Age of Wonders: Planetfall

Age of Wonders: Planetfall

Megacorp Prevasion
176 Comments
Paroni 28 Oct, 2024 @ 6:21am 
Thanks Wolfie for getting back.

It must be the AI overhaul then, as I can’t think of anything else. I could send you the save file the next time it happens, but I think I’ll be disabling one or the other mods for my next game.
hydrus67 26 Oct, 2024 @ 5:11am 
I basically only ever play AoW:P with Wolfie's collection now and have a over 200 hours of gameplay. I never crached once even with my pretty outdated processor back then.
Funny behaviors and weird interactions ? Yes, but outright crashes ? None.
Wolfie  [author] 25 Oct, 2024 @ 2:50pm 
If you find the aircraft and or ability you think is the culprit i can have a closer look and if its a problem fix it, but until someone else reports a crash or i know more i cant do much else, ive moved onto other projects.
Wolfie  [author] 25 Oct, 2024 @ 2:44pm 
Ok sounds like AI overhaul isn't compatible, cause this is the only crash been reported in a few years
Paroni 25 Oct, 2024 @ 11:31am 
@Wolfie The only other mods I'm using are Revenants, Colonial Guard, Nexus and AI Overhaul.

Fighting Revenants also crashes the game a lot. It's always when they are doing something.
Wolfie  [author] 24 Oct, 2024 @ 4:05pm 
@Paroni First ive heard of any crash, any particular aircraft unit? What abilities are you using. Are you using other mods?
ArchTerran 24 Oct, 2024 @ 12:03pm 
Doesn't crash for me, did you follow the instruction they have at the beginning of the mod description?
Paroni 23 Oct, 2024 @ 10:58pm 
This mod crashes the game. Especially their aircraft doing stuff crashes the game often. Auto Combat against this faction also crashes the game sometimes.
This is in campaign.
Ranger Dimitri 14 Jun, 2024 @ 12:06am 
So, just reporting that the Orbital Relay can only build the 'civilian' focused buildings again. And not the Military focused ones.
Wolfie  [author] 24 May, 2024 @ 6:16pm 
- Journal text updated for easier reading
hydrus67 25 Mar, 2024 @ 3:43am 
No problem mate, take your time. I ain't going anywhere.
Wolfie  [author] 25 Mar, 2024 @ 3:27am 
When aow4 is done and i have free time the plan is to take all the learned mistakes of PF and make an overhaul mod. AOW4 has a lot more freedoms like customizing the UI i even found a work around to completely customize units with a modding system, from here on its prolly only going to be essential changes which i'm happy to do. Playable Factions needs alot of work im just unsure if its worth investing the time when i can build a vastly better system with the new game.
hydrus67 23 Mar, 2024 @ 9:21pm 
Oh yeah, about the Autonom playable faction :

- They got access to the Factory bot who can raze feature from a sector but... what's the point ? I didn't try it out because it simply seems counter-productive and there doesn't seems to be more advance unit to create something out of the cleared land (like a factory (reskined ruins ?) as the unit name would suggest ? *wink wink*).
- The mech unit they got access to with the elite barrack are nice... but doesn't make sense modding wise. The plasma one doesn't accept plasma mod from Promethean secret tech and the other one use arc... but the turret it deploy use laser, which modding wise make it a waste. Plus it doesn't match the laser-focus modding you get from the Autonom dwelling which you can't put on even with his laser turret.
hydrus67 23 Mar, 2024 @ 9:17pm 
Welcome back ! No problem, there is no hurry ! About some of the aforementioned issues :

- The city resume thing is basically showing the very loooong description of the ability which take a lot of space (both in the resume and the hero menu as it's basically duplicated in the later). Simply reducing the lenght of said description should do the trick.
- I noticed belatedly for the hopper building, but there is no such issue with faction-related building from Playable faction like the Autonom or Paragon though ?
- Yeah, I realised it was made this way to avoid the overlap with the company but I just found it weird that Megacorp, basically a faction ruled by Android, the pinacle of science, would neglect science. Maybe it's just me.
- About the description, yeah I honestly saw it coming. That's a lot of work. Too bad but understandable.
Wolfie  [author] 23 Mar, 2024 @ 7:29pm 
Alrighty let go through these suggestions, note from here on for a while i get limited modding time on rare occasions so suggestions will need to be fat trimmed for a while
- Mine mountain should be an easy fix i think i changed it to production with a rare case to cosmite
- Not sure about the city modifiers, unless there is a checkbox to disable on city view or something
- UI for buildings is showing for all as its not 'race specific' so if you get a hopper hero etc as another race you can still build these buildings its annoying i know though
- Ill fix the dna vault maybe around Easter
-ill check the science specialisation i think i intentionally didn't do bronze landmarks though due to the company load out perk has a bunch of stuff and didn't want them to overlap
- Prolly not going to change the op descriptions mostly due to time saving.
hydrus67 17 Mar, 2024 @ 8:31pm 
And I got some more !

- Once you've build the advanced Prefab, you got acces to juicy golden landmark on demand but among them is the DNA data vault (which you can call-in with just the basic prefab). The problem is it's not a landmark yet it is in the same golden group and have the same price.
- Among the available mentioned golden landmarks, a science specialisation one is missing. I don't know if it's on purpose or not but I got tricked into thinking (somehow) that the DNA data vault was it. I was sad when I remembered what it actually is (when it landed).
- Among the loooooong list of prefab buildable, some more specific description about what each actually do would be nice. Each one has the same description which amount to "prime this to land the building somewhere !".
hydrus67 16 Mar, 2024 @ 12:32pm 
As the prophecy(?) foretold, I'm back with more complai- ahem, I mean suggestions...

- I finally tried the new "Mine mountain" ability of the Harvester and... I got more cosmite than industry almost each time. And I didn't get that much cosmite (10-30). I'm sad. You would think mining a whole mountain would give you more mineral (a.k.a. industry).
- I still love my "Connect to city" hero ability but the UI is pretty horrible. Especially when you begin to stack modifiers in said city and the modifier resume take half the screen.
- This one is minor but it's still bugging me out : is it possible to hid the unlocks of Megacorp Hero ability related building from buidling description (like for the barrack or elite barrack) when the related ability is not chose ? Or at the very least when no Megacorp Hero is connected to the city ?
Wolfie  [author] 19 Dec, 2023 @ 7:17pm 
Haha no probs bud
hydrus67 19 Dec, 2023 @ 12:32pm 
Unfortunate but I had an inkling it would be the case. Too bad.

On the bright side, you're now free of my constant(?) pestering ! Horray !

For now at least... :)
Wolfie  [author] 19 Dec, 2023 @ 11:04am 
Its in the settings of the map so if they have set it to never spawn there is not much i can do
Wolfie  [author] 19 Dec, 2023 @ 11:02am 
No unfortunately I discussed this with the devs, they explained when the map is generated at the start of the game it auto populates which factions are in game including the voidbringers. And even with this knowledge i tried my hand with scripts with no luck, i managed to get them to show up in the UI but once a race or faction is declared dead they show up as marauders no matter what. Would of loved an emerging factions/race mod but no luck
hydrus67 19 Dec, 2023 @ 3:18am 
Nice !

I have one last (I swear !) sugestion but it's about playable faction again.

Would it be possible for the void herald to "force" the void faction to be present on any non-campaign map (a.k.a. in galactic empire mod) even in a passive state so that only said herald can trigger the invasion ? I'm over empire level 200 and I barely saw any invasion related planet modifer so my Hopper herald hero is making sad hopper noises.
Wolfie  [author] 18 Dec, 2023 @ 7:33pm 
@hydrus67
Ill just chuck it here, the AI should ignore the transform ability for Zardas (untested). Snipers no longer have the venom plugin and do psionic damage.

I think that covers the backlog of changes from the last 6 months for at least for the race mods.
I'll probably jump onto other projects for a while until it builds up again. Anything urgent ill fix asap
Wolfie  [author] 18 Dec, 2023 @ 7:15pm 
Update
- All hero special projects penalties have been half'ed from 20% to 10%
- All penalties display on selecting hero skills
- For each hero city link, heroes loses -5hp (stacks) also displays on selecting hero skills
- All Landmarks and defensive structures built via the operations now have a tml icons
hydrus67 13 Dec, 2023 @ 1:22am 
Cool !

Also, about my previous point of a sorting of sort for the prefab doctrine, I don't know if I was clear enough so I'll elaborate : I meant to say I would like a sorting type resource structure, defensive structure, landmark, that kind of sorting. Would aslo be nice if the specialisation type of the landmark were marked somewhere, be it a resource icon or in the description. By using them I'll discover which is which but it means I must sometime waste one to figure it out.
Wolfie  [author] 12 Dec, 2023 @ 11:26pm 
Sounds good to me ill update on the weekend
hydrus67 12 Dec, 2023 @ 8:12pm 
Hum... It does make sense indeed. Then, may I simply suggest that the auto-resolve don't make use of the ability ? That way, you won't end up with undesired troops if you don't want to. It should do the trick.
Wolfie  [author] 12 Dec, 2023 @ 3:31pm 
Id been working on a forging system in AOW4 and was worried about the same thing of cluttering the spell book
ill try adding in a dash line '-' before all ops so they might all be categorized together, when i do the other updates.

In regards to Playable Factions i'm pretty indifferent, it was a gimmick mostly to test out concepts for AOW4 long before it was announced. Using the AOW4 loadout system for prefaced classes and how much you can push it. For loadout the idea is the lizard race is divided into species Zardas and Dromos or something, and not all Zardas are on board being part of the Shakarn Empire. Just suggest the changes and ill see if i have time on the weekend
hydrus67 11 Dec, 2023 @ 4:54am 
Speaking of sleeper agents... the sniper version inflict biochimic damage... but it's classified as psionic ? What ?
hydrus67 11 Dec, 2023 @ 4:51am 
I can confirm the advance prefab is fixed ! Yay ! Though as you can guess, I have more complains (as usual).

It was pretty tidy with the basic prefab, all building grouped up nicely in the doctrine list. But man, the advance one add a LOT. It would have been fine if the sorting wasn't all over the place, making it difficult and tedious to find what you want. A short description of the bonus offered by each structure would also go a long way in alleviating the issue.

Also, it's not the right mod I know but the correct one have no comment section, so here I am : the "reveal you're a Zardra (I probably butcher the name here)" from playable faction (I presume ?) is nice but it doesn't make sense that the sleeper agent ability of your hero work on... Shakrans. If it was only that, it would still be fine but the auto-combat ALWAYS use this ability, transforming your troops into undesirable units (I like my raiders and deadeyes).
hydrus67 9 Dec, 2023 @ 9:09pm 
Well, at least I'm relieved to find out I'm not completely crazy ! Haha.
Wolfie  [author] 9 Dec, 2023 @ 6:53pm 
@hydrus67 Yeah i'm aware, some of the stuff might get revised to simplify it a bit for easier understanding. I'm currently also suffering this lack or unclear info in rogue trader which does have roll overs. When i mod age of wonders 4 its def an intent to have clearer information, including vanilla, than what i've done here. About the advance prefab building, it was a bug, when adding in blocked buildings ID's at one stage so players cant spam other structures in the same city it was also blocking its own requisite which has been fixed and uploaded.
hydrus67 9 Dec, 2023 @ 6:13pm 
Oh yeah, and you didn't answer me about the advance prefab module project. How the hell do you build it ?
hydrus67 9 Dec, 2023 @ 6:12pm 
I dunno why Steam suddenly decided to unsubscribe me to the discussion, but I'm back !

The problem isn't so much about the penalty or the fact that all the bonus disappear when the hero leave the border for one turn (though, it kinda is a bit too brutal) but more about the lack of information for us to make an informed judgement. Out of all your racial mod, Megacorp is the most guilty of it. A lot of new mechanic is introduced with this race (which is nice) but we have most of the time no clue what it does or how it work (which is not), especially when you're looking at it though the tech tree and see just the name of the mechanic (for example, the end-game tech for... drugs ? The hell is it doing ?).

Had it been AoW4, it would have been fine thanks to the in-depth tooltip, but it's not AoW4.
Wolfie  [author] 9 Dec, 2023 @ 3:59pm 
Yeah ill update them in the next few weeks with a flat income update/reduce hero stats and update the skill descriptions with the update of negatives. Its clearly a problem with two recent comments on it
Rich Evans 9 Dec, 2023 @ 3:45pm 
Anyway, I really liked your mods either way (this faction so far is one of my favorites, that's why i wrote a comment on it's page to begin with) Steam has a 1000 limit for a message, so I hope previous comment didn't end up too incoherent!
I wanted to add that even with my suggestion on link skills, you don't have to remove all the restrictions from them. I think the income building functioning is the only thing really should remain no matter whether hero is present or not. Though to be fair, it kinda is the main point of contention, is it not... Well, I still think them dissapearing is too weird. Actually, come to think of it, your previous system of weakening hero in order to get linked to colony may work in tandem with my suggestion as well (though, isn't hero already technically weakened, since he has to pay skillpoints to get non-combat ability instead of, you know, +10 hp +damage and all that jazz?)
Rich Evans 9 Dec, 2023 @ 3:34pm 
@Wolfie I suppose it's more of a "me" problem, since I usually use heroes as some sort of commander for my stacks. Besides, the megacorp heroes get access to t4 racial mounts, making them stronger then vanilla heroes anyway.
In my opinion, this is a single-player game first and foremost, thus you really can balance it however you want. However, megacorp colony-based skills for heroes are indeed very, very strong. I'm mostly surprised that my Elysium District suddenly ceases to exist the second my commander goes out for a short walk.

You can instead lift "hero in city" restrictions, but add increased %costs to link skills while heroes are not in colony? e.g. Elysium at the moment eats 10% of energy income due to crime, maybe without a hero it becomes flat 30 energy penalty and 20% of all income? Maybe even some cosmite cost, to represent hero having to rely on local corrupt administrators instead of interfacing with the city directly. Seems to be more organic, and more corpo-ish.
Wolfie  [author] 9 Dec, 2023 @ 1:39pm 
@Rich Evans

Ok for now i've uploaded a fix just for the migration

I actually forgot about the penalties yourself and hydrus67 mentioned, so the reason why they are there for a time this mod was used by a small competitive multiplayer community. I'll add in the penalities as part of the description, part of the megacorp heroes are intended to be somewhat city bound, the complaint was they were so OP compared to other heroes making people somewhat forced to only pick them with their lucrative upgrades hence the harsher penalties applied. Initially the concept was every city upgrade the heroes could do would make the hero less effective in combat (being their minds more wired to the city) but even then the idea was rejected with the city upgrades alone still being so good to pass up. Dunno what are your thoughts?
Wolfie  [author] 8 Dec, 2023 @ 1:44pm 
Thanks, ill have this updated either this arvo or tomorrow
Rich Evans 7 Dec, 2023 @ 11:05am 
Seems I found another bug, related to colony-linked skills. Colonist slots and income given by Elysium District dissapear completely, when linked hero moves away from colony domain. While I understand the recruiting and economy bonuses linked to hero going away with the hero, I think the building entirely going away (while leaving the negative penalty due to crime, no less!) seems to be either unintended behaviour, or far too harsh of a penalty, basically forcing you to saddle your heroes to cities.
Wolfie  [author] 6 Dec, 2023 @ 1:34pm 
Ill have a look this weekend, it might be missing
Rich Evans 6 Dec, 2023 @ 10:44am 
Not sure why (yet), but I can't seem to migrate other colonies to this race. I can migrate cities of megacorp to other (in my case, it's recently conquered Kir'Ko), but I can't migrate conquered cities to corps. Is it intended, or do I have a weird mod conflict?
Wolfie  [author] 4 Dec, 2023 @ 9:06pm 
Update
- Race text description
- Mines, now only once per battle and reworked
- Rework Cryogenics alot more easier to understand and less buggy
- Reduce cost of strat building placement
- Changed mine mountains to give production and a random chance of cosmite

I think that's it for now, probably another update for this race soonish
Wolfie  [author] 3 Dec, 2023 @ 1:41pm 
The hundred production sounds good though!
Wolfie  [author] 3 Dec, 2023 @ 1:40pm 
I'll have a look into this tomorrow, if not then, by the weekend when i have time. Ran out of time this weekend with just the steam page updates.

From all of this the the only thing i can comment without looking at the tools i think the Harvester at the time was used by a small multiplayer community that hit the mod with hard with nerf bat. There was a lot of good that came out of it though they had found exploits i wouldn't of imagined. I'll have a good look into it and see what i can do
hydrus67 3 Dec, 2023 @ 1:38pm 
Oh, I forgot my biggest problem : the cost of the strategic operation the Prefab doctrine gives.

I understand that it's stackable and can easily go out of hand, but 450 energy and 150 influence ? Plus the 20+ operation point ? And there is even one at 600/200 ?

Compared to what you get from "The Company" trait, which give you a bronze landmark of your choice for 100 energy and just 8 operation point and whose defenders are easily cheesable by having a unit under the drop, I feel the balance is a bit out of whack. I honestly have no qualm with the long priming time, does a good job at preventing you from poping those everywhere, but those cost are gating them for the late game at best. Why would I waste all those resources except if I have an excess of them (a.k.a. if I'm playing CG with their insane influence production) ?
hydrus67 3 Dec, 2023 @ 1:29pm 
I have more questions but related to Megacorp this time, so here I am !

There seems to be an advance version of the basic prefab lock behind the elite barrack (and the related hero perk of course) but I haven't been able to ever build it. Is there another untold prerequisite to the building ? Oh, and the Prefab doctrine doesn't specify that each colony gain 5 production PER building built (it said just +5 flat).

The harvester from the Elysium project (and related hero perk) is pretty underwhelming. Been some time but I'm pretty sure I got just a dozen cosmite and a hero mod/equipment. That's unbelievably weak compared to most similar unit in your mods for the price it's asking. Instead of the hero part, may I suggest a hundred or so production ? "Harvester" does sounds industry related and it's mining a mountain so I thought it make more sense.
hydrus67 3 Dec, 2023 @ 1:29pm 
A quick info about the downside of each hero perk project (like the Elysium) before we pick it would be nice. Would have prevented me to put an Elysium in my energy city and the mining one in my production city (yes, it reduce production for some reason).
JurisDocta 1 Dec, 2023 @ 12:28pm 
Thanks
Wolfie  [author] 1 Dec, 2023 @ 10:44am 
Yeah the mines are on the list, going to change them as well to explode. Could be a week away (checking rev next)
Some units are only available through hero development, i think the guys your after are about lvl 5ish of your character then they link to a city and unlock black operative units as one of your choices