Age of Wonders III

Age of Wonders III

V-Mods: ECCH - Invasions
81 Comments
Vvv Jan 29, 2021 @ 6:00am 
So far I had that invasion and I run both mods, just make sure it's not a memory issue. Other than that yes it might be possible since Chiv Inten did have a couple of updates since last time I played. It sux but this awesome game is limited as a 32 bit game, even if I tweak things so the game uses 4gb of memory instead of 3.2 it still can crash as the game progresses.
Cornelius Jan 28, 2021 @ 11:13pm 
My game crashes on the turn orcish horde is supposed to appear. It might be a conflict with chivalrous intentions as that mod has added some invasion invents too, or it could be bugged all on it's own.
That Human Aug 31, 2019 @ 1:23pm 
No problem! Should add that I did play with this mod and had a good time trying to hold out during the end of the world... Gold Dragon event right before the True Reaper showing up was an unpleasant combination, but I perservered!
Varegi  [author] Aug 31, 2019 @ 1:20pm 
@Tasty Buttcream

That's fair enough and good to know. I'll add it to the compatibility note at the end. Thanks!
That Human Aug 31, 2019 @ 1:06pm 
My mod uses it in order to spawn additional rogue units in brigand camps, plague of brigands spell, etc and avoid conflict with mods that modify the entitites themselves. In either case, I am sort of stuck with causing a conflict, but this was the best way as the only known spawn crashes are from events using hero retinues and avoided all spawn lists that were linked this way in the base game.
Varegi  [author] Aug 31, 2019 @ 12:28pm 
Using a group or a defective "unit_set" with a hero retinue would probably cause a crash indeed as it spawns exactly the units you link there and linking a group or 2 for one slot doesn't fit that logic. Having 2 of the same units shouldn't cause a crash though, because then none of the boss spawns would work in this mod and I know they do.

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.
Varegi  [author] Aug 31, 2019 @ 12:28pm 
@Tasty Buttcream

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.
Vvv Aug 31, 2019 @ 9:07am 
Well you guys are giving me the desire to do modding myself XD, and it does not seem that hard code wise, just tedious I guess. If I ever stop working over 40h a week, or If I break my leg I'l go into modding, you heard it here 1st haha
That Human Aug 31, 2019 @ 8:40am 
I think I know what the issue is. If the event has a hero, the hero's retinue will consist of directly linked scripts, say "ROGUE_GOBLIN_ASSASSIN_SET" being one of them, and these require each of these scripts to only be linked to one unit. If a hero retinue script is linked to two or more, it will crash the game. To bypass this, I would recommend copying the script and naming it for example, ROGUE_GOBLIN_ASSASSIN_SET2" and link that instead. This should make the two mods perfectly compatible.
Vvv Aug 31, 2019 @ 7:50am 
Hey Varegi, you're a true artist mate. Hit me up if u ever go modding again or whatsoever I think you deserve support and for this alone I would contribute willingly. Thx for the dedication :steamhappy:
Varegi  [author] Aug 31, 2019 @ 1:21am 
@Vvv

After almost breaking everything I did manage to upload a version without the Goblin Horde.
Varegi  [author] Aug 31, 2019 @ 1:19am 
Wow, I even had a backup of the description cause I knew I was gonna f it up at some point.
Varegi  [author] Aug 31, 2019 @ 1:12am 
Got it back to normal though
Varegi  [author] Aug 31, 2019 @ 1:12am 
Goddammit, tried to upload the other version and accidentally uploaded it over this one.........
Varegi  [author] Aug 31, 2019 @ 12:58am 
My invasion only calls these groups of units and specific units:

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.
Vvv Aug 26, 2019 @ 9:03pm 
Thx mate, we all have a life so no worries there.
Varegi  [author] Aug 26, 2019 @ 4:22pm 
I remember making backups of each released version of my mods... So if I can find those I could maybe release another version where I could try to work out this issue and see if there is any way to make it work... I'm not gonna promise anything before I find the files and have them open, but at the very least I hope I can make you a version without the goblin horde if I dont see another way to fix it..

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)
Varegi  [author] Aug 26, 2019 @ 4:22pm 
Hmm, I probably have the invasion using a list of units instead of directly calling for specific units... So perhaps his mod changes those lists in a way that it doesn't function properly or something...
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)
Vvv Aug 26, 2019 @ 2:20pm 
Now anything that you can do about it, or willing? :steamhappy: Cheers no matter the answer.
Vvv Aug 26, 2019 @ 2:20pm 
Hey Varegi this is his answer

"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."
Vvv Aug 25, 2019 @ 2:25pm 
Hey thx for the answer, I asked the author of the chivalrous intentions mod if he can or wishes to do summtin about it. I hope summtin can be done about it, since we pretty much have a good idea where the problem would be, it would suck to be forced to choose between 2 epic mods in my opinion.
Varegi  [author] Aug 25, 2019 @ 12:18pm 
No real easy way to just remove it without making a separate patch or other version.

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.
Vvv Aug 25, 2019 @ 7:24am 
Ahh dam, well if it is a unit mod, it is either chivalrous intentions, brave new units or the legendary units... but yeah I to did quit the game several times because even vanilla one has issues, especially if you use bigger maps. The thing that bothers me is, that it seems to happen with the "goblin horde" only, I had other games and other invasions were doing fine. Anyway to disable that one in particular?
Varegi  [author] Aug 25, 2019 @ 4:56am 
@Vvv
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.
Vvv Aug 24, 2019 @ 9:12pm 
Hey man, I love your mod to death and thx for it. I have an issue with the goblin horde, it crashes every time it wants to start. Yes I use a lot of mods and it's a big map 5 players...turn 53. I simply wonder if there are workarounds or is the game screwed? I checked and it is not a memory issue as well.
Galeux Aug 5, 2019 @ 1:40pm 
I got the grim reaper invasion.... and 3 IA were eliminated like that (only 4 left)... I don't know if I should be happy or not :steamfacepalm:
I sould have played with higher difficulty.

Interesting mod, nonetheless. :)
Dr. Quackers M.D. May 21, 2019 @ 12:54am 
Some of these are way to hard and ruin your fun....some. Most are wonderful and add a new level of challenge. Thanks.
Neverr Apr 16, 2019 @ 10:12pm 
Excellent mod thus far, we've had a lot of fun using it :)
ShadowDragon_79 Apr 3, 2019 @ 2:16pm 
@thesayke: It would likely be useful to Varegi to know which other mods you have activated...

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. :(
Varegi  [author] Apr 1, 2019 @ 11:47am 
@thesayke

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?
thesayke Apr 1, 2019 @ 11:17am 
Hi, thank you for all your work on this! Wanted to let you know, though, that the Rise of the Bonelord event causes a crash after the four-turn timer, when it's supposed to spawn. I'm not sure how to diagnose this, but any light you could shed would be greatly appreciated.
pipo.p Nov 29, 2018 @ 12:29pm 
Nice. I will send you new files for Invasions (I forgot to translate one).
Varegi  [author] Nov 29, 2018 @ 8:41am 
@pipo.p

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.
pipo.p Nov 28, 2018 @ 3:47pm 
During first rounds, Vlathar flew unto the weakest of my (wounded) troops at range to kill them, until it got gang up from all directions and severely slown down by web attacks.
pipo.p Nov 28, 2018 @ 3:43pm 
About Vlathar, do you mean that when the AI deeply underestimates the opposition, it would go melee, thinking it will be a matter of one kill per round until the end, and not foreseing that its champion may be hampered by any kind of abilities? In my case, opposition was two queen spiders, some unicorns and a bunch of halfling adventurers, plus the Call the Horde spell.

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)
Varegi  [author] Nov 28, 2018 @ 7:29am 
@pipo.p

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.
pipo.p Nov 27, 2018 @ 3:33pm 
Hello, I'm currently playing with the Lite version, and perhaps encountered a bug (?).

- 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.
Varegi  [author] Apr 13, 2018 @ 4:36pm 
Below are a few changes you can expect in the next update at an undetermined date.
Varegi  [author] Apr 13, 2018 @ 4:36pm 
(2/2)

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.
Varegi  [author] Apr 13, 2018 @ 4:35pm 
@Midnight Mage

(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.
Midnight Mage Apr 13, 2018 @ 3:16pm 
you know Varegi i actually think i know why it happened now i feel like i owe you an apology as i believe ive wasted your time

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
Midnight Mage Apr 13, 2018 @ 2:45pm 
i was mainly curious as this was actually the first time ive seen them all get wiped generally my games are weak army outpost start on as big a map as my pc can handle without crashing during autosales alot ive lost way too many games to that already

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
Midnight Mage Apr 13, 2018 @ 2:45pm 
No no no apologies nessecary after the wtf moment wore off i found it kinda funny i use the extended map settings mod as well it was a collosal map

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
Varegi  [author] Apr 13, 2018 @ 9:29am 
(2/2)

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!
Varegi  [author] Apr 13, 2018 @ 9:29am 
@Midnight Mage

(1/2)

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.
Midnight Mage Apr 13, 2018 @ 7:57am 
Hey so i really love this mod the events are all fantastic i just have a question really any tips to help the ai survive just about every event from late game on wipes them out i literally just won because the mongol invasion event killed all 7 ai players
Varegi  [author] May 12, 2017 @ 2:00am 
I just scrapped what I was working on and just updated the mod :steamsad:. The boss dragons should now do fun stuff but that's basically it for this update... I'll just make more invasions once I get a good idea for some new ones instead of half-assing it and saturating the content.:WheelOfAges: I'll release a lite version of this mod within the hour though, for the people that might want it. It will only contain 6 happenings though so... well have fun with that :WheelOfAges:
Varegi  [author] Apr 14, 2017 @ 7:46am 
Well, making one with only the 5 Old Gods and the Grand Harvest shouldn't be much trouble, the rest use 95% normal units. I'll do a separate version with only those 6 invasions when I update this mod, to get all the features to that version as well.

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.
Redrave Apr 14, 2017 @ 6:26am 
Yeah it has completely custom units, so i think it was attempting to put in some tier 1-3 custom units and causing it. We cut out some mods for custom units and had the empire invasion event with no issues. So i think limiting the amount of custom units seemed to fix it. but if its not too much to ask could you do a seperate release at some point with only the custom units ones?
Varegi  [author] Apr 10, 2017 @ 11:47am 
I'd have to make a separate release to accommodate that.
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?