![]() ![]() If no technologies are available to unlock for the Commander, they are instead given 60/280/600 The first step for all anomalous sites takes 3 to complete, has a 100% success chance, & unlocks a free technology that costs less than 150/700/1500 depending on if it rewards a small/medium/large tech. ![]() This means having a full stack of units investigating the site will always yield more experience. If the action fails, something negative might happen, such as a Hazard spawning in the sector.Įxperience gained from anomalous sites is not split between all units on the site, and instead a set amount of experience is given to every unit investigating the site. Anomalous sites with higher rarities will yield greater rewards and increased XP. The different options will result into different outcomes upon success, like providing unique rewards, spawning a new location or revealing a new anomalous site with a higher rarity, in addition to always granting XP. During this time, they will gain experience every Turn. After making the choice, your hero will have to remain on the site for the duration of the process. Each option will have different durations and chances of success. Each anomalous site presents you with several options on how to approach it. The Anomalous Site need to be cleared in order to do anything else with the Sector. These are only visible to the player that decrypts the data but can be discovered by other players through Forward Base Construction, Annexation or Colonisation of a Sector. Completing two subsequent Anomalous Sites will decrypt data for a Medium or Large Anomalous Sites. Small Anomalous Sites are placed during World Generation and can be tackled by any player that encounters them. There are three different sizes of Anomalous Sites, Small, Medium and Large. To interact with a site, you will have to send an Army containing a Hero or Commander to the location. These anomalous sites are often dangerous, filled with traps and powerful foes, but great secrets and unique rewards await those who dare to face them.Īnomalous sites are Locations on the Strategic Map identified by a purple marker. (which SHOULD make the cost -4 points (and bumb starting level to 8) from my beliefs but seems to do nothing when loaded.The worlds of the Star Union are filled with mysteries and anomalies for your heroes to discover and explore. it is always jsut he '1' tha this default.Ĭan anyone give me an idea on what is needed to actually change the cost of perks (and then I will ultimately figure out how to make new ones).įor reference I have attached the simple mod. Hower, when I go to launch the game, I will make sure Perks.acp is enabled, but when in game the changes do not show up (neither direclty as 'text' (which figured COULD be part of the strings) and/or in the point cost, when customizing a leader. (so it does show it is save the changes). The 'changes' seem to be made, as if I close out package maanger (and/or just load a different mode), and go back into the 'values' in Resource editor will match (default if my mod is not current one), or will show whatever values, I have set if my mod is the one active. Then File:save and it asks if I want to update perks.acp and I answer yes. I then can edit the values and adjsut the Point cost (for testing I have tried increasing to 2, and/or decreasing to -2) but believe that is just a change from in tools). Then Tools: Resource Editor on then opened:ĭ:\Program Files (x86)\GOG Galaxy\Games\Age of Wonders Planetfall\Content\Title\Packs\Perks_Background_Leaders.rpkįrom there I found right clicked on what shows up for me as line 4 'Veteran Background' and chose create MOD (tutorial says modify. filled in the other fields (of note made sure priority was higher then default (have tried 9 and 100). So I have launched package manager, made a new mod called Perks. I am trying (to mostly learn, and 'cheat' slightly) edit the cost of Perk picks for leader backgrounds. Can anyone give me pointers on where I might be going wrong.
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