Age of Wonders III

Age of Wonders III

The Fate of Emrilia
jaersavo Dec 23, 2020 @ 10:01am
Feedback - may contain spoilers
I think you have done a fantastic work. Especially the insane number of details. This shrine of the guardian angel (life), and very much later discovering that there is a cave entrance hidden behind the waterfall. Didn't take the settlers belongings and nothing happened. I already thought, ok, that was probably too hard to programm, till i returned the next time to the shrine. I'm very impressed.
And all these small walls surrounding cities like Lotharsburg, just makes them look so much better than just the central hex surrounded by a wall.
But we are here for the feedback:
Ialocin the grand master is lv1. Only optical but feels like he's a 50 - location underground west
Very southwest corner, I enjoyed the wave after wave of animals. They wore my second best army down till the last unit died after wave #10.
I personally would enjoy less waves, it was a bit tedious the sheer number of animals coming, but stronger and with different set ups like Snakes, spiders, flying.
May be the last wave gets a special unit? I loved your terror of the deep, already on the strategic map so huge and it looked really good in tactical combat .
May be a sign that warns that who passes will enrage the animals of the wild.
Adele Morgan, arrr, very funny idea to include your supporter as a Pirat in this way. She is all alone without any units in her stack and I think she can be charmed or seduced what i do like.
The end game crisis (caused by Bariclar's death?) when the monster the builder, the teacher... appear is really strong. I liked it.
The screenshots you are showing here, there are prettier places than those you are showing. May be include screenshots of dialoges as well, like when Bariclar first meets the fisher village in the north and the story about going fishing with father and brother or Gryx, I do like him, hehehe.
Who is this Lothar npc at the start defending Lotharsburg? I thought Lothar got killed.
Gryx doesn't say anything when he meets the place where he was defeated and the earth is still scorched.
Map life's Maw is not that pretty, bridge less.
Angus Stoneeater (i think in first contact dialoge he's called Angus stone biter, but I could be mistaken), may be as npc
Elizabeth does not use settler to rebuild razed city to the east and does not expand, normally she has 2 cities. May be she can start at war with npc towns around her.
Dwarf cannons are a bit too slow. In tactical combat they can't move at all. I like the idea very much like the German schwerer Gustav in WW II. But i think it would be more enjoyable if it could move at least 2 hexes on road and later with advanced logistics 3 and at least one hex in combat.
Text error when Zarzissh meets bariclar. His text is both in his and in bariclar text "bubble"
Zarzissh surrender partwise in German. Are you German? That would be incredible with such a good english
I guess cities that have German names is on purpose like Sundenpfuhl
Zarzissh, the warning "this place is sacred, leave" is not convinging enough. Where would we get, if that makes us go home. The second warning "i do not think we should continue in that direction" comes together with defeat. So no way to respond. May be a thunderstorm could hit the leader or an earthquake shake your cities for every hex you are getting closer.
Island heretics don't reinforce each other in battle.

Really a fantastic art piece. Thank you very much for this work of the heart woodchip
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Showing 1-15 of 66 comments
WoodChip  [developer] Jan 29, 2021 @ 5:05pm 
@jaersavo. Thank you for your detailed feedback :) Somehow I overlooked the new discussion otherwise I would have reacted earlier. I will be uploading a small update in the next few days that will fix the bugs you mentioned. Since you asked: Lothar Lotharsson is - as the name suggests - one of the descendants of the King Lothar I.
Last edited by WoodChip; Jan 29, 2021 @ 5:05pm
jaersavo Jan 30, 2021 @ 12:43pm 
Since then I found a few spelling errors,
Arshack introduces himself to Sedna as Arkash
or meeting Grusha in south steppes last sentence, I honoured what he did "him" by killing him
Not that many, but shall I mention all?
And playing as Arshack, that dwarf cannon iron fist was great. Together with the terrain it was a perfect choke point. In my game as Gryx iron fist wasn't in Unter Berg. I would even be fine with 0 movement for iron fist because having it there made for an especially challenging battle.
But frankly only thing that needs any improvement is the number of people who know and play this mod
WoodChip  [developer] Jan 31, 2021 @ 2:30pm 
Okay, those misspellings are on my list now too :) The situation with the iron fist and it's twin is a bit complicated. I wanted them to be stationary at first, but this proved to be very difficult to achieve. In the mod editor, the movement points set for the unit are zero. However, the movement ability by itself seems to allow a unit to move at least one hex on the world map. Without this ability, on the other hand, the unit is not placeable in the map editor. The fact that the unit can still be moved one hex leads to the problem that the AI can do very stupid things with the cannons. In a situation that I was able to observe often, Ogrus moved the Iron fist as the only unit in a stack, while trying to bring it to Unterberg - and then lost the cannon to AI Raiders. I'll try out some new things to solve this in the next update. Maybe teleporting the Ironfist to Unterberg for AI players during the first rounds could be a workaround.
Last edited by WoodChip; Jan 31, 2021 @ 2:32pm
jaersavo Aug 23, 2021 @ 6:05am 
dwarfs, when meeting your brother, the dialogue was triggered after the battle.
Moving into Gryx territory, message about beard lenght / brain strength. Says Gryx, but should be Gryx's minion.
Goblin cities captured got liberated but gained some relation malus - 2200 *angry face* (null) x11 and that twice ending up at -3100 relation. But without any explantion. May be stinky dwarf? Now 5 cities went independent and don't want to talk with me. Understandble but naming the relation malus would be nice.
Gryx had money problems. When I encoutnered his army, it didn't got it's wage paid. He had all underground goblin cities but they have almost no structures and are small. Also I personally would love to have every few turns a goblin swarm of many t1 and t2.
Sedna died very early. I know that's in game concept but of course nice when npc survives.
Bariclar took the very west city sitting himself inside it and stopped doing anything on the surface.
Last edited by jaersavo; Aug 23, 2021 @ 6:42am
jaersavo Aug 23, 2021 @ 6:06am 
and meeting brother, it triggers the war with dwarf council. My second army was behind the dwarf council city because I wanted to explore the dungeon in that direction, so it was very easy to capture the city which itself was only defended by 2 units.

the dwarf super canons, for AI it's better when they can't move the canon and that it just defends the choke point. The one canon I had to defeat as Arshak which was actually still at it's original position gave a challenging and fun battle. Also they drain a lot of money with their combined upkeep of 64gold/turn.
As human player the canons are more of a burden than benefit. Also I did send my canon to Arshak and when the normal attack failed my canon finished the job by dying

The unit size with krake / terror from below worked perfect. It was really impressive on the strategic map, and it also looked great in tactical combat.
I have no experience, but if possible it would be awesome if the other insane creatures sprwaling around in Emrilia could also have a size worthy their strenght. Thinking of the all devouring god and the Archon Titan at the lost dwarfen city.
Last edited by jaersavo; Aug 23, 2021 @ 11:01am
jaersavo Nov 18, 2021 @ 10:39am 
Zarzissh lost because Lissandra entered the holly hall with a feathered serpent on turn 58. Not sure wether this is on purpose. They were at war with each other and draconiens hold all their cities and had units around.
The optically biggest ancient ancestor dragon has only like 150hp and the other stats also didn't look impressive. But I could only see it for a few seconds before I lost vision.
Sedna was dead very early in game.
Bariclar isn't doing anything. he captured early the western city of Lissandra and since then hasn't moved or done anything. Even the Lissandra vassel in the south bordering barriclar is still there, getting hit from time to time by a spell, but that's it.
The 2 independent cities below Lissandra's starting position are still independent.
The eastern city's name is Curchyard. Missing an H for Churchyard i guess.
Goblins. Might make the geographie the way that a bridge can be constructed. For later game it's annoying with boarding everytime to pass the small lakes.
Still can't make goblin cities a vassal as dwarfs. I get every turn a malus on relations. They break vasselage and declaring war and making them vassel again doesn't stop those cities from gaining 2x -200 relations/turn. Capturing is no problem.
Text when winning first life's maw match, spelling mistake with a missing R (sorry, don't remember the word anymore).
The frostling dreadnought spawns the mana bomb killing or severly wounding all of her own units.
I personally would find it funny if the goblins would show up with 2x 6 units for life maw, those little cheaters. with the second army spawning on the teleport to exit the arena.
Life maw map is kind of ugly. It's a bridge map with no bridge. Enemy units stand on the river/lake but have the movement restrictions from a bridge map battle.
As dwarf I didn't get a text when I first met the two halfling cities in the underground, of the lovers. it felt like that you have a story for them :)
Really a brilliant work. I'm still deeply impressed by your art work of designing the map, the writing, and coming up with all the ideas. And all that, plus Not giving one story line but every single character one.
Last edited by jaersavo; Nov 20, 2021 @ 4:01am
Sire Dec 14, 2022 @ 12:32am 
Gonna borrow this thread to leave my feedback as well instead of spamming the comment section of the mod with various things.

In the end, I decided to call my Bericlar run at turn 98. I was trying "Good Guy Bericlar" by making vassals of everyone and then slowly building structures with the underground undead elves. Managing to get a Palace of the Perished is pretty nice as one can just summon Dread Reapers immediately instead of having to wait a turn.
-- I did manage to fight off some of the Eldritch abominations and starting cleaning up the Rift area, but I was not yet strong enough to tackle the "Master of Puppets." I started moving southwards to see if I can maybe start fighting the enemy factions instead, but the game has gone on long enough for the enemy AI to have heroes of their own with busted equipment and powerful unit stacks (Sedna and company). My Bericlar couldn't really handle it, even with the "Evil Ancient Sword," so I just called it.
== Another major reason I did so is that I noticed Bericlar does not deal physical damage with his melee attack. At first I thought it was cool, but when looking at it more closely, I'm not sure if it is bugged or intentional. // When I equipped that Godsbane sword which is supposed to give +5 Physical Damage, it didn't do so for Bericlar. The Blight and Spirit Damage values went up, but it didn't add the physical modifier. Learning this made me a bit worried as I was trying to build a melee Bericlar, and I had a feeling my points put into melee were wasted.
== As an aside, I managed to get fairly far because I got the amazing Black Knight Mythical Armor which grants a bunch of resistances, so having immunities to various damage types was pretty great. // Bericlar's Robe item was pretty cool since it also offered Physical, but it was only 20% across the board. Maybe if it offered extra HP, defense, or resistances it may be more comparable to the Black Knight Armor (unless one is using PBEM, which I believe they nerfed it).

While I am tempted to do another, more optimized Bericlar run that focuses much more on Heroes and just razing mostly everything instead of using vassals, I think I may try giving the Dwarves a whirl or start as Elizabeth again with my newfound knowledge.
-- The called run mostly just had Bericlar, the Elf Traitor Necro, and a Sorceress hero. The Sorcerer hero ended up dying as she was separated from the main party, dying to the eldritch abominations.

* * * * *

For other random stuff...
-- I walked right into that Devouring One's superboss cave on accident and noticed I couldn't get out. Luckily I have the power of saves, but I'm guessing this is intentional so the superboss itself doesn't get released until something else happens.
-- Also, I noticed the Unique Items were not sellable. I remember reading this was intentional so players don't sell the items out of desperation (multiplayer), but as I was traveling I was lacking inventory space. // Granted, I was pretty much just using 2 heroes instead of the standard 5, but some sort of stash or museum to turn excess items in may be interesting.
-- Also, a part of me wonders if my Bericlar run might of had it easy. I started at the Elves and noticed later that enemies also spawned from that teleporter (or was spawned elsewhere and used a teleporter to get there). There were a bunch of units just chilling outside that Fey Dwelling which was one of my vassals. I tried to clear it out upon finding on how the Rift Teleporters work, but some of the Eldritch Abominations where down there and I could not handle those.
=== This is also due to the teleporter of that "Dream Town," where I had the Elf Traitor sit and farm whatever came through during the final few turns before I called the run.
-- Random Fact: I managed to get a Champion 10 Dread Reaper unit. The others in the stack when I checked were 7 and 5.

* * * * *

At any rate, once again thanks for making the mod! It's pretty awesome.
Last edited by Sire; Dec 14, 2022 @ 12:33am
Sire Dec 14, 2022 @ 8:47am 
Tried an Ogrus (Dwarf) run, ended up calling it at Turn 28.

Elizabeth died to Bericlar at Turn 20, and I ended up losing Lothar's Gift shortly afterwards.
-- As the Throne City was Lothar's Gift, my heroes were spawning there and was separated from my main party. My Dreadnaught had fun exploring a bit of Elizabeth's area in the early game, but eventually was stuck defending the Halfing Village (migrated to Dwarves) between the Swamp and Desert areas. Luckily I managed to evac my Necro there as well, but I decided to end the game around that point.

I thought I could just hide underground and get stuff done (and I probably could), but it would require a bit more optimization to do so.
-- Also, the Dwarf is slow going, but this is likely due to myself not using my starting forces properly. I probably should be using the starting two "defense armies" offensively, including the two giant cannons. // I just left them there in their forts, but all they ended up doing was eating away at my upkeep and I'm not sure if they were actually defending me from anything.

Next run I'm planning on moving my Throne City immediately to the underground areas while simply fortifying Lothar's Gift. I also plan on being more offensive, perhaps taking the super cannons above ground and handle the Orc (and take the cities while I'm at it) to help with everything. Also, getting some early Forge Priests to help clear out the nearby undead.

* * * * *

For other random stuff...
-- Managed to go north and find the brother. Pretty cool, although I was nowhere near ready for that encounter.
-- Speaking of encounters, I opened up the "Disgraced Dwarf Boar Rider" early. I thought about reloading, but managed to beat him by luring him to a city and using Safeguard on a unit standing on the gates.
-- Elizabeth stole Dwarven Shield (the city), making them a vassal before I could clear it out myself. Not a big deal, although I noticed it became razed after Elizabeth perished.

-- Not sure if it was coincidence or a bug, but I got a message from Sedna saying her blood haze as lifted. However, she ended up breaking the alliance (although this may be due to Bericlar taking one of my cities).
=== We were in a peace treaty, then she offered an alliance, then she said her blood haze lifted, and then the alliance was called off.
jaersavo Dec 14, 2022 @ 10:27am 
Those dwarfen cannons are more a burden than a help. I love the idea, but the upkeep is just too high. In my Ogrus playthrough I immidiately destroyed one cannon and the second one was send against Arshak. It was a very long journey, but when looking at Arshack's special playstyle a single cannon makes you the victor even in auto combat (some units are required as guards to secure that the cannon reaches Arshack).
And about auto battling, i think that makes it much much harder to win any match. And this scenario definitely needs often that extra edge to come out victorious because the map and battles are pretty challenging.
I stopped my Lissandra playthrough at turn 42. i didn't use balance mod and it felt too easy. I got a hero with charming and charmed the underground elf and ended up with 5 giants and many other t3 and t4 units crushing Zarzissh. also those dragons he summons are damn strong.
Now I'm in a Sedna playthrough. Turn 23 and it's really hard. Lost my throne city, Stronghelm and Evanstone got a visit from a humming stone and is now under it's just rule.
I really like that you have added more of the super size characters. It was so great and insane when that stone showed up.
Got a detailed feedback as well. I hope you don't mind longer texts to be incoming :o :)
Last edited by jaersavo; Dec 14, 2022 @ 10:48am
Sire Dec 16, 2022 @ 2:42am 
So, I played some more and started keeping a log as I play for feedback and simply sharing my experiences.
-- I played as Ogrus once again, this time optimizing my strategy.
-- Sadly, I end up crashing at turn 100, although a part of me wonders its because I happened to defeat Zarzishh at turn 97. Even in death she still mocks me.
=== This is a lengthy one, so be prepared for lots of reading!

* * * * * * * * * *

Turn 9, Orc Defeated (Super Cannon Bomb)
-- "As the guild was under new management, one of the first things Ogrus did was dispose of one of the ancient cannon relics. It was too expensive to upkeep and cumbersome to use, so he decided to donate it to the local orc warlord. After it blew up in his face and wiping out his armies with it, gold started to suddenly manifest. The city district was so grateful at their liberators that they decided to be governed by the Dwarf instead of being handled by those in Old Town."
-- "...and with that, things began to turn around."

Turn 18, Bericlar Defeated (Independents)
-- Looking at him through debug, it seems to be a combination of ??Radiation Exposure?? as well as being attacked by hostile mobs. (The Orc's death disrupting magic probably didn't do Bericlar any favors.)

Turn 35, Eldritch Abominations vs Super Cannon
-- Since Bericlar died, his event played out that spawned a bunch of Eldritch Abominations.
-- Luckily, a fair amount of them seemed to head towards Elizabeth, and she managed to hold her own fairly well (only losing one of her eastern cities).
-- However, there was an overworld stack that went towards me specifically (an underground duo dominated two of my other heroes who I left out in the open, luckily they didn't really have anything important), and I managed to bring out my remaining Super Cannon in time for the defense.
-- I fought the battle manually, thinking if I failed I would reload and simply use the "Super Cannon Bomb" method instead. To my surprise, I actually managed to hold by using the cannon and my two main heroes (Ogrus and a Warlord). Everyone else perished (mostly Forge Priests), but that was to be expected.
== Since the cannon itself can't move in combat (and take advantage of the +2 range of the walls or being in a better position), can it at least be given a larger range to shoot? I know it's supposed to be a "Turret," but it does a poor job of defending an area if it can't provide proper fire support from a distance. // On that note, perhaps also make a special one-time use skill based off of Phase that allows the "Turret" to reposition at the start of combat? This way, the starting position can at least be chosen to an extent, and it will remain there for the rest of the battle. (This requires research on "reset cooldowns," as I don't know if that also resets what is supposed to be a one-time use.)
== Speaking of the Super Cannon and its potential as the "Super Cannon Bomb," I wonder how Resurgence would interact with it. It's highly impractical, basically requiring Fire Immunity and high Physical Resistance with high HP (meaning you likely win anyways), but may be a fun strat.

Turn 48, Gryx's Fall
-- I actually tried to take out Gryx earlier, immediately after defeating Arshack, but his throne was too well defended for two mere heroes to take on. (Blight Damage and Flanking were my issues.) However, I did manage to pillage most of his villages, as no sensible Dwarf will try to take over shoddy Goblin craftsmanship.
-- I returned some time later to finish the job (same two heroes, but a bit more experienced), and managed to take the Throne City. Alas, Gryx himself was nowhere to be found (he was on the surface with his own band of heroes). I decided to let nature handle him, and soon enough Gryx perished.
== Now, I'm not sure what happens upon his defeat. I just hope my underground settlements remain secure.

Turn 72, Saving Junkersdorf
-- After pacifiying a bloodthirsty Sedna (who I was trying to eliminate while she was in her rage, but then she snapped out of it), she decided to make amends and become an ally. I accepted (to see vision), and noticed that the Undead Hordes have been growing in strength.
-- While I could leave them be and hope they occupy Sedna, I decided to take them out to lessen the burden of attacks on Lothar's Gift and myself from the west.
-- On the way I triggered the Junkersdorf event (I guess Bericlar doesn't have one), and now find myself defending Junkersdorf.
=== As an aside, I'm getting tired of that Dragon Prophet. She keeps casting Armageddon and just being a general pain, although luckily someone else manages to dispel it (although he just casts it again). I'm in no position to dispel it myself as my mana is being used for soldier garrisions to keep what cities I have safe from the constant independent spawns. I would like to be rid of her but she's on the opposite side of the map and I have no idea how powerful she may be - not to mention the dragon spawns that occur after her defeat. (Granted, I could just go down the "Do Not Enter" passage, but I don't think I'm prepared for that either. I also don't think Elizabeth could take it, and she has been a useful ally thus far.) // Oh yeah, and Sedna has Global Assault now too. This is gonna be rough once she gets her blood haze again...
-- In the meantime, I have Ogrus and a Warlord going around handling business (similar to how I would play as Bericlar, although without summon support), while I have a newly recruited Dreadnaught cleaning up home base that I never got around to doing. There's also a Sorcerer, but she's stuck at Lothar's Gift for the time being.
== Speaking of which, is there any impact on actually taking the spells and such (while avoiding getting Necromancer and Archlich)? I decided to play it safe and simply sell them off (we work with machines, not dead people), but was wondering if there was any story/gameplay effects. // As an aside, I ended up learning Dread Reaper somehow. Not sure where it came from and I thought about not using it since it creates blighted terrain, but with Junkerstown having a Heart of Blight, I reconsidered. Guess I can make use of those necro rings now.

Turn 83, The Forests Burn
-- Unbeknownst to me, it seems that Lissandra and Zarzissh were fighting fiercely, with Lissandra on the losing end. Then, on Turn 83, I got the notice that Zarzissh defeated Lissandra.
-- Man, and I was looking forward to potential peaceful co-existence with the Elves. Now I really need to handle Zarzissh before she gets out of hand, and I'm starting to think the "Unleash the Dragons" is the way to go...

Turn 100, The Crash
-- Apparently I hard crash at Turn 100. I have a feeling it because I defeated Zarzishh at turn 97, so suddenly there's a bunch of stuff being fired for turn 100 that overloads the game.
-- Firing it up debug-wise, it says "Invalid Position" or something similar.
-- ... and as much as I want to continue playing (and keeping this log), I think I'll send this in and take a short break before trying to see if I can fix it. I don't particularly want to lose this save data as I'm doing fairly well for myself and still have so much left to explore (even though I was sorta focused on taking out opposing faction leaders so I can finally do stuff in peace).
== As for Zarzishh, I went the underground route using Sedna's secret lair (which was captured by independents and then I liberated it for myself). The group considered of Ogrus, a Dwarf Warlord, and the Human Warlord from Junkstown. I captured Zarzishh's cities for myself, then moved above ground to continue the liberation. After I captured his Throne City, she made herself known and I moved to assassinate her before her armies could reach Lothar's Gift or Elizabeth's Silent Meadows.
=== Special mention to my Dwarf Sorcereress who stood guard at Silent Meadows with some machines of war who helped Elizabeth defend. Another special mention to my Dwarf Dreadnaught and Dwarf Theocrat who were cleaning up the overworld in the southeast. I now practically own that entire area (save for Old Town and the mountain zone).

Random Notes
-- If Deeptal gets too big before Bardin's Shield can grow (happened to me when Elizabeth made Bardin's Shield a vassal, then razed it for some reason), then Bardin's Shield becomes 100% constrained and cannot create any territory.
== This happens if Deeptal gets max population and builds a Grand Palace. Granted, one can sell the palace and then rebuild it to fix this, but it may be something to look at.
-- I captured an indepedent city next to Silent Meadows (just north of it), and Elizabeth remarked as if I took one of her cities. Thing is, she never captured it or made it a vassal. (I guess I figured out how that works behind the scenes, tying it more to the cities themselves instead of actual ownership.)
-- I also decided to take a visit at some of the taverns and such, which is something I usually don't do. I was suprised to see "Firebolt" at one such place, and I was thinking he would make a great ally with my Dwarf Dreadnaught Fire Squad. // Guess I should explore other such locations to see if anything special pops up. (I was specifically looking for Exalted for my Dwarven Theocrat, as I got some by sparing the refugees and then visiting the shirne. Alas, the angels eventually left as I'm evil alignment, but such how it goes in business [and pillaging].)

* * * * * EDIT * * * * *

The Turn 100 Crash was likely due to a bunch of stuff happening at once, or perhaps the invalid placement was valid but when I went back and waited a turn before finishing off the Prophet, everything flowed smoothly.
-- So, all is well for now. Don't mind the massive horde of dragons heading my way while I scramble to get my heroes to safety (they are strong, but not strong enough to tackle a bunch of waves all at once). I'll have to liberate the area again another time.

* * * * * EDIT 2 * * * * *

...Nope, got the invalid placement error again which resulted in a hard crash. Doing some debug work now to see if eliminating the dragons does anything.
Last edited by Sire; Dec 16, 2022 @ 11:14am
Sire Dec 16, 2022 @ 6:57pm 
Decided to post the rest of my logs here before continuing. I posted my bug report findings on the main comment section of the mod.
-- Hopefully I'll be able to resume my original game now, although I will need to resort to debug to clean out the Rift a little before continuing to play normally.

* * * * *

Turn 101, Timeline Shifts, The Great Escape
-- After salvaging my save file by defeating the Prophet one turn later, it was time to deal with the consequences.
-- I initially thought my badass trio could handle the Dragon Spawns. Now, if it was just regular Bone Dragons, then maybe. However, those Ur Dragons are a different beast entirely, especially if there's a whole bunch of them that show up.
-- Honestly, from what I've seen for defeat events (Arshack, Bericlar, Elizabeth, Gryx, Lissandra), I want to say Zarzissh is the most deadly. Bericlar is rough, but I think since he has the chance to die early his spawns aren't that bad. Zarzissh though deliberately needs to be taken out, and the spawns there pull no punches.

Turn 102, Crash...
-- And apparently I crash anyways, same deal with the invalid positions.

Assertion failed: "IsLevelValid(pPos.L)
Message: Position references an invalid hex map level!


This occurs upon loading the map, although the map itself still seems to play fine.

Assertion failed: "pNewCapcity < 1025*1024*2"
Message: [WORLD_ACTIVATE]This buffer is growing rather large..


Of course, there's also the other reports from the debug window itself instead of the pop-up boxes, but I'm not gonna go into those.
-- At this point, I decided to go back to an old save and do some testing (before I went back and did more testing on my original file).

Turn 72, Timeline Shift, Alternative Reality
-- Welp, I ended up having to go back to Turn 72 (around the time I was saving Junkersdorf) as all my other saves were around the time I was fighting the Prophet. Luckily, being this far back allows us to change some things, such as picking up some of the necromantic spells and saving the Elves.
-- I will admit, since I did lose a lot of progress by being forced back to this point, I made full use of debug mode's "free movement" cheat to accelerate some of that "lost progress." I also did some other minor things, such as dig out more tunnels.
=== Specifically, Junkersdorf was saved in record time and the swamplands were cleared. The temptation of Necromancy was still not followed after a vision of becoming an undead empire. (We still just use machines, not dead people.)
=== The area surroundings Lotharsburg became governed by Ogrus, and contact was made with the Hidden Hills. The Super Cannon was also deployed for defense at lightning speed.
== In a display of unforeseen power, Ogrus and company annihilate the armies of Zarzissh and capture most of her territories. She herself is kept "under watch" at her Throne City.
== The Sea of Tears and The Promised Land fall under Ogrus' control, while the Sunken Kingdoms have been explored.
== In an attempt to save the Elven Forests from becoming scorched earth, Ogrus decided to intervene. Alas, this act of generosity offended the Elves who saw the "help" as "trespassing infidels." Lissandra is currently confined to the underground to be educated on the Dwarven ways.
=== Alas, all this was indeed just an alternative reality, as the timeline would shift once again to its original form that has now been seemingly stabilized...

* * * * *

Random Notes
--[BUG] Gryx still spawns minions around his area even after his defeat.
-- Looks like accepting any Necromancer reward automatically gives the "Necromancer" leader upgrade, meaning one can't just take the "free stuff" without consequence. Good to know! (Granted, going undead isn't the worst thing in the world, especially with all those undead healing rings around.)
-- Huh, Lissandra's throne city was actually underground this time. When I played as Bericlar, it was above ground, same place as it was when I was a player. Guess there's some randomness to it.
=== Also, seeing this timeline is nuts, as in the Turn 100 one, Zarzissh basically captured the Elven Isle and had several Merfolk dwellings. At turn 72, she was just capturing the forests above ground. No wonder she was so powerful when she started transitioning to attack myself and Elizabeth. (This is why I went for the assassination option, as I'm not sure if we could've handled the onslaught.)
jaersavo Dec 17, 2022 @ 12:45am 
Hey woodchip,
The fever caught me again and I really wanted to play a computer game again and my first choice was AoW3 and your scenario. I wrote down a very detailed feedback because I appreciate your work a lot. Hopefully it’s not too long :)

How about
Each leader gets a customised hero sidekick?
Gryx, possible an orc with whose dna he messed. The orc is an abnormal monstrosity. Stats are badly decreased, but it has absorb pain
Elizabeth, obviously needs an apprentice
Ashrak could get a traitor. A very powerful hero. But at some point he turns against ashrak and becomes like a new nemesis. For example when ashrak reaches dwarf capital, hero leaves with dialog that he has business to attend to.
Next turn he shows up in golden armour. He was bought by the dwarfs to fight you.
Basically old hero gets removed from game and new hero gets spawned with really tough skills
Lis could have Someone from the council reporting to the council every step with evil alignment. That character must survive.
At some point will turn against Lis.

Introducing specific heros gives great opportunity of adding some more lore and for dialogues.
Also random heros often feel too random.
Zarzissh gets an offer from a dreadnought.




Lissandra play through, mods chivalrous intentions, defenders strong, ai emperor

Lissandra capturing goblin mine
How did these goblin “get” on the Elben island
Arrived some decades “ago”
Remind you that “you” are not

Very south west corner
Long ago it was through this portal…
What’s otherworld. Did they flee to where I’m now or from here to there.
Slight hint towards Erashim’s would be great

No animals spawn in south west corner
In the past wave after wave spawned. Was hard but fun with a sign to warn players what’s ahead. Or is it because I play Lissandra?

Ogre fortress
Coming close to city north of Lis next to corrupted spring, Elven council dialog
It is your job to question ?you about

Kinslayer giant, may be a short dialog?

South east of sundenpfuhl, east of the vault of knowledge structure (6 hexes to the right) is a landside with a torch, but nothing happens when moving on it. Just in case something was planned here.

Underground Sundenpfuhl and city east. Reaching the city and asking to leave them alone. going away, nothing happens. Go to where?

The stack at sea gate guarding the open to the ocean.
May be elves by the council not letting us pass.
When killing message from council.
Spawn some hard stacks of raiders who want to enter Elfen realm.
Embarked orcs?


Nyneve domination is possibly to be forged. OP

Lissandra immediately north of nyneve dwelling.
…sea creature.. (2 points)
Two peoples (person or beings came into existence)

Sanctuary of Rapture underground northern draconian city, razed when captured.
A small dialog would be great.

Going underground west and encountering the dragon.
More than just the sign the place is sacred, leave - would be cool. Like a dialog, in the distance you hear a deep growling. Slowly, just now and then but the intensity of the sound only lets you imagine what creature must be sleeping there.
A god must be resting here and only a heretic would go and disturb the eternal peace.
May be an local/worldwide earthquake
jaersavo Dec 17, 2022 @ 12:53am 
Sedna pbme & sp balance mod, chivalrous intentions, defender strengths very strong, ai emperor

Secret lair got hit by 3,2,2 stacks of clarion birds. Regarding troops too easy and boring to start with 3 identical easy battles.
The beginning surrounding was quite easy to break due to 1 unit stacks.
Start with 75 gold and income of -78 gold/turn
Tiria the cheerful, dreadnought hero. Very useless being a warlord class.
Heros are a bit too identical.
Like give me a sorcerer hero. But he’s old. Can’t move that fast anymore and age made him a bit fragile.
A warlord hero with good defence, but weak resistance.
Just so that each hero has a unique feeling.

Golden eye lair starts with 7 t3

Chakraz is a theocrat, but the units surrounding the gathering at the start are all necro units mainly reanimators. Should he be a necro too then?

Outpost of allfarther church, east of sandstorm lair,
The hero defending didn’t use a single spell also having 85 spell points. He knows spells?

Turn 11 Elizabeth hasn’t conquered town north and south of throne city

Turn 13 from the north east a terrible scream is heard

North west of golden eye lair is the landmark where you get the quick learner attribute and a moral malus. Malus can be removed during battle with break control and stays removed afterwards. The quick learner stays on, making in the long run op Heros.
Only leader Sedna lost ability to quick learn may be because a distinct was cast on her.
May be give it a turn durability like for 5 turns?

Scales of fortune spell, no point researching with alignment being uncontrollable for player. Remove?

Turn 16 arshak hasn’t taken lotharsburg/old town


Turn 17 ogrus died

Turn 19 Elizabeth died

Turn 20 arshack died

All leaders died without any involvement by me

Humming stone. Hahaha, oh my goodness

The weapon item experimental lightning conductor, the storm also hits own troops. Description says only enemies. Gained at storm peak treasure sides. Basically useless for battle.
Sire Dec 17, 2022 @ 1:42am 
Just finished stabilizing my save file. While I did do some stuff outside of cleaning the Rift, it's mostly just exploring the usual nodes.
-- Man, one does not appreciate having immunities to stuff until one is left without. I was spoiled in my Bericlar run by having that Black Knight armor. // Also, Hellfire works wonders in cleaning mobs. Mana Bomb works too, but takes a while to go off...

* * * * *

Turn 102, The Journey Continues
-- So, after finding out that the cause of the crash was at the Rift, I immediately set out to remedy this by trying to clean it out using Debug Mode and Free Move. (Free Move allows for unlimited movement, but combat and the like still has to be done as normal.)
=== Specifically, I used my heroes only. Everyone else stayed put and no other cheats were used (aside from WINNOW later).
-- I got sidetracked and decided to explore the upper right quarter of the map, blitzing through various locales before finally getting settled on the Rift.
-- Problem is, I was a bit careless at all the shrines and runes (Frost Rune sucks due to Exposure, although it may be great if properly used), and had to try and remedy this so my guys can actually fight properly.
-- I started cleaning out the Rift with auto-battle and some manual battles, but it was slow going. In the end, I decided to use the "WINNOW" battle cheat which automatically grants me the victory. I cleaned up what I could, and then let them come to me so I can debug or autobattle them out of existence.
=== As for the spawners themselves and the Elder Eldritch, after I cleaned up most of the mobs I fought them myself. Apparently I was powerful enough to make them occasionally run in fear, which was interesting.
=== Man, I wish I had my Black Knight armor like in my Bericlar run. I think that armor alone did so much to help me fight these foes...
=== As for the Master of Puppets, I left them be. However, in another reality...

Turn Unknown, The Sacrifice
-- Somehow, the ancient turret moved across land and sea to face the Master of Puppets. It defiantly challenged them and shot once before being surrounded. With one final act of defiance, it exploded, taking everything in the surrounding area with them.
-- Then I reached the area in Abyss. I'm guessing while Ogrus can enter, he doesn't have any story stuff here yet. The fights here was interesting, but it's a shame I can't get out after defeating the boss. (Was it because I fought it in sections, as I moved to the side to flank it so I wasn't surrounded by enemies. Granted, this was more of a cinematic fight than tactical one, but still.)
-- Of course, this was just another alternative timeline. There's still a dragon apocalypse to handle, after all.

* * * * *

Random Notes
-- [Question] Is there any way to get a completely clean slate from all the various shrines and runes? While I was "speedrunning," I picked up a bunch of stuff without really realizing what they all actually do.
== At the moment I'm using Dispel Magic and Steal Enchantment to get rid of as much stuff as possible, but it will still be stuck on somebody. (Actually, if I get Steal Enchantment from a regular unit, I can easily get it off my heroes. Just need to find one...)

-- [Comment] Man, seeing some of the custom units at the taverns is pretty neat. I know I saw AI Elizabeth use special units and elementals, and to know I can have such units of my own is pretty awesome.

-- [Bug?] It seems the soft level cap is 30 for some reason, although the settings have it on 50.
=== EXP refuses to go above 4000. Using abilities or fighting does not raise it further.
Last edited by Sire; Dec 17, 2022 @ 1:43am
jaersavo Dec 17, 2022 @ 2:25am 
Regarding question. The shrines and runes often give both a buff and a malus. The malus can be removed while the buff stays, making units incredible strong. it's often heal disease or break control. You can remove both buff and malus with disjunct during tactical battle.

Very true. The specialised taverns are just another great aspect of the scenario. Some even having a short story line like red lantern or the circus.
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