Age of Wonders III

Age of Wonders III

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The Old Man and the Sea Compatibility Patch
   
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Jun 14, 2021 @ 10:25am
Oct 9, 2022 @ 10:42am
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The Old Man and the Sea Compatibility Patch

In 1 collection by Gladen
A minor collection of mods
15 items
Description
Originally, The Old Man and the Sea mod was done in 2017 and left since then. The author Eomolch made an interesting mod that filled the seas with new water content and increased the involvement of naval units to be more relevant. However, the mod suffers greatly from issues since the main game was patched up to version 1.8 making several parts of the mod outdated and become malfunctioning. Especially since the developers added their own Water Fortress making some of the features in the original mod a bit redundant. Along with the arrival of Oyster Reef's as well, it broke the water content further, as well as breaking the continent settings in the random map generation.

Therefore, this mod is actually here to sort things out and make things compatible with each other. I took the liberty to finetune and carefully adjust the mod to be in line with other mods. In this mod I will not try to implement “Water Cities” it’s already broken in the original mod and if something is busted, I will not attempt to “repair” features that anyway cannot be fixed without serious investment of work.

Always press default button when you generate maps to turn on Shadow Realm and when mods are unhooked to turn off the Shadow Realm to restore the "Random Map Generation" without any mods.

This compatibility patch is made to address these things to a modern standard and place the mod along with others while also combining strength from other mods. In particular, all these mods stack on top of each other growing bigger and bigger. The amount of required mods are now 9 in total.


The Old Man and the Sea
----------------------------------------------https://steamcommunity.com/sharedfiles/filedetails/?id=688927870

Dark Elf Dwelling
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https://steamcommunity.com/sharedfiles/filedetails/?id=762054002

Wasteland Expansion
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https://steamcommunity.com/sharedfiles/filedetails/?id=1784807573

Shadow Realm Expansion
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https://steamcommunity.com/sharedfiles/filedetails/?id=1566254031

Decodence Map Editor Content
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https://steamcommunity.com/sharedfiles/filedetails/?id=520692430

Shadow Realm RMG
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https://steamcommunity.com/sharedfiles/filedetails/?id=1566255077

Compatibility Patch Shadow Realm & Wasteland Expansion
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https://steamcommunity.com/sharedfiles/filedetails/?id=2259954477

Dark Elves Expansion Compatibility Patch
----------------------------------------------https://steamcommunity.com/sharedfiles/filedetails/?id=2412716788
38 Comments
Gladen  [author] May 20, 2022 @ 8:54pm 
@Castellan of sea

The original mod work "Old man and the sea" but it crashes and don't properly generate sites. It conflict with Oyester reefs added by Triumph and crash on "Continent" settings.

This comp patch mod is sort of stacked with dark elf mod
Castellan of sea May 20, 2022 @ 6:33pm 
Will this mod work without dark elves dweilling mod and its compatability patch mod?
Gladen  [author] Apr 6, 2022 @ 9:35am 
@Poldon

Hmm. I will see if I can work around this mechanic.
Poldon Apr 6, 2022 @ 7:23am 
The Tigran Tugboat seems to think that Barrens Running means that it should be allowed to sail over Barrens. While amusing, it's quite silly to watch them sail over sand dunes. Could this be fixed somehow or is this just an unfortunate side effect of having racial traits attached?
Gladen  [author] Jul 30, 2021 @ 11:03am 
@dmcf It will run, it depends little how you prepare. If you have all mods off and you have restored all settings with default button. Then hook up all mods again including the Shadow Realm mod and NOT press default button it techniqually still runs without the Shadow Realm even if the mods are all connected..

But this compatibility patch was made to work especially with the Shadow Realm and could be the patch that everyone been asking for with the Decodence RMG comp mod. However, I'm looking right now for a feasable solution to make all compatibility mods as stand alone as it's quite tricky to update each mod when they stack on top of each other.
Dunadd Jul 30, 2021 @ 10:49am 
So will this mod not work if you don't have shadow realm layers turned on for random map generation?
skaz88 Jul 25, 2021 @ 10:15pm 
Actually I'm not having the problem anymore, my previous experience must have been caused by something else, everything is fine now.
Gladen  [author] Jul 25, 2021 @ 10:07pm 
Hmm, which is quite strange as this is built on top of the old man and the sea mod. Since alot of different things in the game we're added in the Poseidon patch 1.8 and old man and the sea were made before that patch of Aow3 it can remain as it was before this mod patch came still with the original functionality, conflict with the core game and other problems.

The various treasure sites function like this. They have a glow on their site and upon exploring they trigger so they are removed by a component. All sea sites from Old man and the sea did not have anything set so the glow continues most likely. I will return later this evening and see if I can add the function properly
skaz88 Jul 25, 2021 @ 8:43pm 
There were non sparkly animations in the old man in the sea mod.
Häskfler Jul 25, 2021 @ 9:56am 
Amazing. Thanks for the excellent support! This mod and your work is absolutely GOLDEN <3