[ALPHA] Archon Race Mod

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Home Forums Modding and Map Making [ALPHA] Archon Race Mod

This topic contains 10 replies, has 5 voices, and was last updated by  Eomolch 5 years, 1 month ago.

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  • #251504

    Eomolch
    Member

    This mod brings back the Archons as a playable race! Pick your class, choose your specialisations and prepare to lead those ancient warriors of light into combat!

    *************************************
    MOD FEATURES
    *************************************
    – adds a fully fleshed out new race to the game: the Archons
    – adds 7 new archon leaders to the leader pool (one per class)

    **************************************
    STILL TO DO
    **************************************
    – archon heroes
    – racial defense building (still uses the human one)
    – unit descriptions
    – racial class unit icons
    – racial class unit visual distinctions for rogue, dreadnought, archdruid, necromancer and sorcerer

    **************************************
    FUTURE PLANS
    **************************************
    – racial heritage extension
    – hero professions extension
    – german translations

    **************************************
    COMPATIBILITY
    **************************************
    – the mod may interfere with other mods on many different levels
    – it is compatible with all my existing mods, though of course all of the racial features of those mods don’t exist (yet) for the Archons (see future plans)

    If you want, let me know what you think about the mod here or on steam!

    Best regards,
    Eomolch

    • This topic was modified 5 years, 1 month ago by  Eomolch.
    #251510

    Thariorn
    Member

    – in autocombat the AI will very likely use the final vengeance ability of the avenger (once he hits elite), resulting in the loss of that unit (still trying to figure out a way to stop them from doing that)

    Can’t you flick a box in the abilities entry for such cases?
    Something about “is used by AI” or so.

    Would deactivate the skill for all AIs though

    #251511

    Hiliadan
    Member

    Great to have a new mod from you Eomolch! I’m enjoying your Racial Heritage and Hero mods a lot.
    But I was hoping you would do another race, it’s a shame it’s the same as the one that will be a Dwelling in the community expansion. :S

    So you did specific class units too?

    #251512

    Eomolch
    Member

    Can’t you flick a box in the abilities entry for such cases?
    Something about “is used by AI” or so.

    Would deactivate the skill for all AIs though

    Hi Thariorn! This was my first intuition too when I noticed the problem. But either I am blind or there just isn’t such an option! The only AI filters I have found so far come on tactical unit property effects and they only specify the situation the AI will use the ability in, don’t prohibit it at all. The only one that could have worked as an off-switch was the AI morale filter (says that it would limit the use of the ability to a certain morale of the unit), but for some reason it showed no effect when I tried it out. Or maybe it just doesn’t work with extreme values (I tried +3000 and -1000).

    But I was hoping you would do another race, it’s a shame it’s the same as the one that will be a Dwelling in the community expansion. :S

    So you did specific class units too?

    I admit it isn’t ideal, but Archons are really one of the two still missing races from AoW2 that I wanted to have back in the game (the other being the Dark Elves, and those I already “incorporated” via racial heritage). Also as usual it was a question of unit models and what could be done with the already existing material.

    As for class units, the archon class units are all based on the human ones. In case of the theocrat and warlord units I already added some distinctions, but the rest is still identical (in appearance) and this is indeed the most challenging part from the things that I still need to tackle (especially since people will compare it to Tibbles’ amazing racial variety mod). For some units I may just end up giving them different weapons or some fancy FX effect.

    • This reply was modified 5 years, 1 month ago by  Eomolch.
    #251522

    Hiliadan
    Member

    For class units, you are talking about the visuals, right? But I was talking more about the abilities. But yes, clearly for visuals, people will compare to the Racial Class Unit Reskin and it will be hard to compete. 😀

    #251523

    Eomolch
    Member

    Ah ok, ma bad. Yes, I was talking about visuals. As far as stats and abilities are concerned I already added some extras where I deemed them to be fitting. 😉

    • This reply was modified 5 years, 1 month ago by  Eomolch.
    #251526

    This looks really nice. I will surely use the mod with all the other mods we (me and friend) currently use (I think we use 16 mods atm).

    I also saw the Human Handicaps Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=885476643 – good idea to make the AI more challenging! But we have not tried it yet. I was thinking myself on a mod that makes life more difficult for the most advanced, strong, rich players. Eg. make upkeep more expensive for players that have more than x units, reduce income for players that have more than x cities, or certain events that target only the largest/most developed cities. No idea if it possible at all to mod things like this 🙂

    #251547

    Tombles
    Keymaster

    I’m guessing that Final Vengeance is a Self Destruct ability? If so, the AI will try and use that, since it assumes that the designer (i.e. you) intended it to be used. It never really occurred to us that anyone would want to put a self destruct ability on a valuable unit.

    The easiest fix would be to have Final Vengeance give the caster unit Resurgence the moment before it kills the caster. This should allow the AI to use the ability safely, and may encourage players to use it too. I’m not sure what kind of unit an Avenger is, but I would imagine most players would balk at killing one of their own units if they’ve gone through the trouble to level it up to elite…

    Another thing that might work would be to add a property effect to the spell that affects the caster unit, then set the following:

    AI Mode = Any Unit
    Is Positive = false
    Unit Health Mult = 1000

    That should tell the AI that using this ability places a horrible debuff on the caster that it should try and avoid at all costs.

    • This reply was modified 5 years, 1 month ago by  Tombles.
    #251549

    Tombles
    Keymaster

    The way the AI works in general is that it looks at each target unit, then goes through each effect that would work on that unit and calculates a score for it. It adds the scores together for all units and effects, and uses that total to see how valuable it is to use that particular ability on that particular target.

    When you set a property effect to “Ignore” mode, all it means is that it will ignore that effect when doing its score calculation. It will still look at all the other effects in the ability.

    By adding a negatice property effect with a Unit Health Mult of 1000, you’re telling the AI to subtract (Unit HP x 1000) form the current score, making it very unlikely the AI will try and use it. Don’t set the multiplier too high, otherwise it might overflow and become a positive value.

    #251562

    Eomolch
    Member

    Hi Tombles, thanks a lot for your detailed response and the insight on the AI behavior!! I had been wondering for a while how the Unit Health Multiplier really works 🙂

    As for the ability itself, what it does is transform the avenger (which is the archon T3 unit) into an arch angel until end of battle (and beforehand restore 20 HP) at the cost of the death of the unit at the end of the battle. So it is an ability meant to be used in tight battles where you know there will be losses or simply when you get into a situation where you realize that you will lose your avenger either way and want to hurt the opponent some more before that happens. (The idea is that the avenger trades his life to the gods for the powers to smite his enemies one last time.)

    Anyway so even before you suggested it I had already added an extra property effect to the caster targeter and set it to Is Positive = false. However I didn’t know how to set the Unit Health Multiplier. Now after your explanation I have tried it out with 10, 100, 1000 and 10000 but it didn’t seem to make any difference. Maybe the heal effect on the unit simply outvotes the fake unit property effect (may actually test later if removing the healing effect will change things).

    @nvc_for_the_soul: I’m afraid the things you suggest aren’t possible to mod in. As far as I know using variables such as number of cities etc is something that the modding tools don’t really allow you to do.

    #251566

    Eomolch
    Member

    The healing effect really was the problem! I had to pull a little stunt to get the healing back into the ability without using a direct heal effect but now the ability works like I want it to AND the AI won’t use it anymore. So thanks again tombles! Couldn’t have done it without your explanations!!

    • This reply was modified 5 years, 1 month ago by  Eomolch.
    • This reply was modified 5 years, 1 month ago by  Eomolch.
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