Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[20:57:35][ERROR][GENERATEDLEVEL.SAM]Assertion failed: "false"
[20:57:38]Message: [GENERATEDLEVEL.SAM][GENERATEDLEVEL.SAM]Double resource ID found!
[20:57:38] E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\AOW_UNITDWARFS.RPK-DwarfPikeman-[#0000010500000354]0\2
[20:57:38]vs
[20:57:38]E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\UNITROGUE.RPK-Human White wolf-[#0000010500000354]1\29
[20:57:38]
[20:57:38]d:\source.aow.steam\creator\ek\source\Debug/EDebugStream.cpp(66): (click to open)
For example the highelf Warlord.
The High Elf Red Vanguard is just a better unit than the warlords Phalanx. But that's just not so nice not really a problem.
Regarding of Dreadnought and Sorcerer the weak T4 units could be a slight problem cause of their mechnics to play with summoned and machines. The new T3 are just better to play than the old T3 and T4 units and that leads to playing without machines and summoned units except the T1 and T2 units. But even these cannot stand against the new Units when not fighting with Walls.
Maybe if you have ideas and the will this can be a thing to think about for future updates but dont feel to be forced.
And i have a question, is there a reason why the Warlords scout in most races can't swim anymore?
Overall a really good mod and great work you have done. Hats off!
Sorry if my english is bad i hope my thoughts are understandable
The obsolete tier 1 and tier 2 units. Maybe in most online games the game doesn't go long enough to play with high tier units but i just play with friends and on relatively hard settings.
But sadly the old tier 4 and tier 3 units seem now obsolete. While The Tier 3 depending on which class-race combination the old tier 4 units doesnt fit anymore.
The new T3 is often better in stats after scaling or on the same level but with more powerful abilities while they are cheaper than the old T4.
The old T3 are cheaper than the new T3 at least.
about the attack power for lower level trying to cut it a little bit :D
due to main reason of this mod make lower tier not become obsolete in late game :D
If you balance this mod and remove the leveling changes so that this mod can work alongside other mods, this would be good. However as it is now, I can't use this.
As for increasing the guards - that's a nice idea, but please try to choose some with the right theme ( once you have the DLCs you'll propably have a wider selection there ) - dragons guarding bandit-camps seems a little bit off to me... ( as stated - not because of the power, but because of the theme )
Some high-level soldiers or maybe even orcs or succubi ( with DLC 2 maybe deathbringers? ) might fit in better there, provided nobody has a better idea. That's just a suggestion ofcourse - after all, it's your mod :) .
Noticed a bug though, it seems when I enter one of the new mythical lairs youve setup I cant move out and if I enter it the game crashes. Once you defeat the defenders you cant leave and you cant go in.
yes i modiifed the strength of neutrals unit guarded the site for leveling unit :D i may i ask u while u have expansion can u able recruit mercenary unit in mercenary guild using dlc race??
I did not increase the difficulty settings.
Royal guards have no preview in units instructions which may lead to crash when manually fight.Same thing in arcane archers and azure dragon.