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Home › Forums › Age of Wonders 3 Discussions › Modding / V1.7 [OFFICIAL] NOW LIVE
This topic contains 441 replies, has 76 voices, and was last updated by Tombles 6 years, 7 months ago.
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September 10, 2015 at 15:28 #227717
Updated for the official Release
See News Post:
http://aow.triumph.net/v1-7-is-here-the-age-of-modding-has-begun/September 10, 2015 at 15:56 #227729First!
After having claimed the first post, now let’s use it to shamelessly advertise my mods:
Wood Elves and Frostlings styled after AoW 1, which will be part of the campaign BBB mentions down a couple of posts:
Elves: http://steamcommunity.com/sharedfiles/filedetails/?id=515806282
Frostlings: http://steamcommunity.com/sharedfiles/filedetails/?id=515817500
Ballista, intended as field or siege defense combat machine. Single shot for 19 base damage at long range. More Information on it’s Wikia Entry.
Ballista: http://steamcommunity.com/sharedfiles/filedetails/?id=515809049
Obviously, the first two are very imbalanced if you look at the normal game. The last one is fine, and currently all races broad. Shredder Bolt and Turtle Ballista will someday be included in the appropriate mods.
Of course, when the Mod Tools go public, all of these will be uploaded to the Nexus for all non-steam users to use, as will every mod I make.
September 10, 2015 at 16:00 #227730Thanks Tibbles for making that great Blight Surgeon!
September 10, 2015 at 16:01 #227731Wow, that’s some long-bottom guide for me to read through over the next few weeks.
At least tweaking units to my persnoal sp desires seems easy enough ~
Note that memory is limited and that adding too much new stuff may cause memory issues, especially for players on lower-end systems.
Can you give a rough estimate how much memory the game uses with both expansions unmodded?
Would probably help to find a “Do not cross this point in order to have the game still work”-point for modders (mainly modelers/artists as it seems)
September 10, 2015 at 16:05 #227733Great that modding is finally here! Or, for us GoG players, great that you gave ETA “before end of month” 🙂 Well, at least I can read modding tutorial to get some idea what is going on…
September 10, 2015 at 16:08 #227736Ninja’d…
Ugh…
So who want to cooperate with me on a mod that introduces population as a resource, used in recruiting and upkeeping units? Edit: and building if possible.
I also know Ex is looking to create a mp balance mod, which I have high hopes for.
And I am ofcourse working on an AoW1 mod, with Gloweye, so there *may* be positions available for that.
September 10, 2015 at 16:25 #227739I might have to go back to college so I can figure out how to mod(even with the guide). 🙁
September 10, 2015 at 16:29 #227740Wohoo, amazing!!
The only downside is, now I want my vacation to end 😀
September 10, 2015 at 16:49 #227743@ Bam, looks harder than it is. If a coding idiot like me can do it….
September 10, 2015 at 18:06 #227761Looks great. I’m just missing a fix to the hero mount bug in the editor for DLC races, was that fixed or will that fix come later this month?
September 10, 2015 at 18:14 #227762Could you be more specific?
September 10, 2015 at 18:16 #227763I think Bob5 is talking about this
http://aow.triumph.net/forums/topic/how-do-i-link-leaders-to-a-player/#post-226108September 10, 2015 at 18:25 #227766Yeah that’s the one.
September 10, 2015 at 19:20 #227773Short plug here since I’m at work. Tonight Ill be uploading several short introductory videos to cover the basics of nodding. The quality isn’t great but it’ll be a good way to get those of you who want to dabble started. I’ll also be releasing an alpha version of a current mod I’ve been working on for some time, which adds additional “variant” units to each class in a balanced and interesting way. A few tidbits: Sprint Pass Wall assassins are back. An infantry version of musketeers with shields and shotguns. Berserksers which hit for almost 20 damage but have a chance to go berserk and become a threat to friend and foe alike!
There’s more, but Ill do a more detailed post later. Suffice it to da I’ll be dropping a lot of cool stuff tonight.
September 10, 2015 at 19:53 #227782Great I am starting right now the food chain mod.
September 10, 2015 at 20:00 #227783The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?
September 10, 2015 at 20:39 #227785The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?
Only in Beta. When it goes live it’s for GOG as well.
September 10, 2015 at 20:41 #227786Gloweye, THANKS!
September 10, 2015 at 20:46 #227787Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?
I have no mod experience so just wondering if it’s manageable
September 10, 2015 at 21:14 #227788Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?
I have no mod experience so just wondering if it’s manageable
Pretty easy. Frost damage that is – hero mount aren’t hard either, but there’s a few things to keep in mind, and some weapons are easier than others(default(==starting) weapons/mounts are very easy, but any other options are suddenly a lot harder.) For example, I’m working on the AoW 1 campaign, and Talic, the Dark Elf guy, now rides a Black Horse(base mount of orc heroes) instead of a Unicorn(he’s an elf..currently).
September 10, 2015 at 21:31 #227790Victory Rush heals 12 HP now?
And no change to Deathbringer?
Hmm…
September 10, 2015 at 21:38 #227792Great stuff guys, thanks a bunch.
NODE SERPENTTTTT!!!!!!!
Can I ask that you guys look into that builder change with rapids?
September 10, 2015 at 21:41 #227793O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher. I can load the mod in the editor, continue to make changes in there but the game does not recognize any changes made because apparently, the mod has somehow failed to load in the launcher. I do not see any scenarios downloaded from Steam Workshop after creating my first mod, either – the User Content menu is completely blank now. Any advice on how to fix this? Thanks in advance.
September 10, 2015 at 21:53 #227794And no change to Deathbringer?
I’m probably gonna regret asking this, but why would there be a deathbringer change? A quick glance over the balance forum and its Necro thread yields no clues here.
O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher
What folder is the Mod’s ACP file in Marty?
Also, is the “Update” button under user content flashing? I noticed that the user content list is empty when it wants to update.
Any information you can give about what you did and where your files are would help track the problem down!
September 10, 2015 at 21:57 #227796Can I ask that you guys look into that builder change with rapids?
Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps 🙁
September 10, 2015 at 21:59 #227797Yes, I will create an MP balance mod. Hopefully together with Griffith. But I got a PhD to finish, and students to teach :)….
But my plan is to work in two stages.
First a general mod that treats all classes by tweaking them, and then to introduce sub-classes by introducing mutually exclusive research.
I actually hope we could make a community mod here since I really don’t have the tools myself to make a really good mod – I am not an artist myself, I can only tweak stuff and do the balance. And testing it out is after all something for the MP community in general, so I would love some collaboration. When the time is right I’ll make a thread, and lets hope you guys will be up for participating in it.
September 10, 2015 at 22:02 #227798Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps
Yes I made a thread about it in the balancing sub-forum:
http://aow.triumph.net/forums/topic/builder/
I dunno about the campaign maps, but it is an issue and it is very very problematic for all classes that are not sorcerer on most maps types basically.
September 10, 2015 at 22:08 #227799My mod is located under “C:\Users\Martin\Documents\My Games\AoW3\UserContent\test mod”. Is this a proper path for storing all user content? Anyway, it seems like restarting the launcher a few times has helped even though the button was not flashing… I can now see all downloaded content including my test mod. Going to tinker with the editor some more. Thanks for your help and thanks for the great modding tools in the first place!
September 10, 2015 at 22:09 #227800i am so happy that razorbows have warcry now
September 10, 2015 at 22:14 #227801Yes, that’s right Marty. Your mod file should always be:
My Documents\My Games\AoW3\UserContent\YourModName\YourModName.acp
Glad it’s fixed, though it’s kind of worrying it would just vanish like that… We’ll have to keep an eye out for what could cause that.
http://aow.triumph.net/forums/topic/builder/
Yeah, I see it. I’ve had similar issues, though I know that some people like the feature. I’ll look into it.
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