Modding / V1.7 [OFFICIAL] NOW LIVE

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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, 8 months ago.

Viewing 30 posts - 391 through 420 (of 442 total)
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  • #229970

    Eomolch
    Member

    I did some more research and in turns out any unit beside heroes can have the ability.

    Because when an unit builds a city it disappears. Would suck if your hero just vanishes.

    Well, build watchtower/fort are different events than founding a city. They don’t consume the unit. Also in aow2 this didn’t keep the devs from allowing the build outpost ability to be performed by heroes 😉

    #230215

    Lupingeist
    Member

    I’ve got a question.

    I’m creating some new recruitable heroes, and everything’s going well. They’ve all shown up in game with the proper abilities, items, and appearance. The only thing I can’t figure out is how to change their names.

    I’m following the PDF guide for Tombles and Tombelina. The step that’s giving me trouble is 7a where it says “Localized First Name -> Localized String” = TOMBLES_AND_TOMBELINA@TOMBELINA@FIRST_NAME

    I try to replace the default from the hero I copied (lords@hero_firstname_10@name) with the string that matches my XML file, but whenever I hit Enter or Tab to confirm the edit, I get the error sound and it reverts to the default.

    Any ideas what I’m doing wrong?

    #230244

    Stormwind
    Member

    How do mods work in multi-play?

    I assume if I have a mod, others need to download it also to be compatible…like a new version? (at least I hope so…!)

    Do you have to “install” them , or just have them present in a directory?

    I hope the answers arent too obvious since I havent read anything yet…but in a game with friends and discussing modding…

    #230258

    Tombles
    Keymaster

    How do mods work in multi-play?

    I assume if I have a mod, others need to download it also to be compatible…like a new version? (at least I hope so…!)

    Everyone needs to have the same mods as the person who hosts the game, when you try and join the system should give detail information on problems you have with your installed mods (like “You need this mod” or “You have a different version of this mod”).
    When playing PBEM, everyone needs to have the same mods that were in use when the PBEM game was created. Players are allowed to upgrade mods to a newer version when they download their turn, otherwise it’s not possible to change mods mid game.

    I’m following the PDF guide for Tombles and Tombelina. The step that’s giving me trouble is 7a where it says “Localized First Name -> Localized String” = TOMBLES_AND_TOMBELINA@TOMBELINA@FIRST_NAME

    If you double click on where you type the name in, you should get a big list of strings to choose from. You need to select from that list, not type the name in by hand.

    Well, build watchtower/fort are different events than founding a city. They don’t consume the unit. Also in aow2 this didn’t keep the devs from allowing the build outpost ability to be performed by heroes 😉

    Odd that heroes can’t use Build XXX abilities, I never added code to prevent it. Also, I think you can mod the Found City ability to not kill the unit on use.

    #230607

    I did some more research and in turns out any unit beside heroes can have the ability.

    Because when an unit builds a city it disappears. Would suck if your hero just vanishes.

    Lardo the Builder….builds…

    #230631

    Eomolch
    Member

    Well, build watchtower/fort are different events than founding a city. They don’t consume the unit. Also in aow2 this didn’t keep the devs from allowing the build outpost ability to be performed by heroes 😉

    Odd that heroes can’t use Build XXX abilities, I never added code to prevent it. Also, I think you can mod the Found City ability to not kill the unit on use.

    Build roads is actually working, also I didn’t try it with Found City, so not sure if that one works.

    Maybe something is broken with my installation? Would it be any trouble for someone else to check whether he can give and successfully use build watchtower or build fort with one of his heroes? Would really appreciate it! 🙂

    #230653

    Gloweye
    Member

    Guys, there’s a Age of Wonders 3 section on Nexusmods.com :

    http://www.nexusmods.com/ageofwonders3/?

    Currently, my Ballista is the only mod available. However, now that it’s enabled, uploading is pretty easy suddenly.

    I’ll upload all my other mods there later today, when the first version of the Age of Wonders original campaign is finished and I’ve squatted the last few bugs.

    Note that that campaign can be considered a Beta release – while functional, balancing hasn’t gotten most effort.

    #230654

    esvath
    Member

    Guys, there’s a Age of Wonders 3 section on Nexusmods.com :

    http://www.nexusmods.com/ageofwonders3/?

    Currently, my Ballista is the only mod available. However, now that it’s enabled, uploading is pretty easy suddenly.

    I’ll upload all my other mods there later today, when the first version of the Age of Wonders original campaign is finished and I’ve squatted the last few bugs.

    Note that that campaign can be considered a Beta release – while functional, balancing hasn’t gotten most effort.

    Wow, these are great news. Both the modding section in Nexusmod and your campaign.

    Now, if only I have the time to play… *glare at the calendar*

    #230696

    Note that that campaign can be considered a Beta release – while functional, balancing hasn’t gotten most effort.

    The mod as a whole is a beta release.

    The campaign itself is pretty faithful so far to the original. It is pretty balanced (which doesn’t mean “easy”) and I had a lot of fun making those maps.

    #230716

    Gloweye
    Member

    Maps may be balanced, races maybe not. By the time we get it out, we’ll open some discussion threads for people to talk.

    #230749

    Looks like this is where the age of modding wonders truly begins!

    Any game with this modding capabilities can stand the test of the time, skyrim Civ IV and Gmod to cite some examples, and now this great game can potentially be even greater.

    Thanks devs!

    The Kitsai and Biomancer/alchemist are on the way!… or they would if not for the fact that i can’t créate models to save my life, or enough time to learn the most advanced tricks.

    Well, maybe i can try doing some skeleton units…

    #230966

    auris12
    Member

    Hey guys just wondering if anyone’s come across this glitch I guess I would call it. I’ve been trying to make a human or elf character and changing the resource to draconian. Everything works fine the character loads with drac troops but for some reason no matter what I do there’s no eyes on the character. I’ve tried a variety of different eyes and always end up with a zombie face. Has anyone experienced this or found a solution?

    #231002

    Gloweye
    Member

    Hey guys just wondering if anyone’s come across this glitch I guess I would call it. I’ve been trying to make a human or elf character and changing the resource to draconian. Everything works fine the character loads with drac troops but for some reason no matter what I do there’s no eyes on the character. I’ve tried a variety of different eyes and always end up with a zombie face. Has anyone experienced this or found a solution?

    Uhm…so you gave a elf model the draconian race? Or do you just want him produced from draconian cities? Or only add it to the draconian unit set? Or did you just switch out the animations?

    #231023

    ExNihil
    Member

    Just nagging about the builder fix devs 🙂 pls make it so you can build bridges over rapids pls.

    #231039

    Tombles
    Keymaster

    Just nagging about the builder fix devs 🙂 pls make it so you can build bridges over rapids pls.

    Actually, I can’t. I did have a look at it when I said I would, but I have a problem:

    1) Builders can only build bridges/roads on hexes they can move onto (which is why you need to seafaring to be able to do it)
    2) I can’t tell the system “This unit can only move here when in Road Building mode”

    This means the only way to allow a builder to build bridges over rapids is to give it the ability to move over rapids without a bridge, which would be broken 🙁

    #231042

    Jolly Joker
    Member

    Create a new ability: HURL BRIDGE. 🙂
    What about a Terraforming effect? Change rapids into water. Or: Raise rapids to Cliffs (Rock/Mountain).

    #231054

    Gloweye
    Member

    Create a new ability: HURL BRIDGE. :)
    What about a Terraforming effect? Change rapids into water. Or: Raise rapids to Cliffs (Rock/Mountain).

    Well…

    Tombles, if you’d create a unit ability that allows you to select a strategic targetter, this could work, right? All that’d be needed would be to make it a separate ability, and to have an effect that can link to a bridge – I believe the targetter can already filter the target hex for viability.

    I’d also have some other advantages…(like my Ice Queen being able to freeze water, or that Sauron unit from some future LotR mod being able to use damage abilities on the strategic map.)

    #231080

    ExNihil
    Member

    Well, I’d say it is not so much a builder problem as a rapid problem. The RMG is making way to many rapids under common map settings for most classes to deal with – in continents and land maps it is quite common to find map patches in which portions of the map are completely cut off by patches of rapids that are only accessible for floating/flying units. This is very problematic.

    I assumed that tweaking the builder is the simplest solution really, but tweaking the RMG would be the second simplest solution, although I guess some players would object. I personally find rapids to be highly IMBA since they privilege, well, Sorcerer, and then the obvious classes with flying units in class and those players who have access to flying units.

    Of course this is highly dependent on map settings but I seem to see this quite often and I am not alone here.
    —–

    I have previously suggested a t1 repair boat to solve the lack of boat regen for non-DN players who don’t build master guild in their cities, so how about expanding the basic builder by giving all builders a basic repair boat trait inherently (NO REPAIR MACHINE, JUST REPAIR BOAT), and the ability to be seafaring so it can act like a t1 repair boat when needed anyhow, then introduce a second layer of movement abilities that can solve the rapids issue as well?

    #231100

    Robilar
    Member

    Has anyone found a way to turn off or disable clouds in the overworld map when you scroll out?

    #231164

    This means the only way to allow a builder to build bridges over rapids is to give it the ability to move over rapids without a bridge, which would be broken

    Well, would it be more, or less, “broken” than what Ex is talking about:

    The RMG is making way to many rapids under common map settings for most classes to deal with – in continents and land maps it is quite common to find map patches in which portions of the map are completely cut off by patches of rapids that are only accessible for floating/flying units. This is very problematic

    ?

    After all, it would basically make rapids the same sa rivers, but only for Builders. All other walkers would still be locked out of rapids.

    It would also make bridges natural chokepoints and strategic assets.

    I’d be happy to try this in a mod ;)….(he says full of bravado, assuming he can easily set what terrain is passable and isn’t, and how much mp they all cost…)

    #231215

    Gloweye
    Member

    assuming he can easily set what terrain is passable and isn’t, and how much mp they all cost…

    You can.

    I just don’t know whether we can set restrict pass ability to movement types. Though I suppose if you set MP cost to like 1000…

    #231409

    MartyD81
    Member

    Out of curiosity: Is it possible to alter the move cost of different types of terrain (climates)? For instance, I would like to change the Arctic Running modifier to -2, the move cost of mountains from 14 to 12 etc.

    #231414

    Gloweye
    Member

    Out of curiosity: Is it possible to alter the move cost of different types of terrain (climates)? For instance, I would like to change the Arctic Running modifier to -2, the move cost of mountains from 14 to 12 etc.

    Place to go here is the movement abilities in UnitProperties.prk. Walking ability contains most base costs, though flying and floating of course have their own set.

    #231732

    Eomolch
    Member

    It is done! My hero development mod is released on steam as a 1.00 version. It features 3 new specialisations for each hero-class as well as racial hero upgrades. I will wait till tomorow to elaborate on the details in a new thread in the mod section of this forum, because right now I just neeed some rest 😀

    Cheers!

    #231904

    MartyD81
    Member

    @gloweye

    One more question on a different topic: Is it possible to add a city level as a prerequisite for certain structures (e.g. The Item Forge would require a City level to be available, class-specific buildings could only be built in Towns and up etc.). It used to work like this in the previous AoW games, and I like it a little better that way.
    I have asked about this before elsewhere but do not really remember how the question has been answered if at all:-). Thanks!

    #232158

    MartyD81
    Member

    Gloweye,
    are you here somewhere? I sorely need this questioned answered:-).

    #232197

    Gloweye
    Member

    @gloweye

    One more question on a different topic: Is it possible to add a city level as a prerequisite for certain structures (e.g. The Item Forge would require a City level to be available, class-specific buildings could only be built in Towns and up etc.). It used to work like this in the previous AoW games, and I like it a little better that way.
    I have asked about this before elsewhere but do not really remember how the question has been answered if at all:-). Thanks!

    I’m here.

    I’d have to take a good look, but I’m afraid it’s pretty hard to do. BBB’s mentioned the idea before, and it would be a nice way to gate the higher tier units.

    #232204

    Gloweye
    Member

    It’s impossible to depend something on city size, since there’s no way we can read it. The only possibility would be to make something dependent on the Empire Quest, so you’d be restricted to your largest city. Also, you couldn’t make that work for different players.

    #232227

    As Gloweye says, the straightforward linking to city size doesn’t appear possible.

    My idea was to create a Town Hall building which would be a prerequisite for other buildings.

    Eg Town hall 1 would unlock Barracks etc (lvl 1 buildings) and you would require all of the level 1 buildings in order to construct town hall 2.

    Town hall 2 unlocks Warhall, siege shops etc.

    Net effect, cities still grow like they do now but making use of them requires much more time and investment. Unit tier progression is thus gated as well.

    However, this would affect Human players disproportionately because AIs swim in gold. You’d just end up having to capture an AI city asap.

    That’s why I haven’t made such a mod yet.

    #232233

    MartyD81
    Member

    @gloweye @BBB

    O.K., I see. I like BBB’s “Town Hall idea” but do not really understand why this would lead to the AI being at an even bigger advantage than now? They would also have to build all the level 1 buildings to progress further, wouldn’t they? Would changing their building priorities in the editor help? What about giving these Town Halls only marginal bonuses, such as a +5 gold bonus or a +5 production? BTW: I thought that the AI received resource bonuses from the third difficulty level and up, not all of them.
    Please at least try making such a mod, I will test it thorougly. The idea sounds too good to not be tried at all…

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