Forum Replies Created
May 24, 2018 at 23:30 #272975May 24, 2018 at 23:30 #272974
As in making racial bases for AoW staples e.g. Draconians for players an/or creating monster entries for noteable AoW creatures e.g. Shadow Demons?
(I took the liberty to add some tags to the thread)
May 23, 2018 at 11:23 in reply to: Age of Wonders: Planetfall – Sign up today to get the latest updates! #272853
- This reply was modified 4 years, 4 months ago by Thariorn. Reason: Same as above, better to enable notify in this case :D
Nice idea, but appearantly my e-mail address is banned or something as I get no e-mail with conformation codes or nothing when I apply. Not even with my Paradoxian login. I know I had some critique on Paradox, but this is pushing it, lol.
Took 2 days for my Mail to recieve the activation after resendeing itMay 21, 2018 at 10:17 in reply to: Triumph’s New Game to be announced May 18th @ PDXCon! #272660
I’d prefer that fans make localizations. I’ve almost never played AoW3 in Russian, because weird localization and ugly fonts.
I just hope the way localizations were made during the endphase of AoW3/its expansions is going to be handled in a similiar fashion, that is, any user being “easily” able to add localization
Just my own speculation : all-devourer was a wizard among the kierco who went the hive mind path. His hive became the shadow demons. But of course, this was a small fraction of the actual kierco. This would make him someone who freed himself for slavery, and just became evil from power over time
If we follow that train of thought, how come the Shadow Demons were harvesting Souls and draining a worlds life force like they did during Shadow Magic?
I’d laugh if it turned out to be inspired by a certain joke about what the new game could be…
Age of Stripper Tycoon confirmed?
From a Steam thread, posted by sikbok:
Yes you can customize your leaders. We have variety in play style come from combinations of race and tech – i.e. class in AoW3 – but with a bigger focus on race this time around. There’s more there to add variety, like leader perks, modding units with upgrades, etc.
I’ll just copy my post from a steam thread
In Age of Wonders 1, the story heavily hinted at Elves, Giants, Dragons and Highmen being interplanetar travelers.
So, there shouldn’t be any particular reason why AoW Planetfall could not be in the AoW universe.
The thing is, so far all AoW titles were played out on either the planet/world called Athla or the Shadow Realm, which has unclear origins i.e. if it is a specific place or not, but seing how spells like Shadow Warp worked (transported target stack of units into the according map-tile in the shadow layer) you COULD argue that the shadow realm is another plane of existence layered onto the regular one. But I disgress.
Anyway, just because the Starunion seemingly spanend hundreds of worlds/stars/planets, does not mean that the world of Athla has to be excluded from the Starunion’s origins or surroundings.
AoW:Planetfall could very well work with the Shadow Realm story line in mind, i.e. several Shadow Gates/Holes (if we take a nod at Blackholes) opened up around/in the Starunion’s hegemony thereby unleashing hordes of hivemind shadow demons unto the unsuspecting citizen of the Starunion, dooming it to fall, resulting in the opening narrative of the game.
The Shadow Demons insectlike features could even result in many Starunionerns (or whatef you’d call the people of the Starunion) to dislike the revelead Insectoidrace because of their similiar body-structure/society.
Given this is just a quick speculation, but it could be that easy to loosely tie this new game into the existing lore of AoW whilst providing a plothook to work with.
Das war, soweit ich das weiß, das ERSTE Mal, dass der Server, der die Multiplayerspiele hostet (Quasi als Kopierschutz eingesetzt und erlaubt Crossplay von Steam und GoG.com) down war.
Ich bin seit der Beta dabei gewesen und habe NIE erlebt, dass der MP-Server down war, von daher kann das ganz gut sein, dass Triumph gar kein System hat, was im Falle eines Serverausfalls eine Nachricht in den Launcher des Spiels speißt 😀
Gibt aber halt immer ein erstes Mal ^^
March 22, 2018 at 13:04 in reply to: Discussion of possible DLC shenanigans after release #270603
- This reply was modified 4 years, 6 months ago by Thariorn. Reason: Hab ein paar Threadtags hinzugefügt
Imo it’s very important to distinguish the type of DLC a game may offer.
For instance, a DLC in the veins of “Eternal lords” is content. It has to be coded, playtested, translated.
A DLC in the veins of “Random weapon skin” is, imho, no content. It does not have to be coded or playtested. it has to be created, but, the creators most often than not are NOT the people who’d code content. They are artist and/or somethimes not even heavily affiliated with the developer, e.g. interns or contracted artwork.
And whilst I understand how people can get pretty emotional and petty about cosmetic DLCs they should realize that artists rarely work in the same timeframe as coders.
Once a game is released, hopefully ironed-out, artists/modellers don’t have any work for that game, unless more content is already planned.
So what are they supposed to do? Twiddle their thumbs?
Now I do not know what those “26 DLCS” Crusader Kings II has are about, whether they’re content or cosmetic, but offering studio-affiliated artist the chance to continue “working” on a game by creating cosmetics is a great way for all associated parties to generate income.
The problem, as Jolly Joker described, is this collector gene, people not being able to just not buy a cosmetic DLC.
Then again, if no one were to buy cosmetic DLCs the publisher would incurr loses too as, shockingly, even artists require payment in order to live 🙂
I’ve took the liberty to add TAGS to the thread Low_K
- This reply was modified 4 years, 6 months ago by Thariorn.
This post and the following 5 pages are full of shady advertising for expliciz content
I’ve cleaned up the tags in this botspam thread too whilst at it
- This reply was modified 4 years, 7 months ago by Thariorn. Reason: forogt the forums does not like direct postnumber links
Oh, and I did unsubscribe in the steam workshop.
Did you also deactivate the correspodning mod.pak in the AoW Launcher?
I don’t know if you can exclude a Unit through a specialisation (Removing the vanilla Civic Guard) but you can certainly have a specc unlock specific units for specific races.July 7, 2017 at 16:44 #254666July 5, 2017 at 19:14 #254602July 1, 2017 at 21:57 in reply to: Triumph Studios joins forces with Paradox Interactive! #254489
Does this mean we finally get to know about your new project?
I hope we will see/hear about AoW4 soon.
During the short 30 mins of stream on friday, Lennart said that Triumph was hoping to announce it later this year, but he did not give any specifics, in case their “show and tell” was to be delayedJune 30, 2017 at 13:54 in reply to: Triumph Studios joins forces with Paradox Interactive! #254416
Wow, did not see that coming.
It is an interesting match and, at least genre-wise, very fitting.
Paradox certainly has a wide, established audience and know their way around grander strategy titles.
If it were not for their, rather unwell, DLC policies, I’d toast to this match whole-heartedly.
Anyway, this means much ,more ressources and additional know-how for Triumph aswell as, possibly, a wider range of games from Paradox themself, as Triumph would be (GUESSWORK) license/grant their engine to them.
Looking at the compact FAQ on Paradox’s announcement made me giggle a bit, seeing how they already exspected questins like “Will this mean 123 day 1 DLC for future Triumph games” and such ilk 😀
Let’s see just how much of a “non-barrier” Paradox prove to be in the coming years, I remain vigilant but nonetheless excited.June 20, 2017 at 14:05 #254131June 6, 2017 at 21:11 #253901
How can i train tier III or IV units. I almost built all the city upgrades but all i can train is some tier III units?
At base all Races only get a single T-III unit and no T-IVunit.
You can however unlock multiple T-III and a single T-IV unit via your Class. Either trainable in cities or for you to summon.
At mid and late game do i use all high tier units, or mix of all unit types within all tiers?
You can go only T3/T4, but doing so costs a lot of ressources and, usually, time.
For example, a Human Manticore Rider costs 260 G/60 M (320 Ressources). For the same amount of ressources, you can build a full 6-stack of Human T1 units.
Given you’re no complete dolt, that full stack of T1s should be more efficient than that single T4.
If neither ressources nor time is a factor, then yes, the higher the Tier the better when all you need is brawn.
I saw that AI roams two heroes together with full stacks. I generally use my heroes seperated. Which one is more efficient?
It depends on how you build your heroes.
You can either train a hero to be a personal killing machine or to lead a stack with usefull buffs.
If you give most of your heroes some stack-buffs, then seperating them is more usefull, as only 1 hero is gonna apply his buffs to the stack he’s in.
If you give most of your heroes upgrades for to their HP/DEF/RES/DMG/personal buffs, then pooling them into a single stack can be beneficial, as heroes are the best unit-type, once they level up often enough, easily outranking T4s.
(But of course, this takes time and depends on the max posssible level your heroes may reach in a map, which is determined by its settings)
I guess they’re flooding to the corrupted tags of these two threads?
http://aow.triumph.net/forums/topic/inconsistency-to-fix-in-the-next-patch/#post-253258 and onward, tho it seems as if that topic could be deleted anyway ~
Solved the Issue!
I’ve did this by creating the modfied elephant-unit directly in the UNIT_ELEPHANTS.RPK aswell as creating a copy of the Mammothrider’s model in its .clb file, then deactivating certain meshes, practically turning the Mammoth into a bigger Elephant.
Sy, for the double post, but this topic is repeatedly getting got by Bots
And onwards seems to be spam :/May 14, 2017 at 21:24 #253189
This appears to still be the case in the released version of the patch, so I don’t know if you’ve noticed this?
For reference, I’m using these mods:
Tibbles’ Racial Class Unit Reskin
IHunterKiller’s Racial Watchtower
Eomolch’s Beastman Dwelling
Charaltan’s Decodence – Map Editor Content
Deactivating any combination of the above doesn’t do anything to the inverted color-channel, so I doubt they’re the source of hte bug ~May 14, 2017 at 20:57 #253184May 12, 2017 at 19:14 #253133May 12, 2017 at 18:48 #253128
Unless I’m missing something, both units should be already accessible from the AOW_UNITSELVES.rpk . At least I’m able to access the Model from pretty much everything apart from other Vanilla races.
But I’m limited to the Elves and various HEro FMDs