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Shame about the chasm. I kept trying the Greater Raise Lands spell in lots of locations, hoping for a miracle-lol. If resources weren't placed so frequently on tiny peninsulas, it wouldn't be so bad. Particularly in Exiled mode.
Best of luck and thanks for all your effort!
I may look into it again though, as I'm far more experienced with modding this game than when I originally tried.
News of the Rune spell: I have hit a bit of a snag. In it's current form, it can only be used once. Which is most certainly not ideal. Apparently quests can normally only be triggered once, and that is unfortunately how I was handling the spell. I've got a few ideas on how to bypass it, but progress is slow as I've never messed with quests before until this mod.
Living Land, Fertile Plains (could include the death counterparts for the undead as well), but what would be most interesting would be the ability to fill in the chasm spaces (specifically allow 'Raise Land' to work) on realm maps to allow for maximum city potential.
Are these possible?
If it works, maybe there will be no need for the single-target hex terraforming spells. Though the Random Runestone spell would still be lovely. !
I'll look into how possible the Runestone spell is. ATM my idea of how do it is only a theory. I've never done anything similar before, but I see no reason it won't work. Though so far my odd workarounds seem to work, this mod required one and it works. :)
Nothing was on the swamp, but it was in the domain of a Naga city that was half land, half half water. I'll try it again, might have been bad cursor management. :P
Pretty sure that is impossible. The code for creating artifacts is pretty hardcoded, no way to alter or borrow it to do something else. The closest thing I can think of that would work around it, would be capable of giving a random rune everytime you cast the spell. Could be interesting. Would give more use for runes anyway. As it is I almost never use them, as I don't have enough good ones.
Works on swamps for me. Was there any other special features about said swamp? Like a lair or a resource?
On a not-wholly-unrelated note, has there ever been talk of creating our own Stones (to customize spells), much like the Artefacts, maybe with a spell?
Clean Water works great except it didn't work on a Swamp hex. Is that normal though? All the localization is perfect. Thanks for this great mod!
I always wanted canals for Civ (which has NO terraforming at all---can I ever go back? lol); it is fabulous that the 4x genre is evolving. Many Kudos to you, Shidan, and to indie studios like Inoco.
The new spell has two uses. The first, it can turn any water into just plain old water. Think of it like a "Barren Land" spell for water. The second, it can turn any land tile into water. Including mountains and such. No more having lower over several turns, or having to worship Lunord.
Note: Ignore the fact that it says it can be used on Chasm, it can't. Just an unavoidable side effect. You can try, but it won't actually cast the spell.
I really wanted the Life and Death ones to require Agrela and Krypta relation, respectively. However it appeared that doing that required them to be in the divine spell tree, where there is no room for them.