gold & 350 mana
4 Turn Build Time

Frostling:
Shrine to the Frozen Beauty
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time

Goblin:
Shrine to the Earthen Mother
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time

Halfling:
Plant Sunflowers
Function: Lowered to 15 Happiness in domain, cooldown increased to 5 turns.
Cost: 45 gold & 90 mana
1 Turn Build Time

High Elf:
Shrine to the Wizard King
Function: unchanged
Cost: 350 gold & 150 mana
4 Turn Build Time

Human:
Floating Shipyard
Function: Only buildable on water, reduced productions to 10P, 3G, 2M. Can recruit ships like from a normal Master Shipyard.
Cost: 480 gold & 20 mana
4 Turn Build Time

Orc:
Orcish Ziggurat
Function: +8 Gold and mana, +200 happiness
Cost: 380 gold & 120 mana
4 Turn Build Time

Tigran:
Tigran Sphinx
Function: +8 Gold, mana and knowledge
Cost: 380 gold & 120 mana
4 Turn Build Time

Compatibility:
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What was changed: All the builders of each race have been edited, adding the new abilities to build the various buildings. None of the buildings themselves were edited. All the buildings in this mod are edited copies. So this mod will only conflict with mods that edit the builders of any race.
I may or may not consider creating separate builders for this mod at some point, but for now it feels like too much a hassle to work in ghouls for each race. The ghouling works normally with the games own builders.


Final Notes:

Maybe shipyards should be a thing for all races, i don't know. I will expand on the mod someday maybe.

Credits:

"jancomx" for the icons used in the mod (Update 1.5)
热门讨论 查看全部(3)
16
2018 年 5 月 29 日 上午 9:58
Building Ability Icons
Kestral
4
2018 年 5 月 18 日 下午 11:53
Cost Balancing Discussion
Kestral
0
2021 年 2 月 26 日 下午 11:53
Corrupt Farms
FriendlyDemon
84 条留言
Dyna1One 2022 年 12 月 2 日 下午 10:53 
Like FriendlyDemon mentioned in the discussions, unfortunately farms do not work for necromancers (cannot corrupt them)
SinisterPhish 2022 年 8 月 3 日 下午 6:43 
This mod is FANTASTIC. The only thing I would change is to require one hex of space around the building to avoid too much congestion
Arno 2022 年 1 月 17 日 上午 1:33 
VMod is working for me, after I delete Racial Watchtowers mod, gues both edit builders so they conflict. I sugest for you to check if you using another mod that kind.
Fluffles 2021 年 7 月 10 日 下午 9:45 
The mod doesn't seem to be working for me either. There are no new building options at all.
Kyber Voraluna 2021 年 6 月 19 日 上午 9:18 
So it seems to only work for me if i'm playing human Dreadnought. I can't get it to work with any of the other Races or classes.
Varegi  [作者] 2021 年 3 月 11 日 下午 2:32 
very informative, last time I checked it was
Doctor Badass 2021 年 3 月 11 日 上午 5:51 
ITS NOT WORKING
Cid Silverwing 2020 年 10 月 17 日 下午 7:14 
Dunadd 2020 年 10 月 6 日 下午 8:08 
@ LittleShepherd it costs 75 gold and takes 2 turns (after building a builder) to get 5 or so production from a racial dungeon for instance, so not sure why this is unbalanced. If anything it'd make PVP games less unbalanced, as it'd come down less to luck in getting better locations boosting production etc in the domain of you're starting city, as some people may have a quarry and haste berries and a forge (totalling +40 production) in their capital's domain at the start, while others may start with nothing in games without this mod. Making the builders tier III and increasing costs and using up builders would defeat the entire point of the mod and make it not worth installing at all.
KnightGabriel 2020 年 8 月 24 日 下午 6:40 
For some reason this mod doesn't work on the elven court campaign. It works on the commonwealth campaign but not the elven court. Is racial watchtowers somehow conflicting with it?