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New update released. A new dwelling faction is available. Avian faction has joined the Wasteland togheter with a new unit type. The Skirmisher unit type is available in the Avian and Outcast dwelling. Along with that comes some changes and updates
Mm. Yep something in the works, a new faction will be available as a dwelling.
Some balance updates and improvements to icons.
They are sure quite fragile. Since they lack armour and does not benefit at all from any dreadnought skills.
They get the same damage in total in comparison to other musketeers. But, the damage itself together with Ricochet is an additional 4 damage to another unit nearby only. But together with the no line of sight penalties or could make them stronger against defenders on wall.
I might redesign them at some point when the next racial lineup coming up that will be introduced who is more weapon and ranged organized that has more use of being snipers
New update released. The whole mod is now available in Russian Language. Big thanks to Project for his commitment.
Update features some changes and updates mostly focused on the Campaign.
Great to see you back
I updated the campaign a few times.
I'm working on updating existing scenarios and also finishing the story left.
I believe during the process of updating several scenarios ended up with the project branch since I switched computers. It means some scenarios could have bugs.
I think I know the reason behind some of them. And of course, some scenarios still have leftovers of older stuff.
However I'm out of town at the moment. When I return I will be spent this weekend on targeting some bugs. Hopefully some scenarios can get out of production hell.
Assertion
Assertion failed: "CanHeroRegister(pHeroUnit)"
Message: [WORLD_ACTIVATE]Cannot register this hero! Might be a
duplicate or might be excluded.
d.\source.aow.steam\aow\aowc\source\ageofwonders\strategicmap\core\,
Support/StrategicWorldHeroManager.cpp(225): (click to open)
And the second hero, Taballu, disappears.
Sorry to hear you encounter a problem. Sadly I have no time until Thursday evening to investigate this issue. Im away on holiday and some issues has arised between versions
thanks for the great campaign. I am having an issue on Tanner map 3b where you must escort the convoy. He seems to get stuck after a few turns and won't move no matter what. On both paths he stops moving about where the road ends. I have tried classic and simul turns because I read that he could lag on the simul turns but he does the same thing on classic. Please help I am really enjoying the campaign! And thanks for the awesome work!
In general, I think I will still finalise the translation and will post it in Steam as a separate mod in addition to yours. And it will be easier to fix something.
That would be interesting and very good actually. Most of the content is finished and not so much text is supposed to be added for a while.
The campaign has some bugs and some more unexplainable bugs.
It something I plan to look into abit later. Its still a beta content and the mayority of content is still considered in this state.
Scripting in this level editor is somewhat a pain and things could jump out of position. But I will note it down for furhter investigation.
Hi regarding the campaign there is sadly no option to customize leader before mission.
Its the same with official campaigns aswell.
Creating Nomads and Lizardman leaders does work for normal scenarios and generated maps randomly.
Nah it's okey.
Its always interesting, to see player base discovering stuff. As a modmaker it can open my eyes to see stuff from different angles. A majority of time I just see numbers, text and different values. I just know the mod too well but can also miss stuff..
The only spell that was added as a general is "Enchant Weapon" which cab boost a single unit which is a node to previous games
I'm very sorry to have mainly wasted your time, at least i hope was useful to locate the Tier/Values mismatch without the Shadow Realm compatibility patch.
https://steamcommunity.com/sharedfiles/filedetails/?id=2941965198
Mana Income seems fine. You got almost 400 minus. It could take in spell casting into value.
But generally I will change power leak values. 50% is only supposed to be in comp patch since adds 5 more cosmos skills as well
Disjunction or not i fear it's a bit too game changing for my playstyle, and being a general skill without class or specialization requirement would mean every game would be active after a certain point, may i ask if there is any simple way to disable it by editing my local files? Would be really sad to renounce playing this excellent mod only for this issue. Thanks again.
https://steamcommunity.com/sharedfiles/filedetails/?id=3317879004
Hmm I think the difference should be 30%, 30 CP in main mod and the 50%, 50 CP when skill is converted from Tier 4 spell into Tier 6 in the compability patch. It may be that numbers and text "might" be incorrect.
Cosmos specialization was previously a separate mod and it might been transferred with greater numbers than intended when it became part of the main expansion. I will check if thats the case.
Since a T4 skill should not be on pair with T6 skill or equalivent skill of similar power as well Age of Magic which is an ultimate.
The no disjunction mod really helps the AI to avoid wasting their mana and casting points and it makes magic in general more impactful for them, i had no problem with it until now, if an enemy cast Armageddon or Age of Deception i can prioritize and eliminate him to get rid of it, can't do the same with Power Leak as everyone has it active, if it was a Warlord Tier VII spell like those mentioned I would have zero problem with it.
Welp!
I can't imagine that someone wants to torture themselves with facing Power Leak that nobody wants to disjunct. To me it beyond my understanding since Power Leak it's quite easy to counter with Age of Magic which little bit nullify the effects if is a sorcerer. Since I believe you also combine this mod with the Shadow Realm expansion compability patch for this mod it makes the Power Leak a Tier VI mastery spell which is a late spell. At this point it should be quite far into late game.
This kind of semi limitations mods with no disjunct also cripples other a.i from disabling this spell making it quite tough if 5 a.i ignores to disjunct anything at all off setting game balance into jeopardy.
So in general, cosmos is meant to counter magic users and aswell giving a warlord some omph against incorpereal units and so forth. But I consider this imbalance request abit mixed since you use mods that practically cheat yourself :-)
Glad too hear. Since Im also on win 11 its good to hear these things. I aswell might ran into them at some point. I been so long on the forever stable windows 7 but was locked out from everything after some time sadly. But I at least decided to get the pro edition
I applied the LAA patch before trying that and it didn't work but it was ultimately disabling in-game V-Sync that solved the problem. So this might not have been memory related at all, I just assumed so at first because the crashes occurred during saving the game which is peak memory usage. Weird how/why V-Sync would even cause that on Win11 (wasn't an issue on my other Win10 system)!
Its certainly annoying. I tried measure the memory usage on Dragon Throne.
It yields 1671 mb usage in vanilla. About 120-130 mb more with Wasteland and about 600 mb more with Chivalarous Intention and Chivalarous Addition and Wasteland. Its a quite substansial difference in memory usage. I will little bit investigate more what I can find about it.
All of these mods (Chiv, Wasteland, Wasteland Exp) are great and professional-tier btw, I love em' - thanks for making the superior post Shadow Magic "nu-AoW" title even better! (in case you haven't noticed, I'm quite salty and disappointed with AoW4 :p )
That's 3 layer on a XL map rendering at the same time which adds theoretically 33% more workload then average since it's a third layer rendering with units and no crashes.
But well it could be other things causing crashes, but if Chivalrous finally reach the cap of 500+ units I'm not surprised.
Check logs just I'm case