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That's fair enough and good to know. I'll add it to the compatibility note at the end. Thanks!
I did however notice that for some reason the rogue group sets call 2 assassins, I don't use the group, but I believe that only raises the chances of spawning said unit when the group is used.
For full compatibility I would probably have to make copies of each and every one of the "unit_set"s that I've used and renaming them as you've said.
I probably repeated a lot of stuff but yeah... There's a fix but it's tedious.
If I understood your point correctly and if the collision is as you said, then someone whose mod Vvv is using, must have added units directly to an existing "unit_set" instead making a new one. I believe this is bad practice as it can cause crashes even without having other mods if the unit set is used in certain places. I would imagine it could crash the game when it tries to spawn defenders for dungeons etc.
In this case the "ROGUE_GOBLIN_ASSASSIN_UNIT_SET" only has the assassin unit in it by default.
The one thing I've made sure to do here is not touch the units themselves or their "unit_set"s. The hero retinues I use only call the "unit_set"s which SHOULD always refer to single units. "group_set"s always call multiple "unit_set"s.
After almost breaking everything I did manage to upload a version without the Goblin Horde.
CORE_GOBLIN_ALL_GROUP_SET
CORE_GOBLIN_SKEWER_UNIT_SET
WARG_UNIT_SET
TROLL_UNIT_SET
and the bossfight calls specific units:
CORE_GOBLIN_SPECIAL_UNIT_SET
ROGUE_GOBLIN_ASSASSIN_UNIT_SET
ROGUE_GOBLIN_ASSASSIN_UNIT_SET
ROGUE_GOBLIN_SUCCUBUS_UNIT_SET
ROGUESHADOW_UNIT_SET
If a mod removes those or changes their names that could easily cause crashes. Perhaps a unit mistakenly using a duplicate "unit_set" could cause the game to crash as well.
I checked the invasion out and it's pretty much made the same way as the others. I checked for typos and missing links as well in case that would be the problem and found nothing.
For now I'm going to try to release a version of the 1.5 patch without the goblin horde.
I'm away from my gaming/main PC on weekdays so I'll check it out this saturday if I don't forget.
I'm just afraid that if there is a problem with 1, there could be a problem with more...
(2/2)
I'll have to check how I did it.
I would really like to fix this issue to this mod if there is a way, but I'm afraid the original mod file has been in an unfinished frozen state for a while and there's a lot of changes to the original mod file I'd need to undo before updating... I actually worked on this quite a lot for some time after the last update and I had some ideas on improving the bosses, but I haven't had the time (and I also lost interest at some point) to finish them and getting the content out.
(1/2)
"Tasty Buttcream [author] 4 hours ago
That is because of how they are implemented. I wouldn't say that there is any conflict, only that my mod adds a few more units to the lists. Since his uses the basic lists I believe these are Great Beetle and Witch Doctor, perhaps something more. Again, due to how I made the events and how the unit lists are balanced now, there won't be any T3 unless that mod had them in the first place."
And I'm curious why it's that specifically as well, because I did test every happening to activation on a large map when I made the mod. If I remember right, I probably tested the goblin events the most and they were fine.
It's possible that one of those mods removes or changes heavily a t1-3 goblin unit that the invasion is trying to spawn. Only custom unit is the leader and that is a separate unit. I made no changes to original units myself so there would be less conflicts.
Are you sure it's not chivalrous intentions goblin horde? I dont know much about the mod but it says in its description: "The mod also contains some new invasion events balanced around game progression." Goblin hordes are a very generic thing so I imagine there's a chance that it might have a goblin horde event as well.
Only other reason I can think of is that you may be using a mod that removes units spawned by the happening. Crashes with this mod are usually just those 2: memory issues or removed content trying to be used. If it's not those then it's just the game being a butt and corrupting your save...
If you're sure you're not using a mod like that and if you have a save from a few turns back, try doing some things differently and maybe it will fix itself?
I've lost a lot of interest for this game because of similar crashes. For me, even unmodded AoW3 wants to kill itself at some point if you have the max size map and a lot of things happening... That's the kind of crap stability you get with 32-bit games.
I sould have played with higher difficulty.
Interesting mod, nonetheless. :)
Also keep an eye on your taskmanager, when it says AoW3 is using more than ~3.250.000 K you might be into trouble when trying to save (which uses additional memory) - or at least I am with many mods & the 14Layers-mod.
Other 32-bit-games for me get problematic around 3.700.000 K, maybe with less layers you can get closer to that number...
@Varegi: Yep, that 32-bit-limit is annoying... :( I really liked this game, but lately it got too annoying because of that.
Also, always having to guess if an error was caused by my modding or this limit, that doesn't really help with debugging mods. :(
Hey, I tested all happenings' activations a lot while making the mod so there shouldn't be such an issue in the mod by itself... however, a few things come to mind... but mostly memory leak.
1. Memory-leak that triggers a crash when the event spawns. This can happen just because the 32-bit game can't handle it anymore, so the event just kills it. An issue with extremely long games or heavily modded ones.
2. Too large map causing too many spawns for the game to handle. Had this once during testing when I was trying out different spawn methods. One of them crashed the largest map (extended map).
3. Conflict with a unit-altering mod? Game tries to spawn a unit that no longer exists? Check your mods.
4. I don't like this... but maybe the mod is broken and I should patch it.
Without a detailed description of your case, it's hard to say. Does the crash happen every time you load? Does it happen in separate games spawning the same event?
I've fixed the missing breath attacks from the Golden dragons and Ygrandul (he was missing it too due to a similar error) for Horde Mode and Lite versions. I've also included your french translations to those mods.
This main mod will receive an update later this year or start of next year as it's in a state that it can't be just simply updated right now.
About Ancient Golden Dragons, I played in French, and no breath ability was shown in the unit panel, nor anywhere else (i.e. only the move, guard and attack icons)
hey,
-I think the AI in the game was just not working properly in this case. probably prioritizing melee attacks over aoe. I might have to give the boss dragons some TC movement abilities like sprint or something so they dont get stuck that easily.
-I checked the mod and the ancients do have a breath attack, I don't know right now why it doesn't show for you.
-Glad to hear it.
- Vlathar get its 70 Spirit attack of doom but didn't use it after the cooldown. As a result, it's slown down by missed web attacks and stoned to death by half a dozen of Halfling Adventurers (though, it takes a long time, circa 20 HP per round). Its attack of doom would have wiped out most of my army. Perhaps, it needs all of its MP to launch it?
- Ancient Golden Dragons (Vlathar's event) have no breath attack. Is this per design?
-Just to share it, Death Awaits worked as described.The main stack stole me a town, and soon became an independent city. They gave me one quest, and then begged for being vassalized. Turns after, they begged for being absorbed, and disappeard like any independent stack after an absorption.
1. Variety to enemies in the form of custom ones. I'm considering to add some weaker mongol units into the happening discussed for now. T3 and T1 variants should make it more interesting. Other happenings might see this treatment later or on the same update, not sure yet.
2. Boss-type units will be remade. Especially the Reaper and Old Gods will receive an overhaul.
- They will have mostly static stats and custom abilities to replace the pile of normal abilities and overblown resistances that they have.
- I'd like to make their ability lists more neat and the boss-fights more interesting instead of impossible.
- All boss-type enemies will get Resurgence, because of a cheesy exploit we found in one of our games.
- Also considering to make them 1-unit fights by making the hero transform instead of having 2 separate units.
3. Custom item rewards. Will attempt to keep the item rewards close to what already exists but still make unique items.
(1/2)
Glad to hear you like the mod, but defender strength shouldn't be an issue...
It might just be a weird coincidence what happened to you, nevertheless I am planning to update the mod at some point anyway.
i always have the defender strength set to strong or very strong and the rammifications regarding the ai never occured to me til now id imagine they take drastically more casualties than i do so i think them all getting wiped may have just been a combination of me being overzealous with wanting a dangerous world and overestimating the ai
ill be sure to give them more prep time this time
sorry if it came across as a dislike kinda thing i actually really enjoy this mod immensely i found the base happenings rarely affected anything at all
i think part of it is my particular playstyle im a very slow methodical player it was like turn 40 and i grabbed a box of cataclysms thinking the ai should be decent by then but they really spread themselves to thin i had like 5 cities is all and i really enjoy the combat so i tend to level up rather quickly so it was funny seeing all these cities pop up all over the map and my little corner remained untouched haha
i had the happening set to hard as thats what i used in the base game but ill try tuning it to easy this time i have the ai set to lord or emperer whichever the highest one is
Possible solutions:
- Raise AI difficulty.
- Lower the difficulty of happenings from ingame menu when setting up your game, this makes it so that the harder events come out later and the AI has better units by then. It doesn't actually change the events, just the timing when they start coming.
- Use a bigger map, that gives the invasion units more spread on the map and cities a better chance to survive.
Also thank you for pointing out the exact event as I haven't had many of those, there could be a serious balance problem with the Mongol Invasion itself. I'll try to see if I'll make some changes to that one.
Sidenote: The Grand Harvest is supposed to have a high chance of wiping everyone out so I do recommend having other players around as the AI doesn't run away from this. But of course that only comes out from the cataclysm boxes or after turn 1000 so it can be avoided in singleplayer games quite easily!
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Hey, sorry if this broke the experience for you.
On what difficulty are you playing on? King and Emperor level AI usually survive most events in bigger maps. Some events have usually killed 1-3 AI depending on how weak they were prior to the event, but I haven't seen a full wipe in Emperor games other than in tiny maps with the most difficult invasions. I'd expect lower difficulty AI to get wiped by pretty much anything.
It is mainly meant for games where there is another player/huge map/high difficulty AI as many of these invasions can and in your case have wiped out the AI.
No timeline on that as of yet, but I'm hoping to do that before August, since there is a high chance I'll not be modding between August 2017 to August 2018. Once I finish up all the changes for this version and release it, I'll release the separate version as well.
For example some or all of the Old God dragons will be getting path abilities to burn trees and maybe destroy mountains etc., something that I've been working on a separate mod for smithing quest reward items.
Also if you want the files for a specific version of any of my mods I'm willing to send them to anyone who wants them for whatever purpose.
Also why I've mainly used original units, is to accommodate changes made to them by other mods, for consistency in games that modify them (like giving all units +5dmg etc)...
Perhaps the mod you use changes something wierdly in the package files or something idk, but somehow it seems to make the game crash when this one tries to load the units from their lists.
I'll keep your request in mind, but no promises on that... copypasting all the units used, to create separate units etc. is just too much busywork. It's not hard or anything, just time consuming.
Perhaps ask the mod author how much they've made changes to unit group/category etc settings?