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Is it possible to not use one of the male SE heroes/leaders that have the Face/Arm color mismatch issue for the center figure?
I didn’t choose the characters myself, they were part of the description in this post. If there is a different suggestion and everyone agrees I could change it of course.
Another option would be to edit the colors manually to make face and arm more similar…
Btw does anyone else have problems with opening the AoW forum? Today is the first time since 3 days that it works for me.
Yeah, the text color fits to the skin of the shadow elves.
In this context: The skin of Werlac seems actually a bit too dark, I might change that… any further suggestions?
Here’s a suggestion for the picture of the shadow realm community expansion. I couldn’t meet all the criteria from the corresponding post (there are a bit too many 😉 ) but at least the stated characters are included.
The resolution is unfortunately not very high; this is due to the way I had to edit the screenshots of the characters.
The icons for the shadow elf abilities are now done and I’ve uploaded a clb-file in icons > abilities.
There’s also a pdf that shows for every icon to which ability it belongs. (For Inflict Blind the already existing icon for Blinded could be used.) But I guess I shouldn’t try to link these icons myself in the editor, right? (If this is even possible with the acp file I have)
The icons are basically done anyway, right? If you’re ok with it then I’d just put them together in a clb. The only issue is that I couldn’t find the gimp files for Theocrat and Sorcerer. I could use the png files too but gimp would be easier…
IMPORTANT WARNING: I actually didn’t manage to select all the layers as I’m not really experimented in using Gimp…
If you have several layers you need to merge them first: Select the top layer and then in the menu Layers -> Merge down . You need to repeat this until only one layer remains. Just don’t merge a black or any other colored background with the layers. (As the background shouldn’t be exported you can delete it anyway).
- This reply was modified 3 years, 11 months ago by The Mentat.
I agree that it has probably been an export issue.
The icons of the base game are DXT3 and when you use this compression, change the usual settings in the content editor – like increase mipmaps +1, disable streaming, … – and delete the black background layer in gimp it works fine.
I uploaded my test-clb as “Shadow Realm Unit Icons 2.clb” in the icon folder.
I use GIMP for icons too, so it should be possible to fix them. Can you upload the gimp-files somewhere? Then I’ll have a look.
I can create the icons for Archons and Shadow Demons as well but it might take a while. At least there’s some progress with the ability icons. Around 10 of them are completed so far.
Hiliadan asked me to check the compatibility with the empire building mod so I’d like to give a bit feedback (so far I’ve only played a few turns though):
First, the units look great and the abilities have some useful synergies, especially the Storm Priests are very strong. I also didn’t get any crashes yet with both mods activated.
Some minor observations:
Shadow portals seem to be very common, on the first map I started I got four of them very close to the starting city.
Most icons are not displayed correctly. I didn’t see this in the list of known issues, so I’m not sure if others have this problem too… Class units have a black square around them, racial units a greyish, more transparent one. The icons also seem to be slightly blurry. I might be able to help with the icons if there’s still work to do.
In several fights I had an issue with the sound (it didn’t stop). I think it was caused by the infantry unit. Unfortunatly I forgot to activate debug mod, so I couldn’t localize it exactly.
To be fair the comparisons to humans, elves and dwarves seem to be very simplified. For me the information we have about the Amazons don’t really fit to typical elves; I guess elves are just the stereotype that comes closest. Take the Broken Lords from Endless Legend as an example: Imho this is a very innovative faction, but if you had to describe them shortly you could say they are a bit like a vampire faction. I think these generic names are just necessary to give an idea of the race but it doesn’t mean that they don’t represent in fact something new.
Similarly the Vanguard aren’t standard humans. I’m sure there’s a lot of story behind them. This reminds me actually that the devs mentioned in one of the streams from ParadoxCon to focus also a bit on narrative elements like in alpha centauri. Today I had a bit of time to think about ways for emergent storytelling – although this is purely speculation…
For stories you need usually characters and interactions. In AoW3 the AI contacted the player almost exclusively for declaring war, offering peace or alliance, greetings and the infamous “cover weakling, we’re coming for you”. Actually only two other situations come into my mind: One thing is that sometimes AIs warn not to settle near their borders; secondly, if you have an AI in an alliance, they ocasionally send gifts. Getting gifts from another player makes the game imho already much more immersive but of course on most maps this never happens.
For a good story it would be helpful if the AI was diplomatically more active. It could for example send demands (and otherwise declare war) or offer to help in a war in exchange for owing a favor, it could offer trade pacts for canceling a trade pact with one of its enemies. What makes this certainly a bit difficult is that these actions should of course also fit to the character the AI represents. Different AI personalities make different suggestions.
Improved diplomacy is already confirmed for Planetfall so I’m optimistic that we get at least a bit more of an active AI than in AoW 3.
The problem with scripted events is that they can get easily repetitive. I remember in Beyond Earth there was a kind of event for every type of building and a decision how it should be used; but these events were always the same. From what we know of Plantefall the story will be influenced to a large extend by the discoveries in the ruins of the Star Union. I think this is a great idea but at the same time I hope that there’s also some randomness included.
I played recently some Crusader Kings and learned that it helps a lot for emergent storytelling if you see how your characters get educated, how the grow older and how they gain new traits. In AoW 3 heroes also gain skills but this is somehow different. Imho it would be great if heroes could get specific attributs or behaviours depending on what happens to them. ( In a similar way this works also in XCOM: characters can get wounded or panicked with a huge influence on the game).
Some examples: A general that is again and again ordered to chase fleeing guards and commands sieges against peaceful cities can gain the cruel trait. That means his relation to the leader goes down if he’s stationed in a city for several turns and can’t fight.
A hero that kills a lot of bugs in tactical combat could (randomly, generaly low chance) get the trait “Slayer of the Kir’Ko”. He will be upset as long as your at peace with them but his loyality will rise as soon as you declare war.
A commander that enters many ruins might get the trait explorer. An explorer boosts research when he is guarding a city.
I’m not sure how feasible this last point is but I guess it would improve immersion and in general the roleplay aspects through a relation/ loyality between the leader and his heroes.
The game looks great so far! It seems there’s a lot of innovation but the core mechanics are still included, like a complex tactical combat and the race-class combination.
Some questions about the sectors:
– If you control a sector through a base instead of a city, can you still upgrade it with buildings or is a base more something like a fort
– How do buildings work? Are there structures that are only available to a specific race or in a specific area or with a particular city size?February 26, 2018 at 19:59 in reply to: I have a request to add something to the Hero Upgrade mod pattern #269961
As I created racial hero upgrades for the empire building mod too, I can probably help you to add some. I might not remember everything correctly though.
First I created several plain skills called OrcRaceHeroProperty, HumanRaceHeroProperty, … that link just a unit property that does nothing. Every race property has every other race property as a “forbidden upgrade”.
Then I gave each leader in UnitLeaders.rpk, UnitLeaders_DLC2.rpk and UnitLeaders_DLC3.rpk the corresponding property. There you can also give these properties to leaders that are created by the player.
I admit that’s a lot of work but when it’s done the race property can be used as a requirement for new racial hero upgrades.May 14, 2017 at 20:08 in reply to: Double Gravity spell as a city battlefield enchantment? #253182
You can also look in the files of the Empire Building Mod; because there I created a Mythical City Upgrade that does exactly that (it’s called Skyguard Pylon).
Personally I choose Twisting Roots really often (in SP). It allowed me several times to win battles where I had no chance without this spell.
EDIT: Just mixed up the names of the spells… I was actually referring to Vengeful Vines. I don’t skill Twisting Roots as often (could however be useful when playing with Dreadnought as main class.)
Unfortunately I don’t know what causes this issue. I never played over PBEM so I also can’t confirm that it can actually work. But at least nobody mentioned this problem so far.
I guess you don’t change any vanilla units (besides adding evolve to certain T1 units)?
I’m quite sure I didn’t change anything else. I replaced the Dwarven Boar Rider though.
BTW, regarding the Ebon Tree (once more…^^), I kind of dislike Raise Dead. Rather, I think Stiffen Limbs would work far better if offered earlier…
The problem is that Stiffen Limbs is a Tier I spell and many heroes have it as a starting skill. If it requires Ebon Lord I it gets removed automatically and I basically had to manually adjust every Necromancer hero and give each the same two remaining spells.
Additionally I’m a big fan of symmetrie and prefer to give the first spell with level 5 as it is for every other subclass. A third point would be that Bone Guards are generally more suitable for caster heroes und thus should probably have access to all the really important spells.
I have some problems with Eternal Servistude:
– I can cast it on an my fallen Hero. When I do, it plays the animation, wastes my mana, but doesn’t do anything
– I couldn’t reanimate an enemy Eldricht Horror as a Wraith King, yet cast it. Same as above, nothing happened
Oh, this is a bug. It should neither work on heroes nor on summons (only on racial units and undeads) but of course it’s not intended that you can still spend mana to cast it on them. I hope I’ll find a way to remove this.
BTW, Ever thought about expanding evolve a little bit, namely, for dwellings?
Wraith -> Wraith King
Wyvern -> Dragon (if possible only at Champion Level=)
Buttercup -> Taodstool -> Nightshade
I wouldn’t extend it on wyverns because this means a clear buff for Sorcerers that can summon wyverns. I think for the others it should be fine. There are however already some good mods that expand on evolving and that can simply be combined with the EBM.
I plan mostly to improve the already existing changes (maybe add some more alternative MCUs) rather than to work on different aspects of the game (as items or dwellings) that many people that liked the mod so far may not want to be changed.
Still, why not replace the meleestrenght on Ebon Lord with Resistance, like you did for the sorc? Because it would make Necro overpowered? […]
Regarding my need for lifedrain and Fearstrike: Lifedrain is needed to sustain the Necro, since he has (especially with the wrong race) next to no access to resistance in comparison, and defense can be lacking as well, making him far more squishy then, lets say, a Rogue or an Archdruid.
I agree that resistance makes actually more sense than melee strength. Fear Strike is imho too strong as a buff. Necromancers have still Devour Corpse to give them survivability and then they can get of course Undying. I can imagine to replace Life Steal by Life Drain though.
which reminds me, have you ever played with the thought of giving ‘incorporal’ as a hero upgrade, or would it be far too powerful? [not restricted to Nec, rather it is just as fitting to Rogue, as a temporal buff for example]
temporally it could work , but Rogues already have Shadow Form as a spell
Instead of Inflict Fever, there will be an active Skill to ‘animate Wraith’.
Each Level of BG changes the Type of summon, so the first Tier gives a skeleton, the second tier changes the skeleton to an archer and enables a wraith, the third tier changes the Archer into an Caster and the Wraith into a Wraith King.
I’m not sure if it is possible to make skillable upgrades for another skill. There was a patch that added some modding tools that eventually could allow to do this…
Anyway I like the idea and Inflict Fever is definitely not a necessary skill for Bone Guards. (I just didn’t want to give too many inflict abilities to Ebon Lords).
Though regarding the Melee Necromancer – I personally think that he is too squishy when focusing on Ebon Lord. Genereally, he needs a lot of specific equipment to counter various demerits:
– he has no first strike
– he has no fight-related buffs (tireless, total awareness) which help him fighting against mutliple enemies
For me this is is a typical weakness of Necromancers, they are not supposed to compete with multiple units in melee. So I don’t really want to buff their durability by giving them live drain and fear strike. As far as I know Necromancers are already seen as pretty strong heroes and the reason for this are probably 1) the huge amount of inflict abilities and 2) their active abilities and spells.
The current trees splits these strengthes up: The Bone Guard is basically meant to continuously raise ghouls and skeletons or reanimate undeads and to use its its attack only because of effects like ghoul curse but never to deal damage. Ebon Lords on the other hand can deal a lot of damage mostly by unsing their ranged attack but are also capable of short melee attacks for ghouling.
These are of course unfavorable conditions for generally melee-focused Tigrans but at least Tigran heroes offer huge spirit protection (through Sunbond).
The main reason why the implementation would require some time is because I want to test the changes (IE the balancing) first before I upload them. (For example a buffed Whisper in the Wind could get quite powerful in combination with conversion abilities.)
Well, I guess I get the idea, that Bone Guard is about defending (Reanimation, Fear, Control Undead, etc) and Ebon Lord is about draining and inflicting despair (I guess?)
It’s even more important that the Ebon Lord needs to attack to benefit from its skills (as life drain, exploit despair and the inflict-abilities) wheras the Bone guard can stay far away from the frontline and thus fits more to caster heroes.
There was already a discussion about these subclasses in the the comments of the steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/comments/745699351 (page 4)
Morrogander gave a good summary:
Ebon lord will be strong at both ranged and melee attacks and squishy, but he has devour corpse, live steal, and undying help him survive. After all no matter your class if you decide go melee without good equipments, magic protection, and careful planning you are dead for sure.
While Bone guard doesn’t attack much on his own, if he lives long enough he can summon a whole undead army with all the summoning skills, even buff them with dark gift! He doesn’t attack much but he can always throw curse, cause fear and even invoke death to support his army. 3 natual armors and devour corse kinda help him survive but hey, you don’t want your heroes/leader soak damage most of the time…
Buffing the skeleton is also something I will definitely check when I start modding again. As you will probably find a lot more suggestions during your next games it could be a good idea to make just a list that can already be discussed in this forum. Unfortunately, personally I can’t do much atm…
generally, the points needed for normal upgrades start too high, IMO. […]
so you would need 9 levels (Hero being level 10) to catch up with Vanilla values, only then will you make a surplus. Thing is, due to various upgrades which are next to must-have, it will shift for several levels and in the end you only come about toe to toe at the end of the game.
The way the class/race upgrades work allows you to get very specialized stats, for example Dwarven Warlords can get +9 defense only by choosing all of these upgrades, of course this implies that other stats are far weaker. So one of the main reasons for the high costs of normal stat upgrades is because I wanted to prevent that these focused heroes can easiliy compensate their weaknesses and get just overall extremely strong.
Of course you’re right that as a result normal stat upgrades are not really an interesting choice at the moment, but I still think the costs are a good compromise (as I originally uploaded the mod the starting cost was 5).
Your other suggestions look very good. I will especially reconsider Whisper in the Wind. Undortunately I don’t have time at the moment for modding. So it can take a while but I will look at this again before I create the next update.
Regarding skills that appear twice: I’m aware of this problem but the only way I know that would change this requires a huge amount of work and reduces drastically the compatibility with other mods.
EDIT: Another question I have: I did install a mod that changes the event order (I want to research at the end of the turn! After all, you can find a lot of knowlegde when clearing dungeons, or in the case of Necros, through global spells), yet it doesn’t really … work as intended.
I didn’t change the order of messages, so no idea what causes this conflict.
I’m quite sure that the hero will only get the starting skill if you add all the required skills too. Regarding the second question, IIRC there is in general no link between class and skill, so it should work … just test it.
I dont’t think this is possible by changing his mod. But it should work if you create a new mod that includes both mods (i.e. when you create the mod you add both mods to the dependency list and select a priority that is higher than both original mods).
This way you have access to the content of both mods. Look for the files where the heroes are located, select a hero and open the hero editor in the property list. Select the “General” tab and add the fitting Race Hero property to the upgrade list.
However it can still happen that some of these heroes don’t get their usual abilities in the game because for every skill it’s necessary that the hero already has all the required skills (that are added in the empire building mod; for example Befriend Animal requires Animism).
I probably overlooked it if Goliaths are the only units that are affected. Will fix it soon…
- This reply was modified 5 years, 6 months ago by The Mentat.
As you mentioned the Empire Building Mod: You can open for example the file for human units (Open resource pack -> title -> packs -> AoWUnitHumans.rpk) and there you will see the three new units from ths mod just below the old ones.
All this requires is that you create a mod that has the Empire Building Mod in its dependencies list (like Gloweye already said).
I just looked in the content editor and noticed that in my files the Charger has also no rig (displayed) in contrast to the other draconians. So I assume it’s intended and your error is caused by something else. At least I never observed problems like that (and I just tested it again).
- This reply was modified 5 years, 7 months ago by The Mentat.
I found an error in the manual. For “Tigran upgrade: Agility I-III” it says Pounce costs 2 skill points, while in game is actually 3 skill points.
I’m loving this mod by the way, nice job!
Glad to hear that 🙂
I will update the manual when the list of errors is a bit longer…
Your list of mods that are compatible is still very helpful. Actually I expected much more issues with other mods.
I answered already on steam but the forum is probably better for discussing balancing issues.
Regarding Note 1: Sheriffs cost 110 gold while Pony Riders need just 80. The 30 gold itself doesn’t matter much but it means that in many cities you need 2 turns to produce a Sheriff but only 1 for a Pony Rider. That’s just the theory though. If testing shows that there is more balance needed, I can change some stats instead…
Note 2: When I play with the mod I actually have adapted racial Governance upgrades for all the races (at least according to the descriptions). Maybe you just overlooked them?
Note 3: That’s a good point. I’ll try to improve them during the next week!August 5, 2016 at 19:21 in reply to: Limiting all form of HP gains and limiting a spell cast to once per turn #246518
Death March has a Property Filter, so it should be quite easy to make units immune to Death March, even for several turns.July 8, 2016 at 15:19 in reply to: Is it possible to sequentially chain effects in a unit ability? #246121
An idea that could eventually work:
Make a new attack ability different from the usual melee attack and call it “Strike”. This ability leaves one action point after the attack and additionally enables for one turn the ability “Return”. Return is just a modified Sprint; thus the unit can retreat without causing an attack of opportunity.
EDIT: A disadventage of this method is that you can’t give this unit a regular melee attack in addition (otherwise it could attack again after sprinting); i.e. it can never retaliate (similar to machines).
- This reply was modified 5 years, 10 months ago by The Mentat.