Gloweye

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  • in reply to: Making mystic city upgrades universal #291592

    Gloweye
    Member

    You’ll need to find the buildings. I’m not entirely sure where they are – if there’s no building rpk, try anything with city in the name. There should be a field with All-caps letters that tells it what structure is needed in the domain. Make it blank, and you’ll have what you need.


    Gloweye
    Member

    IM not confident how the MCU’s work.

    However, there’s no dynamic way to assign an evolve ability to units.


    Gloweye
    Member

    No, you cannot. Every unit has a special ability link to an ability they’ll get if they evolve. You cannot switch it out.

    in reply to: Shadow Realm – alpha tests #274039

    Gloweye
    Member

    Dark Elf Executioners had Life Steal. Give it to the hero ? There’s more that got it (Borkur the Vampire), but it’s decent and not to OP.

    in reply to: Questions for multiplayers #273975

    Gloweye
    Member

    1) You can continue, or you can save at the exact moment the player drops out. This save will have the last action cancelled, so that you can rehost and continue where you left off. So if you disconnect during combat, you can continue, or you can save the moment before the combat and rehost that game.
    2) Dropouts are replaced by AI’s of certain levels. Turn timer applies to everyone.
    3) yes
    4) Largely dependent on connections. For example, there’s a guy in egypt I play with who can only ever join through a rather crappy free VPN. Lets just say he drops out more than when I did MP with my little brother somewhere else in the netherlands.
    5) There is no reconnect, just rehost. As for connection, not exactly – just click through the menu’s like when starting a game. The save game will have to be transferred to all participants, and that might take a bit of time.


    Gloweye
    Member

    There’s a cave gate generated for every player starting position. You sure you’re playing with vanilla RMG ?

    I haven’t checked whether there’s a path enforced to said cave, though…

    • This reply was modified 2 years, 4 months ago by  Gloweye.

    Gloweye
    Member

    Does the mod load normally in the normal game ?


    Gloweye
    Member
    in reply to: Mod Broken – ACP File Won't Open #273809

    Gloweye
    Member

    Whenever you open a mod, it creates a backup with ~acp extension. Rename it to an .acp, and you’ll have only lost a single session of work.

    There’s a very slim chance the normal .acp would work. The devs can unlock it if the file integrity is still ok.


    Gloweye
    Member

    Will we also be getting Paradox Forums devoted to the older games ? Or will it be fan/steam forums only for them ?

    in reply to: Age of Wonders 3 versions in multiplayer #273769

    Gloweye
    Member

    Also, if you host the game, the new races and treasure sites will spawn on the map. If he hosts, they won’t.

    in reply to: AoW: Planetfall – Collected Knowledge #273699

    Gloweye
    Member

    purely technically, there’s no difference between UG and SR. And cave entrances are just teleporters.

    in reply to: AoW: Planetfall – Collected Knowledge #273697

    Gloweye
    Member

    So basically, you could use it with map layers to have multiple planets ?

    Sounds fun.

    in reply to: Shadow Realm – Brainstorm #273665

    Gloweye
    Member

    I just saw the Harvester, though it might be an outdated version. I would suggest moving it a bit forward in it’s hex – it almost looks like it’s in the hex behind the one it’s really in. Otherwise, i must say it looks better than I expected.

    My version might be outdated, but it seemed like the Warband Camp had no model.

    The entire harvester model probably needs to be shrunk a bit, but I was going to wait until the issues with the legs are sorted out before fine tuning its position.

    The warband camp model is just small. It needs to be increased in size. I’m not sure if that is a model change or an option in the mod.

    Read my post here:
    19:29:09][ERROR][WORLD_ACTIVATE]Cannot randomize alignment for independent city`

    This one seems to occur once for every shadow elf city I generate. Should I look into this ?

    I’ll take a look tomorrow evening. It’s probably not an RMG issue, but a city settings issue. I think it’s the error I’ve seen a while ago when spawning Archon Dwellings on custom maps.

    However, gameplaywise it might give a very nice angle of gameplay. Something to think about.

    Stupid question. Do seals spawn UG or are they surface only?

    both, if what I saw was accurate. But it might depend a bit on map settings, I didn’t look into it to deep. There’s a seperate pass for “Seals – Underground Islands”, so it might be just spawning UG if the map is on islands.

    And yeah, the alignment issue is non-rmg related, im confident of it.

    in reply to: Shadow Realm – alpha tests #273654

    Gloweye
    Member

    RMG mod ready for the beta. It’s in the dropbox. Currently known issues:

    – Rare crash upon generation. I’ve contacted the dev’s hoping to get a good clue.
    – The Archons that spawn are still dead, sadly.

    I dont think it’s viable to try reduce the amount of shadow gates lower than current – it will start generating gateless islands in the void if I do. It’s been decreased a lot, though.

    in reply to: Shadow Realm – Brainstorm #273646

    Gloweye
    Member

    Some reason, forum thinks the content of this post was unsafe. I don’t have a clue why.

    Read my post here:

    https://www.dropbox.com/s/mbw0we7ila8mc2g/Forum%20forbidden%20post.txt?dl=0

    Addition:

    • – Shadow gates spawn again. Gonna reduce them some more, then it should be ready for the beta.
    • Shadow Weeds should perhaps be Shadow Weed, like in SM
    • Shadow Gate Teleporter should be just Shadow Gate.
    • Probably already known, but the alpha layer for some icons, like the crystal mine, doesn’t seem to be good yet (im seeing the entire square)
    • This reply was modified 2 years, 4 months ago by  Gloweye.
    • This reply was modified 2 years, 4 months ago by  Gloweye.
    • This reply was modified 2 years, 4 months ago by  Gloweye.
    • This reply was modified 2 years, 4 months ago by  Gloweye.
    in reply to: Shadow Realm – Brainstorm #273645

    Gloweye
    Member

    I think we shouldn’t worry about compatibility before we get our own stuff working. Like, no ToW crashes and such.

    I just saw the Harvester, though it might be an outdated version. I would suggest moving it a bit forward in it’s hex – it almost looks like it’s in the hex behind the one it’s really in. Otherwise, i must say it looks better than I expected.

    My version might be outdated, but it seemed like the Warband Camp had no model.

    (My version is a bit over a week old, I think. And I may have cross-contaminated it a bit.)

    Something we should think about – if seals are enabled, do we want them on the SR ? At first I thought not, since it makes totally no sense lorewise. After all, if the seals could be broken from that side, the storyline would have been totally different.

    However, gameplaywise it might give a very nice angle of gameplay. Something to think about.

    I could even see a gameplay mode where everyone starts at the surface, and it’s a race for the SR seals, as you could easily disable spawning them on the surface if you so choose. (just remove their generation passes). So right now im slightly inclined to put them in, but let me know what you guys think.

    in reply to: Shadow Realm – alpha tests #273615

    Gloweye
    Member

    I had an outdated SR, needed to grab that from the dropbox

    in reply to: AoW: Planetfall – Collected Knowledge #273605

    Gloweye
    Member

    well, if i’d have known, I wouldn’t have asked. There’s plenty of games out there I don’t know, so it might be a word im unfamiliar with.

    so…what’s the definition of a stargate system, then ?

    in reply to: Shadow Realm – Brainstorm #273604

    Gloweye
    Member

    Umbral Ghost ?

    in reply to: AoW: Planetfall – Collected Knowledge #273572

    Gloweye
    Member

    What’s a starhate system ?

    in reply to: Shadow Realm – alpha tests #273554

    Gloweye
    Member

    )

    Is there an issue with the name of the Archons in the main mod?

    That’s the thing – not as far as I can tell. The names seem perfectly fine.

    #273548

    Gloweye
    Member
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    in reply to: Shadow Realm – alpha tests #273537

    Gloweye
    Member

    From what I understand Refinius “fixed” it by essentially using a second Surface Layer and calling it the Shadow Realm in LevelEd for the campaign, and using Shadow Realm Clime and terrain there, but as far as the game is concerned it’s a Surface Layer, which means the Shadow Sickness currently doesn’t affect the fake Shadow Realm.

    Ah, ok. Well, if the RMG mod is loaded, it should work regardless now.

    And yeah, I know I have access to a new version. But im running on the PBEM build set of mods where im updating the RMG mod.

    in reply to: Shadow Realm – alpha tests #273536

    Gloweye
    Member

    – Zoom bug is fixed
    – Heart of Shadows doesn’t spawn in the void anymore
    – im done for today.

    in reply to: Shadow Realm – alpha tests #273533

    Gloweye
    Member

    hmmm…
    KNOWN ISSUES:
    – Zooming out is still an issue with going under the map. I’ll give that another go.
    – Heart of Shadows spawns inside the void
    – Shadow Gates stopped spawning (Check if UG-presence dependent)
    – undead archons spawn instead of living archons (serious, wtf ?)

    ISSUES OUTSIDE RMG:
    (Note – my SR main mod is outdated, still using the PBEM version. Think it’s a couple weeks old now)
    – no syron tomb guards (should be already solved ?).
    – LARVA_POOL name (might be already solved, IIRC ?)

    in reply to: Shadow Realm – alpha tests #273532

    Gloweye
    Member

    RMG – there is a zoom issue in the SR

    It was using half-surface half-underground settings. I changed it from the RMG mod, so should be fine for RMG Games. Hadn’t @refineus fixed it for himself ? Otherwise we should transfer the fix to the SR main mod.

    AoW_TerrainLogic.rpk -> Settings -> Terrain Layer Type: Definitions -> Shadow Realm Layer -> Render Settings(Resource) should be set to the surface version.

    I think, at least. Still have to test.

    RMG – Shadow Gates can spawn just next to starting city (I got one 2 hexes away from my Throne), that’s too close, it should be as far as Cave Entrances in the official version

    Actually, I was using exactly cave settings. Should be UG/SR gates now, and made sure there were minimum distances also between caves and shadow gates. Also reduced layer transportation in general a bit, since there’s 3 times the spawn opportunities and we want less than twice the density per layer.

    RMG – Shadow Gates can spawn just next to starting city (I got one 2 hexes away from my Throne), that’s too close, it should be as far as Cave Entrances in the official version

    AFIAK, there is no way to set a min distance here. There sure as fuck isn’t one for vanilla spawning either.

    RMG – Archon (living) Dwellings do not spawn on the SR, others Dwellings also do not spawn (0 on a Medium Land map)

    Should work now I hope ? Dragons and Living Archons, at least. The rest of them is Athla-bound.

    RMG – Cristal Mines from Decodence have been added to the SR layer instead of Gemstone Mines

    Changed to Gemstone mines. hope it works now.

    RMG – Shadow Gates can spawn on water (water hex and surrounded by water hexes; they should spawn like normal Cave Entrance on land)

    Actually, water is spawning on shadow gates. I’m looking into it.

    RMG – Beacon of Light, Heart of Shadows Warband Campfire are not on RMG maps

    Warband Campire had a name error, and used to link to Necromantic Circle.
    Beacon of Light was left out last time, has been added.
    Heart of Shadows wasn’t incorperated in final pass only.

    RMG – RMG generates too many Forbidden Sanctums on the Shadow layer, see screenshot

    Should not be so anymore.

    RMG – Shadow Elves do not by default start on the Shadow layer

    I’ve done all I can here.

    RMG – (living) Archon Dwellings spawn outside the Shadow Realm (surface, UG)

    I *think* this was a name issue. IIRC, it had the same name as the undead archons at some point. Right now it doesn’t.

    RMG – Merfolk Dwelling can spawn on land on the Shadow Realm layer (should spawn on water with enough water area around it). It can then be guarded by landlocked units.

    Shouldn’t be able to spawn there regardless. Perhaps already fixed sometime ?

    RMG – maybe a side-effect of Decodence RMG Integration but it’s now possible to get 2 in a 5 hexes radius of your Throne (surface start). It never happens in normal games.

    2 of what ?

    RMG – the Larva Pool does not spawn in the RMG

    This is an issue in the main mod. The structure there does not have a name – it’s name should be LARVA_POOL.

    RMG – the Shadow Realm is between the UG and Surface when you click on the arrows on the mini map to switch between layers. That would seem more logical for it to be above Surface

    I can’t change this. Both surface and UG layers can be toggled in the user interface. If you uncheck both and then re-check them, it MIGHT work. But whatever I do doesn’t matter.

    RMG – when generating map, there is sometimes a “cannot randomize alignment” issue, as below:

    This sounds like an issue in the race definition of the shadow elves. That would explain the crashes we’ve seen. Either that, or it’s an issue with the Living Archon dwellings. I think.

    in reply to: Shadow Realm – Brainstorm #273358

    Gloweye
    Member

    The Infused is a T2 but has stats of a T1 because it has Shadow Shift, as explained by Drax.
    Agree to +1def and +5hp

    The explanation I gave was on the basis of them being permanently Incorporeal.

    I still disagree with the idea that “Shadow Elves can’t have permanent Incorporeality because weakness to physical damage should be a race-wide weakness, and having permanent Incorporeality allows them to bypass that” – my opinion is, and remains, that having one unit that the Shadow Elves can bring which is strong against Physical but has an Achilles heel against other damage types (like most incorporeal units in the game) is entirely in keeping. But I’ve been outvoted there.

    I’m on your side here.

    Also, the Infused’s melee attack already looks like the permanent shadow shift, and right now its just a harder to obtain Irregular with wall climbing instead of sprint. It is *extremely* underwhelming.

    in reply to: AoW: Planetfall – Collected Knowledge #273339

    Gloweye
    Member

    Had a random thought about them pondering whether to have an underground layer:

    How about doing a proper underwater system instead?

    Sounds nice…and you could even combine them.

    in reply to: No boat displayed if but one crew can swim #273332

    Gloweye
    Member

    They’re not embarked, why would they be on a ship’s deck ?

Viewing 30 posts - 1 through 30 (of 6,598 total)