Age of Wonders III

Age of Wonders III

Decodence - Map Editor Content
281 Comments
Monuke Oct 25, 2022 @ 9:46am 
Is there any chance you would make the map editor contain all the structures and items?
Sabin (chiar el) Jan 29, 2022 @ 2:14am 
This mod seems to add lots of potential to handmade scenarios. I'm curios if there have been any good ones made so far that include content from this mod's content
voron-neo Jul 9, 2021 @ 10:57am 
клево
Gladen Mar 2, 2021 @ 12:24pm 
@Charlatan I have a bunch of Dark Elf models made by you lying around. Im currently updating some dark elf models in a compatability mod in the workshop. Would it be okey with your permission to use those particular Dark Elves Models to update the content?

Cheers
Dragon Aug 14, 2020 @ 2:54pm 
@Charlaten I have a question regarding Mountains, how hard it is to mod in the ability to build roads/cities on Mountains?
Vacuity May 8, 2020 @ 6:10am 
Hi there, the compatibility patch for The Old Man and the Sea seems to have disappeared. Could it be reuploaded or unhidden? Failing that, I'm willing to try my hand at making a compatibility patch. I have experience making mods for a variety of games. I'm looking at the data at the moment and am having trouble seeing exactly what needs to be done to make the mods compatible, so any guidance would be extremely helpful.
Charlatan  [author] Oct 6, 2019 @ 4:08pm 
Hey Gladen! Im first of all sorry how I abandoned this work long ago.

Making new tactical combat environments.... would have been a really, really extreme effort. I mean, I made custom tactical maps when even the developers said it might be impossible.

If you want to help this and make it more immersive, im all in ! we should talk more directly tho, discord, or steam chat, or something?
Gladen Oct 6, 2019 @ 2:18pm 
Hello there again.

I might ask, considering how long it might been. Have you been able to replace the evironmental set for the tactical combat maps? Altering the light, shadow, sky, fog etc.

I would be interested to get an orange/brown feel for the autumm combat maps and purple dark for shadow realm. I know how to add new .env files with custom setting.
Charlatan  [author] Sep 12, 2019 @ 1:38pm 
I am afraid the "overly abundant" as you mentioned in the RMG Integration comments is an issue that persisted from the start and never had a possibility to fix - it requires editing the game menu/UI for new RMG Options, namely the frequency of terrain - as I mentioned here once, since these frequency sliders are missing, it seems new terrain is always set to maximum. I am pondering how to fix this atm.... basically a game patch for two mods at the same time? should work, I think, not sure if it may require source files tho.
steelwork Sep 11, 2019 @ 11:13am 
the conflict with structure reward variety comes from Decodence - RMG Integration
steelwork Sep 8, 2019 @ 11:18am 
i will do more test then..
Charlatan  [author] Sep 8, 2019 @ 8:52am 
Steelwork, I intentionally keep rewards the same as vanilla to keep balance ._.
steelwork Sep 8, 2019 @ 6:22am 
well i did several playthrought with friends with this mod pack i created :

https://steamcommunity.com/sharedfiles/filedetails/?id=1627089864

and i got only tigers (and one time a boar) when taking farms. also it seemed to me that all other rewards were pretty much generic and the same as vanilla.
just 30 min ago i did some test by deactivating some mods to see when structure reward variety would give me something else than a tiger and a boar on farms (i ll use farms as a reference as it is easy to tell if its vanilla reawrds or not.)
and it appeared that i got something else (it was a polar bear. which is one of the new units structure reward variety gives when getting farms) when i deactivated all decodence mods.
Charlatan  [author] Sep 8, 2019 @ 6:17am 
I did not know about structure reward variety, but oi...... my mod doesnt change rewards for general mods at all, it does not even touch them, are you sure this is the case?
steelwork Sep 8, 2019 @ 6:15am 
it seems like decodence or RNG integration has compatibility issues with structure reward variety.
only when i deactivate all decodence mods do i get my polar bear as a reward for taking a farm with structure reward variety. (otherwise i got only tigers or boars)
ManicMillennial Aug 13, 2019 @ 7:08am 
oh alright, thank you! That sounds awesome. I wish you all the best!
Charlatan  [author] Aug 13, 2019 @ 6:05am 
Finally, while I seem to be the only one to ever make new TCMs (Tactical Combat Maps) doing so for Autumn, Tundra and Shadowrealm would have been an excessively large effort and was planned for "maybe later"

ATM the mod is completely on hold due to IRL problems.
Charlatan  [author] Aug 13, 2019 @ 6:03am 
Other modders also liked my mod and included it in a community expansion based on the Shadow Realm from AOW2, using my Shadow Realm terrain layer and the new treasure sites.

Oh yeah, well, I made a new layer in the editor. Beside Surface and Underground you now got Shadow Realm again.

Note that at the moment, race preferences and bonuses are not fully implemented for the new terrains, though much of it SHOULD work similar to vanilla terrains - Autumn <=> Temperate Arctic <=> Tundra Shadow Realm <=> Blight
Charlatan  [author] Aug 13, 2019 @ 6:03am 
Heya GreatGatzB[VI] ! It is mostly made for the Map Editor and most of it is decorative content ! If you also add the Decodence RMG integration patch, it includes new terrains in the RMG gameplay but the Integration Patch needs you to set, when creating a RMG map, all terrain amounts to maximum if you want a balanced map!

There seems to be no way to give new terrains any regular bias in RMG, it seems to always be 100%, so if you don't set everything else to 100% too then the new terrains will be overly present.
ManicMillennial Aug 12, 2019 @ 11:14pm 
hi charlatan, it's been a while since I played AoW and I've just started modding my AoW3. I was wondering what this mod is for? I don't mean any offence, I am just curious as I'm sure that I might be missing something. The screenshots look phenomenal!
Charlatan  [author] May 13, 2019 @ 11:18pm 
Alright! I'll fix it when I get the time, thanks for pointing it out. I wonder how it happened oO I dont recall noticing copies myself.
Gladen May 12, 2019 @ 3:09am 
You're welcome. ^ ^ The Scarlet shrine shows up all the time due to being a copy. Should be just a matter of deleting a row completly and it should be fixed :)
Charlatan  [author] May 12, 2019 @ 2:51am 
The bumps are fine! I want my mod to be fixed and free of issues for everyone foremostly :(
The shrine of the dreadnaught god was never finished, instead, I made the dreadnaught workshop / factory visit structure ^^

As for the scarlet shrine issues.... I am afraid I am a little confused, since it happens only 50% of the time oO if it was a real bug it should always happen, also, the scarlet shrine in the data files should not show up at all, hum..... I must look into this.
Gladen May 11, 2019 @ 1:48pm 
https://imgur.com/9yqxJCC I'm back with a picture. I decided to do a little dectetive work and load a dummy mod with decodence as a package in mod editor. On row 42 I can see a second Scarlet Destroyer shrine in the AoW_structure.rpk.

Should be sufficient and great if it can be updated :) Sorry for the amount of thread bumping ^ ^

Gladen May 11, 2019 @ 1:28pm 
I would say it's very interesting copy/bug of a structures. ^ ^ Out of curiosity, "Shrine of the Dreadnaught God" which is a never implemented structure found in the excel document of the decodence mod. Interesting if this building still persist in the actual source of the mod and is treated as a scarlet destroyer and linked to a copy.

For the haunted inn it's really something odd. When downloading it again it can show a 2nd broken model 50% of the times.

And no other mod is loaded except decodence.
Charlatan  [author] May 11, 2019 @ 5:37am 
dont worry tho Gladen ^^ I want to fix this for you, I just am a lil' lost
Charlatan  [author] May 11, 2019 @ 5:36am 
lel
magically fixed itself?
Gladen May 11, 2019 @ 2:13am 
Yeah I know this been around for quite some times. :) I downloaded on new a couple of times and removed the mod to ensure I see it clearly. The second scarlet destroyer shrine is still there. But the Haunted inn suprisly magically fixed itself. :) So I would like to say their is only one problem with a second shrine.
Charlatan  [author] May 10, 2019 @ 11:55pm 
huh ! this is new. Could it be the installation of the mod bugged? Steam workshop sometimes has connection issues and doesnt download a mod properly.

I say this 'cause my mod has been around for a few years, but this bug has not happened before x_x
Gladen May 9, 2019 @ 12:14pm 
https://imgur.com/a16A7Js and https://imgur.com/q6G8YkE follow thoose link and it gives you two images. Both screenshoots only use the decodence mod enabled :)
Charlatan  [author] May 9, 2019 @ 1:56am 
Hello Gladen! I am Glad (huehuehue) you pointed this out, but huh :O its very new. I dont have such copies when I use my mod with the editor oO

It is true, two "visit sites" / "treasure sites" are/were initially a copy paste of the Shrine of the Scarlet Destroyer, that would be the "Wicked Flames of Grauth" and "Monument of the Ashen Rose". But they should not show up as copies oO

Can you post screenshots, or any hints so that I can reproduce (and fix) the error? ^^
Gladen May 8, 2019 @ 12:27pm 
Hi, I do not know how much time you have available to fix things still. As, I'm working with the content every day almost. :) I can say that there are two bugs that should be fixed to complete your content. Should not be too much of a issue hopefully. Their is two identical "Shrine to the Scarlet Destroyer" featured by the mod. Problably a miss copy of a row inside the mod. Secondly there is two Haunted inns where one which has no icon available and a second one working with real icon. Problably related as a misscopy or old content still haunting the rpk content.

Cheers. //Refineus
BelovedMonster Apr 29, 2019 @ 6:43am 
Hi all. A poll has been launched to rate the 20 best mods of AoW3 as of 2019 and this mod is among them! Please vote for (or against) the selected mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=37
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1680315447978004673/
Happy voting :D
Charlatan  [author] Apr 26, 2019 @ 1:21pm 
Ah, good point, that logically requires the consent of Tibbles, the Racial Heritage Author, we'll have to figure something out as I'm not fully sure which mod the patch must be based upon in this case!
It could be only Tibbles can upload/edit the patch in this case, as it may need to be based on the unpacked, source material of Racial Heritage. I'll keep it in mind!
Dragon Apr 24, 2019 @ 3:17pm 
@Nil I've notice that the Autumn Terrain doesn't work with the Racial Heritage Mod, example the High Elves Statue of the Woods grants +5 pop growth for each forest hex within the city's domain. But it's not showing up for the Autumn Terrain. =( Anyway there could be a patch for the Racial Heritage Mod some time soon?
Charlatan  [author] Oct 16, 2018 @ 9:02am 
The "Community Expansion" that is WIP is focusing much on the Shadow Layer and has permission to use my related assets here in their project, other than that I havent run into any ^^;
Raistlain Oct 14, 2018 @ 9:48pm 
Love this mod, but does anyone know of any maps that have been created that use the Shadow Layer? I am not a map designer but would love to check it out or somehow use it in RMG (although I know that is not really possible)
Charlatan  [author] Aug 28, 2018 @ 6:57am 
Thanks for understanding, BladeOfSharpness :P
BladeofSharpness Aug 28, 2018 @ 6:25am 
Ah ok, sorry for the misunderstanding, I thought it was always included in all maps. I don't want people to think you mod is not great anyway ;-)
Charlatan  [author] Aug 28, 2018 @ 2:00am 
Uhm.... first of all it cannot possibly cause a "general slowdown" if it is not loaded, secondly, if it really uses up memory, that would mean AOW3 loads ALL assets no matter what it requires, and that would be kinda crazy or actually impossible - if it did, the out-of-memory crash that was so common would have always happened to everyone using many mods.

Please don't worry, the Shadow Layer I added is only an optional feature for those who actually add that layer in the Editor. It is NOT present by default. Just like "Underground" is not present by default either unless you click the option.
BladeofSharpness Aug 28, 2018 @ 12:04am 
And alas the map editor don't come with the possibility to create a random map, contrary to AOW2. A pity really.

So, the Shadow Layer is always there in all random maps? Meaning these maps use more memory than the usual, because of this added area? Is it not possible to have it as optional, because for everyone playing random maps, the Shadow layer is more a liability than a benefit (memory usage and general slowdown).
Charlatan  [author] Aug 26, 2018 @ 3:04am 
@BladeofSharpness in the Decodence mods as-of-now it is solely Map-Editor-Content where authors can make teleporters/gates into the Shadow Realm in their custom maps, but it doesn't work in RMG simply because players cant mod in new buttons in the RMG creation window.

Yes, it's that silly. While at a point, everything was set up completely on my PC's version of the mod at a point, it failed when eventually it was impossible to make the button to enable it.
BladeofSharpness Aug 26, 2018 @ 12:17am 
I still don't know how to access the Shadow Realm. I have looked at a large map with cheat mode Barentz (explore full map without FOW) and there is not a single teleporter underground?
Big Black Boss Aug 1, 2018 @ 6:27am 
I like the premises of 1.71, would love to see a mapper work with the new features.
August Maxwell May 21, 2018 @ 9:42pm 
Looks great!!!
Charlatan  [author] Apr 17, 2018 @ 6:54pm 
Ah yes, thanks for the reminder Shivan! That was a feature once suggested already, but slipped from my mind. Its noted!
Shivan Apr 17, 2018 @ 11:26am 
Majestic mod, everithing is great, but just one thing - can you add terraforming spells for tundra and autumn?
Charlatan  [author] Mar 29, 2018 @ 2:33pm 
Wait, how can the map be lost if you can load it up without my mod? That's at least what should happen, I just tried and I can load up even large and multi-layer modded maps after disabling it - the editor simply removes the new decos then and reverts new terrain to Temperate.

Also, did you try setting the Editor quality settings to Low first? Despite having been improved, that's still a thing for large maps to prevent crashes.

I've kinda went out of my way stuffing my maps and digging out old maps of mine to try reproduce your error, but all I can reach is the "Out of Memory" one, which is and has always been an issue of the game, just happens faster when you use mods.

Don't abandon your map just yet o_o Can you upload it somewhere so I can check how it behaves for me?
King中古騎士 Mar 29, 2018 @ 1:49pm 
Pretty sure it was your mod becasue I can load my map without out of memory and other error once i disable it (except those that use something from your mod)

If problem cant be solve, then I guess I will just have to remake those damn thing again.
Charlatan  [author] Mar 29, 2018 @ 1:23pm 
Hm.... never seen that one before o_O The only crashes my mod ever caused were "out of memory" which, however, can happen with huge maps even without mods.

I've loaded up all my old maps to take a look just to be sure again. Are you certain it is caused by my mod? If so, I am afraid that kind of error will require help by the devs, at least as long as we don't know what exactly causes it.