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I am not getting crashes or anything like that, but my main leader seems to only have the Triumphant paths available. My secondary heroes have both Triumphant and your mod paths available (which I would love to try as I like the idea of the super strong paths that excludes the other ones - combined with the triumphant paths that can be thrown in there too) but when I pick a path from your mod, it doesnt seem to actually unlock anything new, and the others path starters are not being removed.
I thought about this mod and although it is nice, I think it would be best if it worked differently, with a power (not a spell) that provides a bonus to one hex and the 6 surrounding hex. Some abilities do that, so I know that's possible. It would allow not having the ability to affect the units under your command, but any 6-7 units on a battlefield.
https://steamcommunity.com/sharedfiles/filedetails/?id=524567032 and,
Hero Professions mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=616553983
I actually just had some ideas for theocrat too.
A "celestial" i.e. flying support.
And some sort of empire upgrade that ties in to the alignments, three mutually exclusive ones to choose from, perhaps even a unit for each, it would be neat to have a class that gets something out of that mechanic without needing to take the specializations.
These are the two toughest ones to do I agree!
See you around and thank you very much for the ideas!
Something specific to each race, instead of the usual same thing for everyone?
As for empire upgrade:
Perhaps the siege master thing could be what supports get?
That's all I got for now, hope everyone's staying safe, Cheers!
But if your still looking for ideas for warlord and theocrat:
Warlord:
- some sort of army leader unit, maybe has the hero tag (as I understand it, that would give it the inspiring presence when researched), and some sort of army buff (racially specific?)
- and/or a banner bearer type unit (not sure what it would do, perhaps it could be part of the leader unit, i.e. a command squad type of thing)
- a siege master ( maybe butting into dreadnought territory, but could buff seige engines somehow, and set up temporary battlefield defenses, and also make a war camp)
In my mind the war camp would be a bandit camp that would give stationed units fast healing and use the bandit camp defenses when attacked, and would disappear if nothing was occupying it.(not sure how possible that would be lol)
I am still around, but I am working on my own video game project (rpg roguelite for mobile) with a team and it's taking all my time :)
Soo I will come back, with some mods finished later and with a new game on the market as well :)
Could you please consider doing something like this for Planetfall? It needs this sort of flavor added. I have not tried these mods yet but I will (once I figure out how to manually download the mods - didn''t buy AoW 3 from steam).
Again, great work!
I will eventually finish the work for sure don't worry, I hate not finishing what I once started!
PS: As a modder myself, if there's any way I can help out with this project (ideas, balance, art, text/descriptions, etc), I'd love to assist!
Thanks. C@P would also be necessary to change the spell prerequisites. Oh and That Human gave a a tip; when you copy an entry from one .rpk to another, you must then Crtl-C the new entry and copy it again, otherwise you run into duplicate ID issues.
@highway: well it's not too hard normally; my mod spec was my very first one and I had 0 days of practice when I started this one! look for skill & class rpk, look how native spec are made and basically reproduce them with your own flavour. I would advice you for a better learning value to copy paste existing spells instead of just pointing toward them with the new skill you want to do.
@smoke all right let me 30 min; in the meantime, add me on steam as friend and prepare a fake mail so that I can forward you the file
One thing is that the advantage of produced units over summoned and hired units is that fact that these units can take advantage of bonuses from city upgrades. This gives players an incentive to build units. Enchantments that mimic upgrades IMHO undermine this idea. This concept should encourage players to build cities which in turn build better units. I do, however, like the idea of the cross-pollination of techs where factions can learn skills from other classes.
This being said, it's still a funny and interesting approach in terms of design. I am pretty sure I can reproduce what he did, but it's a lot of work honestly and I am already very busy with finishing premium class mods you know :)
It works like that. You have some units, like the Cosmos Vendor that can create sites. The site will create a legendary unexplored site without defenders. When you step into it, you get rewarded with extra research points, a new spell or an empire-wide buff (Just got the Magical Accountant buff that provides +5 gold and +5 mana per city, very nice!)
Can you check what this mod does, it seems that the author had 'advanced modding knowledge' and was rather imaginative in his approach. Perhaps there is something that can help here? At the very least you might learn a trick or too anyway!
@Ayalin. Sorry to chat here, I don't know if there would be a better place for that.
As you know I would like very much to have permanent enchantments giving the same buff as city buff provided by nearby sites (Enchanted Armor), so that early units can be buffed to the same level as newly produced units.
I know you said it was not possible, but I discovered that Army Mod: Spiders Gift is doing some advanced 'magic' with modding. Perhaps there is a way as they do it?
mod ideas for free:
1. replace of normal settler with a settler that unlocks after palace and has 1000 gold upkeep.. so i can have 'build settlements' enabled as id like.. but cant steamroll frontline villages spam.
2. cosmic event ~ invisible hero roams the land attacking npc's, summons units that always loose.. training the static defenders to gold ranks.
a) unit renaming- I don't think so. It would be a pure new game feature so level ed won't allow it.
b) same for city name
c) spells giving same bonus as city special upgrades- again, it's a huge shame but level ed does not allow (or I missed it) a building to give a player property (and spells are unlocked through a player prop). It can only give spell casting points or city properties (so effects affecting the city itself only). It's super sad because it would allow a whole new world of possibilities if you could do it.
d) for mana reserve: so this one actually is doable and very simple to do. But I quite like the fact you cannot store too much mana compare to gold because it forces you to think differently the way you manage your mana spendings / earnings. In other words, I like the initial intended design here :)