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If you can suss out the conflict and it's easy to patch, I'll consider an update.
WOR touches a lot, but didn't see anything in the description that specifically talks about reward sets. It's only weird cos ur getting the updated spawn sites but just not the updated rewards, and the updated reward profiles are added by the mod. Shouldn't be able to have one without the other... Would only mess things up if the actual items lists have been modified out from vanilla.
If you have time to test with some mods dropped off and can look at an update, but haven't been playing AOW3 for a while now TBH. Unless it's broke I'm not planning on updates.
The reward for annoyance is up to 1 random item worth up to 0.5x the unit strength of the guards (Tier 2 and up item categories), 0.1x knowledge, 0.1x mana, and any excess should be gold at 0.15x the excess left.
I doubt it's a mod conflict cos the defenders and combat enchantments seem the same and the items should draw from the base game lists (unless you have a mod touching those).
Just seems like you didn't get the item which is most of the reward... dunno if its RNG or some other conflict.
Have you received items from clearing any of the other sites?
Every reward set contains at least 1 item. If you're not getting them every time you clear a site it's most likely a mod conflict.
Maybe missed it in the last pass. Been a long time since I've touched this mod.
Great Knowledge
Up to 2 items up to Legendary strength but selection is random
Potential bonus Mana or Gold
Raiders:
Above Avg Gold
Up to 2 items up to Epic strength but selection is random
Up to 2 units from new ‘Specialist Group Cat’ (Class themed troops, class is random)
Potential bonus Gold
Annoyance:
Avg Knowledge, Avg Mana gained
Up to 1 item up to Epic strength but selection is random
Potential bonus Gold
Wanderer (Item Racks):
Up to 3 items up to Epic strength but selection is random
Potential bonus Gold
Might have another mod interfering with the rewards.
Better rewards were added in a long time ago.
Changelog:
01/09/22 V5.0
Rewards have been overhauled for all spawn sites dependent on spawn type:
A number of entries were found that had no reward links at all – thanks for raising this @dmcf
World Enders:
Avg Gold, Avg Knowledge, Avg Mana gained
Up to 2 items up to Legendary strength but selection is random
Up to 2 units from new ‘Specialist Group Cat’ (Class themed troops, class is random)
Potential bonus Mana or Gold
Destroyer:
Above Avg Gold, Avg Knowledge
Up to 2 items up to Legendary strength but selection is random
Potential bonus Gold
Also, if you're not already using Chivalrous intentions it's basically a must have to get the best experience from the mod.
I will
Thank you for the answers and the adjustments, loving your mods, they bring a much needed spice to the game
Give it a try on your next game. It will be significantly easier to handle than this version though.
About the defender strength, that's too bad. Might have to check out your other mod. Would have been amazing to find a better middle ground between the two.
This may have already been answered somewhere, but which setting determines how many spawn bases show up in the game? I must have maxed it out, because I have so many around my cities and it's been a relentless scramble to defend them all, they just keep coming lol
Unfortunately the defender settings control both the structure defenders and spawn strengths, no way to separate them.
I tried to mitigate the scaling issue by boosting the strength multiplier of all base game structure defenders, but it's very hard to strike a balance that accounts for all play styles.
The mod was initially made to be challenging and essentially make spawn points behave like another AI player to fill in the early to mid game. The spawn points are meant to very difficult to take out so they're not steamrolled by the player, and keep the roaming armies active longer into the game.
I have a separate steam of the mod: Attack Protocol: Long Game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2863594831
I can tweak the strength values in this, as it's more appropriate to reduce the spawn strength with long game settings as opposed to normal or faster.
Do you know what the specific enchant was, and if it happened again on reload?
I can try and replicate on my end.
not sure if it's just coincidence, had already cleared a few without issue, but this one had some different things like dragons and It happened when I clicked on one of the active spells for the battlefield. Is that a known problem? Might have to avoid doing that, as it felt like that was the cause of the crash it happened as soon as I pressed that button. Coincidence?
The only thing that bothers me is that setting defender strength has such disparity from your mod to the base game and finding a happy middle ground is still challenging to do. I normally like to give the regular defenders more strength, but if I do it with your mod on, it gets tuned too hard.
Would you be able to separate the two settings? So I could still have the regular defenders at the strength I want, and then set yours up at a different strength suitable for your mod?
Thanks for your mod, it's become a staple in my AOW3 gameplay, appreciate what you have done here
I find the special sites appropriately defended at Challenge level, but the spawners are just insane and are probably equal in strength to Mythical sites. Is it balanced as you wish here?
Is it possible to influence independently number and strength of roamers on one hand, an overall special sites defense? It seems not.
That said, I appreciate a lot your mod, thanks.
Attack Protocol: Long Game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2863594831
I can lower the rate of spawn growth rate which will keep the same amount of combat events but roamers will stay weaker for longer.
I can increase the spawn times which will reduce the amount of combat and keep roamers weaker for longer.
Or I can drop the starting or ending spawn strength which will make all spawns weaker across the board.
Thoughts?
Unfortunately not, all I can do is change the defender strength multiplier but that applies to all structures as well. I tried to mitigate this by boosting the strength of all structure defenders so you can lower the settings a bit without making everything too weak.
I might just have to make a separate version of the mod at some point with lower spawn growth values. At what point to AI tend to get wiped out, and what AI difficulty are you playing with?
New unit sets, should be more thematic and greater inclusion from chivalrous intentions if running both mods.
Rebalanced battle enchantments for spawn sites based on spawn type, scaling down to the weakest (annoyance)
Rebalanced (or maybe not balanced, we'll see) rewards from spawn sites, scaling down to the weakest (annoyance). Merging of some reward lists with PBEM reward lists so if you're running both mods should see the benefits.
Slight reduction in strength of the strongest defenders to try and reduce 3 T4 spawns to 2 on 1.5x defender strength.
Please let me know if there's any issues, balance changes required. All the hard work's done, the rest is just tweaking numbers / entries.
In the process of updating the mod now, but going to take a little longer than I'd planned.
Working on standardising rewards per difficulty (spawn points only), can guarantee they'll need some balancing though
Updated a bunch of unit sets for the spawns and defenders (hopefully it'll add some extra thematic units from Chivalrous intentions as well)
Have a list of battle enchantments for the spawn points - decreasing in strength with the spawn type (smokescreen was in a number of them, but maybe not as appropriate as I thought)
Appreciate the feedback
I'll take a peek.
This mod doesn't touch any of the base game rewards, though it's sounding like maybe it should.
In saying that, the main benefit to clearing sites is to protect your territory as opposed to scoring loot. I'll have a think about it.
Won't be able to do it for a couple of days though so you'll have to bear with me.
If you go into the mod folder you'll also find full changelog, list of all spawns, table of spawn strengths etc.
Spawn site descriptions are purely there to give you an idea of the type of spawn site behaviour and strength.
I'll try and clear things up a bit.
I've marked the behaviour settings in ()
Green units use non-hostile behaviour (wander). They won't attack you, but you can pick them off for evil player roleplaying kicks. I guess the game can't recognise them as friendly because they've spawned using a feature thay was designed to make enemies.
Red units are always hostile but some will run if outmatched (brigand). Others will always directly attack your cities (raid). The last type will just defend their territory (patrol).
Thanks for the feedback. Sounds like I need to tone it down a fair bit. It definitely shouldn't be that intense on normal difficulty. I'll rework the assigned combat spells.
Open for suggestions as well.
I want to add a little bit of extra challenge while keeping things thematic.
For the world ender spawns, i wanted them to be a bit of a nightmare to deal with. The rest should scale down in difficulty from there.
It was possible to do, but tricky and had to reload a couple of times.
As far as I can tell concealment works against roamers