Age of Wonders III Modding Support – Coming Soon

We’ve moved over to the paradox forums. Please come visit us there to discuss:
You can still read the collective wisdom - and lolz - of the community here, but posting is no longer possible.

Home Forums Age of Wonders 3 Discussions Age of Wonders III Modding Support – Coming Soon

This topic contains 146 replies, has 66 voices, and was last updated by  Gloweye 6 years, 8 months ago.

Viewing 30 posts - 91 through 120 (of 147 total)
  • Author
    Posts
  • #224171

    Jolly Joker
    Member

    Use them as models?

    #224178

    Griffith
    Member

    It is fairly easy to let units evolve in the game. You only have to assign an unit set to it and give it unit the Evolve ability. Everything is possible; you can evolve Nymphs into Dread Reapers without problem 🙂

    Cool, this opens a lot of possibilities.

    However, Spell casting for individual units is not possible I’m afraid.

    just use once per battle infinite range abilities instead of “spells”

    Well, maybe units having spell casting wouldnt be ideal anyway. 🙂 What I was really aiming at was for the possibility for making new abilities, like ninjew suggested. The number of available abilities was always bit of a restriction on the previous aow, cause you couldnt really make new ones, only replace / edit the old ones somewhat.

    Would it be possible to add new abilities to a mod? If thats too complicated, would it be possible to make a new ability that allows unit to cast single customizable spell once per battle (without exhausting hero spellcasting turn)? That would practically give tons of new available “abilities” for units as well.

    One could even make the notorious Warlock unit then for sorcerer (evolved from apprentice), with the ability to cast Shock Missile once per battle. Pew Pew Pew

    🙂

    #224180

    Thariorn
    Member

    I’m very curious what you plam to do with 50 x 50 px sprites

    Their avatars surely can be used as replacements/additions for units, even if they aren’t up to par in terms of quality.
    As models, well, not so much I’d guess, being all 2D.

    #224202

    Will there be a way to import graphics (for units/heroes) OR will there be an easy way to change existing graphics?
    I would, for example, like to emport a couple of AoW 2: SM unit graphics. Will that be possible in some way?

    Unfortunately not. AoW2 used 2d images in place of its units. AoW3 uses 3d models. The two are not interchangeable im afraid.

    Some units in AoW2 mods are actual 3d models that have had sprites made of them, so they truly look amazing, but they wont work either.

    #224204

    NINJEW
    Member

    Oh god, your avatar… You are serious about making that monstrosity capable of seducing others while having the posture of a storm sister.

    death by snoo snoo

    #224210

    iceboy
    Member

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game… 🙁

    #224214

    Gloweye
    Member

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game… :(

    If you can control the unit sets that get used in random maps, yes. Dunno if we get that though, didn’t say so in any post I’ve seen.

    #224234

    iceboy
    Member

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game… :(

    If you can control the unit sets that get used in random maps, yes. Dunno if we get that though, didn’t say so in any post I’ve seen.

    So only the unit sets but not the spawn rate numbers or timing? Well that is disappointing as I would prefer to control the last two…

    #224264

    Gloweye
    Member

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game… :(

    If you can control the unit sets that get used in random maps, yes. Dunno if we get that though, didn’t say so in any post I’ve seen.

    So only the unit sets but not the spawn rate numbers or timing? Well that is disappointing as I would prefer to control the last two…

    I don’t know what we’re getting access to exactly, but the unit sets might be possible – they’re open for view in the editor. Maybe the spawn rate/time is a building property we can edit. Not 100% sure.

    #224298

    Fizzbitch
    Member

    Why are people complaining? This is a potential infinite number of smaller and bigger DLCs! I am very excited for this. From the ability to add T4 raace units to removing all T4 units. From creating new races, dwellings or even specialisations.

    #224299

    Fizzbitch
    Member

    Love your Dark Elf faction. I hope to see them in mods!

    #224307

    Ravenholme
    Member

    Why are people complaining? This is a potential infinite number of smaller and bigger DLCs! I am very excited for this. From the ability to add T4 raace units to removing all T4 units. From creating new races, dwellings or even specialisations.

    Sure, but rather hampered by the (supposed) inability to import new models and textures.

    #224312

    Fizzbitch
    Member

    That is a real shame. With such a complicated problem I suspect its not something they will be able to add even in the forseeable future. But well, I guess you cant have everything.

    #224342

    XividaX
    Member

    *sigh*
    I don’t like being a party pooper, but I must warn you to be careful of what you wish for when you invite peoples of the vast internet to “modify” a multiplayer game.

    I say this from my experience with another online multiplayer strategy game I used to play (name I will not mention).
    That game allowed players to freely mod it, and it became a total disaster. The
    Community was ripped to shreds by the warring factions of “Modders” and some “purists”.
    The Modders, at first did nice, simple things to enhance the game. But as time wore on, some of the Modders started making increasingly controversial balance modifications. The situation grew to the point where many in the community required other players to use one of several incompatible Modded versions of the game if they wanted to play a multi-player game. And of course others simply wanted to play the game that they payed money for as the original creators had made it (un-modded).

    The already small community became divided into various mod factions all competing
    Against each other for players. All new players could do was to pick a modded
    version of the game based on nothing more than a word of mouth, popularity contest.
    Needless to say, new players did not tend to stay with the game. And they certainly
    Were not playing the actual game they bought.

    In the end, last I saw at least, that game still has the same old handful of players
    still playing against themselves, and still bickering on how to balance their next Flavor of the month versions of their mods all these years later.

    After living through it once before, I truly hope this game does not end up like that other one.

    #224343

    *sigh*
    I don’t like being a party pooper, but I must warn you to be careful of what you wish for when you invite peoples of the vast internet to “modify” a multiplayer game.
    I say this from my experience with another online multiplayer strategy game I used to play (name I will not mention).
    That game allowed players to freely mod it, and it became a total disaster. The
    Community was ripped to shreds by the warring factions of “Modders” and some “purists”.
    The Modders, at first did nice, simple things to enhance the game. But as time wore on, some of the Modders started making increasingly controversial balance modifications. The situation grew to the point where many in the community required other players to use one of several incompatible Modded versions of the game if they wanted to play a multi-player game. And of course others simply wanted to play the game that they payed money for as the original creators had made it (un-modded).
    The already small community became divided into various mod factions all competing
    Against each other for players. All new players could do was to pick a modded
    version of the game based on nothing more than a word of mouth, popularity contest.
    Needless to say, new players did not tend to stay with the game. And they certainly
    Were not playing the actual game they bought.
    In the end, last I saw at least, that game still has the same old handful of players
    still playing against themselves, and still bickering on how to balance their next Flavor of the month versions of their mods all these years later.
    After living through it once before, I truly hope this game does not end up like that other one.

    Don’t you worry Lord XividaX, as long as I am here there is a big-shot that confine players to play the un-moded version. that one community of indecent, uncivilized barbarians fucks up a game doesn’t mean that another game does the same.

    I have full trust in our small community that they will keep it civilized.

    #224344

    Joni
    Member

    *sigh*
    I don’t like being a party pooper, but I must warn you to be careful of what you wish for when you invite peoples of the vast internet to “modify” a multiplayer game.

    I say this from my experience with another online multiplayer strategy game I used to play (name I will not mention).
    That game allowed players to freely mod it, and it became a total disaster. The
    Community was ripped to shreds by the warring factions of “Modders” and some “purists”.
    The Modders, at first did nice, simple things to enhance the game. But as time wore on, some of the Modders started making increasingly controversial balance modifications. The situation grew to the point where many in the community required other players to use one of several incompatible Modded versions of the game if they wanted to play a multi-player game. And of course others simply wanted to play the game that they payed money for as the original creators had made it (un-modded).

    The already small community became divided into various mod factions all competing
    Against each other for players. All new players could do was to pick a modded
    version of the game based on nothing more than a word of mouth, popularity contest.
    Needless to say, new players did not tend to stay with the game. And they certainly
    Were not playing the actual game they bought.

    In the end, last I saw at least, that game still has the same old handful of players
    still playing against themselves, and still bickering on how to balance their next Flavor of the month versions of their mods all these years later.

    After living through it once before, I truly hope this game does not end up like that other one.

    I highly doubt this. First and foremost, a vast majority (somewhere between 70 to 90% of the player base, depending on who you ask) are mostly/pure single player users. Therefore I think it is quite misleading to call AoW3 a true “multiplayer” game. Furthermore, I am quite sure that the (mostly nice and adult) multiplayer base will be able to agree on a “canon”, such as an unofficial patch similar to what was done in AoW2 which will then be used as a standard for multiplayer games.

    Back to the general topic: Maybe it would be helpful if somebody created a (possibly quite long) list of things they might want to mod down the line? Triumph could then go through that list saying if these features are already in/might be doable in the remaining development of the toolset/ not realistically possible at all.

    #224355

    BB Shockwave
    Member

    WOW, this is awesome. 🙂 Can’t wait to start modding! I will probably try and make the original Tigran and Draconian units (the wyvern would make for a good Slither and maybe add dire panther animation for a regular Tigran to make Hunters?)

    #224385

    WOW, this is awesome. :) Can’t wait to start modding! I will probably try and make the original Tigran and Draconian units (the wyvern would make for a good Slither and maybe add dire panther animation for a regular Tigran to make Hunters?)

    I don’t know if that is possible, the rigs for each are very different.

    I hope it works though.

    #224387

    vota dc
    Member

    *sigh*
    I don’t like being a party pooper, but I must warn you to be careful of what you wish for when you invite peoples of the vast internet to “modify” a multiplayer game.

    I say this from my experience with another online multiplayer strategy game I used to play (name I will not mention).
    That game allowed players to freely mod it, and it became a total disaster. The
    Community was ripped to shreds by the warring factions of “Modders” and some “purists”.
    The Modders, at first did nice, simple things to enhance the game. But as time wore on, some of the Modders started making increasingly controversial balance modifications. The situation grew to the point where many in the community required other players to use one of several incompatible Modded versions of the game if they wanted to play a multi-player game. And of course others simply wanted to play the game that they payed money for as the original creators had made it (un-modded).

    The already small community became divided into various mod factions all competing
    Against each other for players. All new players could do was to pick a modded
    version of the game based on nothing more than a word of mouth, popularity contest.
    Needless to say, new players did not tend to stay with the game. And they certainly
    Were not playing the actual game they bought.

    In the end, last I saw at least, that game still has the same old handful of players
    still playing against themselves, and still bickering on how to balance their next Flavor of the month versions of their mods all these years later.

    After living through it once before, I truly hope this game does not end up like that other one.

    From what I read most of the mods proposed are about giving a total different gameplay (no T4), previous version of the game (return of Lizardmen, Dark Elves) or total different game.

    #224398

    I’m very curious about a no t4 unit mod. I have a feeling it will just greatly favour t3 units and effectively nerf some classes, e.g Dread and WL, who can produce more T4s late game than Sorcs, for example.

    #224418

    vota dc
    Member

    Rogue would be very powerful, maybe they would delete even Shadow Stalker to balance it.
    Also a “weighted” game with 8 T1 for stack, 7 T2, 6 T3, 5 T4 could be quite funny too. I would prefer a system that help with wasted production (for example two T1 irregulars at once) but not sure if this kind of mod is possible.

    #224426

    Rogue would be very powerful, maybe they would delete even Shadow Stalker to balance it.
    Also a “weighted” game with 8 T1 for stack, 7 T2, 6 T3, 5 T4 could be quite funny too. I would prefer a system that help with wasted production (for example two T1 irregulars at once) but not sure if this kind of mod is possible.

    Overflow exists in the game already. Sometimes cities will auto complete production.

    In theory, this is “not difficult” as you are effectively editing an already extant ability.

    In theory…

    I imagine there are many ways to mess up the technical implementation…

    #224433

    Gloweye
    Member

    Rogue would be very powerful, maybe they would delete even Shadow Stalker to balance it.
    Also a “weighted” game with 8 T1 for stack, 7 T2, 6 T3, 5 T4 could be quite funny too. I would prefer a system that help with wasted production (for example two T1 irregulars at once) but not sure if this kind of mod is possible.

    Overflow exists in the game already. Sometimes cities will auto complete production.

    In theory, this is “not difficult” as you are effectively editing an already extant ability.

    In theory…

    I imagine there are many ways to mess up the technical implementation…

    What I understood was that it would be going to be a tad more difficult. Ideally, you’d request the amounts of production provided and needed for each city, subtract, then forcefully add that to the next production(most likely, taking only base production values to prevent the stacking over overflow – so you force it on the production right now, not adding it to the next turn.). However, that’s coding – and I fear we’d need C++ access for that, which we’re not gonna get.

    Adding a “2 irregular” build order may be easier though.

    #224491

    rozmarxxx
    Member

    Hy!
    Thanks for the answer that sounds promising. (or at least something I can start with)
    Can you give me a hint where can I find this modding tool?
    Oh by the way, yes I am Hungarian. 🙂

    #224502

    v8man
    Member

    Modding tools sound great, and I’m easy to please. If I can just modify the AI bonuses and aggressiveness for the various difficulty levels and tweak unit/item stats, it’s all good to me.

    #224535

    Narvek
    Keymaster

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game…

    Yep should be possible 🙂

    #224538

    Garresh
    Member

    Rogue would be very powerful, maybe they would delete even Shadow Stalker to balance it.
    Also a “weighted” game with 8 T1 for stack, 7 T2, 6 T3, 5 T4 could be quite funny too. I would prefer a system that help with wasted production (for example two T1 irregulars at once) but not sure if this kind of mod is possible.

    Interestingly, if Shadow Stalkers were removed then Rogues may very well return to the days when Explorer was mandatory. hm. I think perhaps if this no t4 mod were introduced, it may be also worth adding Lesser Shadow Stalkers as a produceable unit instead, after Assassins but before Succubi? Not that I’m convinced rogues would be bad without SHadow Stalker if everyone else loses T4s, but it would be worth it imho to not force the days of Explorer spam all over again haha.

    #224550

    Arnout
    Keymaster

    With the new modding tools will we finally be able to control the spawn rate timing and spawn type and numbers of roaming units, random events, and seals and beacons? This is currently my only real gripe with the game… :(

    If you can control the unit sets that get used in random maps, yes. Dunno if we get that though, didn’t say so in any post I’ve seen.

    Yes structures, spawners, etc on the map, have unit sets that can be altered very easily 🙂

    #224588

    NINJEW
    Member

    What I understood was that it would be going to be a tad more difficult. Ideally, you’d request the amounts of production provided and needed for each city, subtract, then forcefully add that to the next production(most likely, taking only base production values to prevent the stacking over overflow – so you force it on the production right now, not adding it to the next turn.). However, that’s coding – and I fear we’d need C++ access for that, which we’re not gonna get.

    Adding a “2 irregular” build order may be easier though.

    doesn’t the map editor support lua scripts or something?

    #224666

    Bob5
    Member

    If it would not be possible to make our own abilities, could you add some extra ones to the game for us to play around with? I’m mainly looking for Lava and Tropical concealment right now, I don’t think it should take too long to make those.

Viewing 30 posts - 91 through 120 (of 147 total)

You must be logged in to reply to this topic.