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This is how we trick our artists into making optimizations as well;) Glad to hear it’s working again!
Do you have crashes on both machines? Cause I just tried to play with your mod (Army Mod – Spiders Gift?) and it works fine here. What are the exact steps you take that makes it crash?
Thanks for the save game Jayydor. We have a fix for it that will be included in the 1.8 patch.
Good to hear that fixed your issue!
You are correct, steam found the mod file. We found a bug in our PackageManager which is most likely causing this.
Thanks for the information provided to help us track this one down. We’ll be releasing a fix in the next beta patch (probably tomorrow).
Yes, it’s normal that all your mods have the same ID as this is your steam user ID. Not a unique ID per mod. The ‘uniqueness’ comes from the mod name.
It’s weird that eventhough they have the same name + ID steam it does not get recognized as a reupload. The PackageManager just asks Steam if there is a file with that name in the UGC (User Generated Content, on steam’s backend). Which apparently there is not. I wonder what files are in your Steam UGC. The PackageManager outputs this in a log. Could you:
1) Switch to open beta branch (if you’re not already)
2) Open PackageManager
3) Load your mod (no need to try and upload or anything else)
4) Close PackageManager
5) Now there should be a log in your “\Documents\My Games\AoW3\Logs” directory. Something like ‘packageManager0915_1412.txt’
If you subscribe to the mod you have already uploaded to the workshop you should be getting a folder in your “Documents\My Games\AoW3\UserContent” directory. This folder has the name of your mod + the steam user id with which the mod was uploaded. This steam user id is between brackets. So for example. There should be a folder that looks something like ‘YourMod ’
You can check if this is similar to what you are trying to upload by.
1) Opening the packagemanager
2) Load your mod
3) Upload it (even when it does not recognize that there is already a version on the workshop)
4) Check steam directory at “Steam\userdata\55081128\226840\remote\UGC”. Where 55081128 is your steam ID (so you obviously have something different there). And 226840 is the app id for AoW3.
5) In this directory should be a file like ‘YourMod .taf’. In order for steam to recognize an already published workshop item the name and id should be similar to the one you saw in “Documents\My Games\AoW3\UserContent”
Does the naming of these files / folders differ for you?
We will be pushing it to live after a few days in beta. But to be safe we want to have it in beta before giving the hotfix to everyone in case we messed up somewhere.
We tracked down the upload issue. It was caused by a recent Steam API change. We’ll be pushing a hotfix for this issue to the beta today.
Not the most ideal, but I’m glad you found a workaround for it. Happy modding;)
Switching server doesn’t seem to be making a difference. I see upload attempts to a server on the us westcoast and two different server on the east coast. All resulting in a timeout after 1min+. The later attempts, where you switched to the datacenter in the netherlands I assume? It’s not even making a connection with the server. Resulting in the the error in a few seconds instead of the 1min+ timeout. There is indeed not really a server nearby. Before I asked you to switch servers, steam was already trying to upload to the us west server. All south american counties seems to be routing to the us west server.
We are running out of options here. I would suggest you try to remove the mod and upload it from scratch as a last resort.
Thanks for the logs Leon. Turns out it actually is some sort of connection issue. Uploading the .taf file causes a timeout with the steam cloud server. The question is, is it a problem on your end or their end. Your connection seems stable on your end?
What you could try to do:
1) Log out of steam (click your username in top right and chose ‘Change User…’ and then LOG OUT.
2) Browse to your Steam folder
3) Delete ‘ClientRegistery.blob’
4) Log back into steam
5) Click ‘Steam’ tab in the top left
6) Click ‘Settings’
7) Goto ‘Downloads’
8) Here you can select a ‘Download Region’ which by default is a server location closest to you. You could try selecting a different region here and trying a workshop upload with a different region selected.
9) If that doesn’t work. Please send me your steam logs again for additional info. Cause I’ll probably need to get in touch with Steam to figure this out further then.
And no, it’s not advisable to delete the existing version of the mod from the workshop. Afaik this will screw your current subscribers and they will need to resubscribe to your mod against since it’s treated as a new mod. In this case it might be useful as a last resort.
The Racial Watchtower package isn’t causing issues here as you also found out by enabling it again. In this case the package manager just tries to upload the specified files to steam. It doesn’t care about incorrect mod settings or missing files. But I like these specifics, it are always these kind of little details which can cause issues. So thanks for being thorough;)
Looking at the log however. It appears that there is an issue with uploading the workshop file (.taf file) to the cloud. A steam api call seems to be failing. Could you give me your steam logs which you can find in ‘\Steam\logs’.
EDIT: Would be nice if you could give the upload another try before sending the steam logs. That saves me a bit of time digging through the logs.
- This reply was modified 6 years, 3 months ago by Eric.
Yeah… 940MB should do the trick;). It’s not hardwarde related, and while it’s possible that you get a timeout during upload due to your connection, I dont think it’s very likely. Its going to be hard to track down the issue without additional information. Unfortunately the Package Manager doesn’t output any logs. I have created a Package Manager that does some logging.
There are some steps required to be able to run the package manager with logging.
1) Download http://www.filedropper.com/packagemanagerwithlogging
2) Browse to ‘\Steam\steamapps\common\AoW3’
3) Rename ‘EK.bpl’ to ‘EK_original.bpl’ and ‘SteamToolsDll.dll’ to ‘SteamToolsDll_original.dll’. (so they dont get replaced and you can restore them easily)
4) Unzip the file you downloaded to this folder (‘\Steam\steamapps\common\AoW3’)
5) Make sure steam is running.
6) Now run ‘PackageManager.exe’ DIRECTLY by double click it. Do not run it through steam.
7) Try to upload as normal. Then close the PackageManager
8) There should be a log in ‘Documents\My Games\AoW3\Logs’ called ‘packageManagerXXXX_XXXX.txt’ where xxxx_xxxx is the timestamp
It’s a bit of a hassle but it would be really helpful if you could send me the log after you have ran the new PackageManager.exe
To restore everything as it was:
1) Delete ‘EK.bpl’ and ‘SteamToolsDll.dll’
2) Rename ‘EK_original.bpl’ back to ‘EK.bpl’ and ‘SteamToolsDll_original.dll’ to ‘SteamToolsDll.dll’
3) That’s it.
- This reply was modified 6 years, 3 months ago by Eric.
I could also upload your mod without issues. Do you get an error message or something? I have no clue why you are having issues with it. The only thing that is different is the png I am using during the upload (since I did not have yours). Maybe you could use a different one as a test?
EDIT: Could you also try to make a new package, move your clb to there and try to upload it as a new mod to see what that does for you.
EDIT2: Could you also check your steam cloud information for AoW3. Right click Age of Wonders 3 in your Library -> ‘Properties’ -> ‘UPDATES’ -> Under ‘Steam Cloud’ check your available MB’s.
I cannot seem to reproduce this issue. I tried it with a 40mb clb, and a different test with a bunch of smaller (10mb+) clbs. Could you send me your mod folder so I can try to reproduce it with the clb and settings you are using?May 12, 2016 at 10:16 #244530You do not have the required rights to view this reply.May 6, 2016 at 10:40 #244309You do not have the required rights to view this reply.
1. Like Gloweye said, diplomacy.rpk has these settings. Under Category ‘Diplomacy Settings’. ‘AoW Diplomacy Settings’ -> ‘City Diplomacy Effects’ -> ‘City Happiness Effects’. This has a list of all the different happiness states and under ‘City Properties’ you will find the percentage production bonuses.
2). There is no way to explain the whole system but the long and short of it is: The cities can offer a new state when ever the relation changes to a new relation type. For example from neutral to like. Chances for the offering of a new state can also be found in Diplomacy.rpk. Under Category ‘Diplomacy Settings’. ‘AoW Diplomacy Settings’ -> ‘Independent City Diplomacy Settings’. Look for ‘City Alliance Chance Respect’, City Alliance Chance Admiration’, etc.
We have a fix incoming for the upload issue. In the current steam API there is a bug which causes the upload of a file to fail when there is already a file with that name in your cloud (cannot override any files). We should have the fix out pretty quick, but for now the workaround Arnout suggested should also work. Can be the same image, as long as it has a different name.
I did not forget about this… But it’s a bit more involved then I initially thought and we need to push a new open beta build for this. The city sizes were never ment for this:p The ‘Custom Type’ thingy in the City Size is used for dwellings. You linked everything correctly and when you found a land city it actually uses your ‘Custom City Size Race Land’. But at some point during activation of the city the system sets the correct population for the city and when that happens it wants to update the city size… then it switches back to the old ‘Outpost’ City Size. And that obviously screws things over… That with some other problems means you’ll need a new open beta build before this thing will work. Can’t make any promises but there is a good chance that build with fixes for these issues will come this week though
I’m not sure I understand what you are saying. In the ‘AoW City Size Race’ you made you set the ‘Size’ to the ‘AoW City Size’ you created and that is being used by your found water city property? Cause that’s the only linking that is required to make it work afaik.
But if you linked everything correctly it’s possible I am missing something. If you want send me your mod file again and I can check what is going on.
January 8, 2016 at 10:37 in reply to: Q: Editor: Fortress connection to corresponding city causes error? #239214
- This reply was modified 6 years, 8 months ago by Eric.
Unfortunately the error you get is just a regular crash notification. So no way to say what it going wrong there. But if you mail the map to firstname.lastname@example.org with the steps required to reproduce we can have a look at what’s causing it.
I got some bad new. As you already suspected it turns out you cannot use assign properties to the city core because that will always make the game crash when that city is created in game. In leveled it will work fine because the city is activated differently there. It’s too core in the system to change it. It would require a whole lot of testing because it is bound to cause issues with other systems and tbh, I don’t think we’ll have another big test cycle for AoW.
There is a way you can work around it but it’s not a perfect solution and it’s kind of fiddly. You’ll need a city core for the water city to use in leveled that has properties assigned. And a city core for the city that can be build in game without properties, but it will get its properties from a starting upgrade.
1) Create a ‘City Core’ and assign your Is Water City property to it. That should do the trick for leveled.
2) Create another ‘City Core’ for your water city, don’t assign properties
3) Set ‘Available in LevelED’ to false
4) Create a new ‘AoW City Size’ resource that you copy from outpost.
5) Set ‘Custom Type’ to true
6) Create a ‘AoW City Size Race’ and link the city size you just made to it.
7) Set race to Lizardmen (not sure if really needed)
8) Now you can link starting upgrades to it. Add a starting upgrade which gives Is Water City property
9) Now to make sure this AoW City Size Race resource is used by the water city created in game: Go to your ‘Found City’ property for your water city and link the city core that you made in point 2 and the size you made in point 4 to this property.
I didn’t test if this works but it should in theory… if you need more details or have questions lmk.
No, purging is a seperate city operation. You can find the purge operations in Structures_DLC3.rpk
Cities are fairly complex structures which activate a ton of systems when they are created so it’s hard to tell what might be causing the crash. I can have a look at the crash if you send your wip mod and a way to reproduce it.
As far as your issue with the migrate operations goes, the migrate operation unfortunately does not check its required city/player properties. We never used the migrate operation this way so we never noticed. I fixed it in code so it does check for the required properties now. In the next build you’ll get this should work. The only problem is that I have no clue when we’ll be pushing a new build. This could be months from now. Only thing I can think of you can do for now, (and it’s pretty hacky) is always force the water city back to Lizardmen whenever it changes race.
You can do this by adding scripting to the city core for the water city. When you have your water city core selected you should see a ‘Scripts’ tab above the city’s properties. Click it, under ‘Defined Scripts’ create a new script. Add something like this:
function Class:Event_OnRaceChanged(argTarget) local cityAlias = HexWorld:GetScriptingS():GetAlias(self) if (HexWorld:GetScriptingS():CityGetRace(cityAlias) ~= "LIZARDMEN") then -- The race for this city should always be Lizardmen HexWorld:GetScriptingS():CitySetRace(cityAlias, "LIZARDMEN") end; end;
Then drag your script from the left to the right side to ‘Attached Scripts’ folder. Whenever someone tries to migrate the city now, it will change the race back to lizardmen affectively turning the migrate operation into an absorb.December 16, 2015 at 16:31 in reply to: Out of Memory Editor Crash & Editor won't generate Crashdumps/Logs #238521
No, you cannot force the editor to generate logs/dumps. I don’t know if I can reproduce the save crash here but if you still have the map I’d like to have a look at it.
I’m sure you know the drill but just in case….: email@example.com 😉
Bear in mind that I didn’t make the system and the explanation below is from looking through the code. There might be some things that are not 100% accurate, but it should atleast give you an idea of how it works.
1.) There are 2 cooldowns in the system. A player cooldown, and a city cooldown. When the player cooldown is over it will try to find a city which the player has met that is valid to spawn quest (I.e. no cooldown. There are other factors, but these are all minor things). When there are multiple valid cities it will try to use the one closest to the player’s forces. The cooldown settings can be found in Title.rpk -> ‘AoW Global Settings’ -> ‘Quest Global Settings’
2.) When a valid city (quest giver) has been found the system checks what the maximum quest difficulty is the player should get. If you check the ‘Quest Global Settings’ in Title.rpk again you will see ‘Quest Difficulty Settings’. In here the required military strength per quest difficulty is defined. For example, if the player has a military strength of 700 the maximum quest difficulty the player can do will be Medium (600 strength required).
3.) Now that the city knows the maximum quest difficulty it should hand out it calculates the gold value the player would have to pay in order to absorb the city. If the player is neutral with the city this is the ‘peace cost’ + ‘alliance cost’ + ‘absorb cost’. If the player is already at peace it is ‘alliance cost’ + ‘absorb cost’. You get the picture… This value is then checked against the maximum quest difficulty the player can do. Say the player can only do a Medium quest which in ‘Quest Difficulty Settings’ is defined as having a value of 300. If the calculated gold value of the city is lower than the 300 it will try to spawn a quest from the ‘Absorb Quest Set’, if the value is higher it will try to spawn a quest from the ‘Reward Quest Set’. (I take it you know where these are linked but for everyone else: See AoW_Structures.rpk -> ‘City Settings – Human’ -> ‘City – Human – Size Outpost’ -> ‘Quest Category Link’ for an example.
So in order for it to spawn (very) hard quests you need: 1) Player needs enough military strength, 2) The absorb cost for the city need to be close to the value of the (very) hard difficulty as defined in ‘Quest Difficulty Settings’.
Also note that if the quests in the Quest Sets all have similar difficulty values it will reduce the chance for the quest giver to spawn quests a lot. Afaik the dragon dwelling has Medium, Hard and Very Hard in the ‘Absorb Quest Set’. Which is kind of the minimum amount of difficulties you would want in a quest set for it to reliably spawn quests.
Thanks for the sae Fulano. This is indeed a bug. It will be fix in the next update.July 28, 2015 at 14:46 in reply to: [FIXED] Assertion failed: "false" – Content file not found #219435
Thanks Joohaan, we got your email. It turns out the game is trying to load the images for the briefing pages. These are not set and the game does not handle that correctly, resulting in a crash. We’ll be dropping a patch so it will not result in a crash but just gives you a warning. For now you could just set placeholder images and you should be good to go.July 27, 2015 at 14:12 in reply to: [FIXED] Assertion failed: "false" – Content file not found #219259
I suspect you messed up with a filename / filepath somewhere. Unfortunately we messed up as well… stopping you from messing up. It’s impossible to tell what exactly is going on without the files though. Could you send your user package including all files (zipping it would be nice) to firstname.lastname@example.org so we can have a look.