Age of Wonders 4

Age of Wonders 4

Immersive Cultural Units (On Hold)
113 Comments
Xeniferos 15 Jul, 2023 @ 6:34pm 
@Zistac How difficult is it to learn how to alter cultural unit appearances, at the very least? I've tried following the modding guide but it only really shows you how to alter their abilities/properties, and not necessarily cosmetics or outfits.
Zistac  [author] 7 Jun, 2023 @ 7:31pm 
I've decided to put the mod on hold until the game and modding tools are in a better state. Certain very basic things simply don't work at all or require loopholes which work for some cultures but not others, thus making the aim of the mod unachievable in the game's current state despite being a very simply project.
Shadowing 4 Jun, 2023 @ 6:38am 
Breaks mythic culture bad. Stars only with soothsayer, scout and extra units. Also Arcanist portrain is fcked up for some reason.
Zistac  [author] 2 Jun, 2023 @ 5:01am 
@RambelZambel Strange, I did the same thing to both of them. I liked it to a culture ID but I'll change the building structure link to a the mystic town hall specifically. Thanks for telling me!
MaCC165 2 Jun, 2023 @ 1:45am 
thx for the updates, maybe u didnt u try to fix it yet, but mystic guard still buildable as barbarian(Tier II Hall), attuner is removed.
Zistac  [author] 1 Jun, 2023 @ 6:52pm 
@Osiris sorry about that. The Mystic units were incredibly complicated and for some reason are coded differently than the rest of the units. It meant that I had to delete units from the game and make more indirect copies for the evolutions, which is what caused this. Unfortunatley steam auto-updates mods, which is absurd.

The bright side is that this mod should never break a save again even with me updating. Adding new units from scratch doesn't break it and neither does adding abilities or leveling (at least it never has so far).
Osiris 1 Jun, 2023 @ 6:10pm 
My saved game broke as of today's update, and it cited this mod :(
Zistac  [author] 1 Jun, 2023 @ 2:47pm 
@Cat-Lunatic Sure, Let me know if it looks better or worse!
Cat-Lunatic 1 Jun, 2023 @ 12:12pm 
I'd give the assassin a magical short sword.
Zistac  [author] 1 Jun, 2023 @ 12:04pm 
@RambelZambel thanks. I'll fix the attuner and mystic guard. For some reason, mystic units are categorized in the hidden files different than every other culture's units but now I know how to fix it.

Phycic Gaze was meant to just be a placeholder till I made the custom ability. I'll put something else there for now till I make the ability bc year that sounds op.

Yeah he just doesn't have a weapon. There is only one dagger item in the game and it doesn't display. I'm debating equipping him with a shortsword or waiting for someone to create a dagger mod.

Yeah Doomherald has only dominate as an attack. I might give him another aoe ability. His kit can easily be overpowered or underpowered already due to the chance to proc control on the main attack and insanity on the passive aura but I haven't used him enough to see exactly how strong/weak he is.
MaCC165 1 Jun, 2023 @ 10:54am 
Has Doomherald only dominate as attack and no weapon?
MaCC165 1 Jun, 2023 @ 10:51am 
bug?:In preview(Encyclopedia) Arcane Assasin is holding no weapon
MaCC165 1 Jun, 2023 @ 10:48am 
Psychic Gaze with 36 damage, 1Turn Cooldown and 6 Range+ Stunchance seems op for a Tier 2 unit
MaCC165 1 Jun, 2023 @ 10:46am 
attuner and mystic guard now buildable for barbarian after town II building
Zistac  [author] 1 Jun, 2023 @ 5:09am 
I'm also going to split the mod into a lite and full version. One version with only the units and another with the leveling system. That way people can continue to use this mod's units without them being overpowered compared to units added from other mods.
Zistac  [author] 1 Jun, 2023 @ 5:02am 
Finally narrowed down the issue! Won't have to re-upload the mod. I have to take off for a few hours, but when I'm back on later it should be a pretty good fix. I have to recreate a couple of the vanilla units from scratch basically which won't take long.
Zistac  [author] 31 May, 2023 @ 1:39am 
Sorry for the current issues everyone. I've been very busy and will try to get the mod working correctly again without these "ghost files" appearing in game. It might mean a re-upload of the mod but I hope that's not the case.
🎶 Adagio 🎶 29 May, 2023 @ 4:13am 
Dont know if it's just me, but the visuals for Arcanist are broken as well, only a floating head.
Zistac  [author] 29 May, 2023 @ 1:43am 
@RambelZambel Damn. I only changed a unit tag in the update, so it can‘t be anything wrong with the rpk. BUT I moved the rpk folder out of the mod folder and ran the mod to test it and I think it broke the acp. Maybe my only option is to do a full wipe and reinstall of the game then reupload the mod. Only problem is that I would likely have to completely reupload the mod to steam.. I guess we‘ll see :D
MaCC165 28 May, 2023 @ 1:43pm 
it just happend after last update, the file thing and the unit thing, i just tested with barbarian(cause i play them), and used only your mod, but Saya wrote it happens with other cultures too, with even more units
the language thing happend with 2 other mods too, and some moddev wrote me back, and said this to me(with the preload, i guess it is some line in your rpk.files, the 2 other mods fixed it with this info
its nothing gamebreaking, the mods are still workings, just the descriptions stay vanilla(so for anyone who doesnt know, thinks the mods dont work)
Horst Teelichter(Saya) 28 May, 2023 @ 1:24pm 
@Zistac

Its not about the barbarians or just these 2 Units.

https://i.imgur.com/YmKXcDg.jpg

Got thios for : Arcanist,Arcan Guard, Attuner , Mystic Guard
aswell as the Feudal
Zistac  [author] 28 May, 2023 @ 1:01pm 
@RambelZambel So those two units (as well as every other base unit I've made evolutions for) are actually deleted from the game. So I'm not sure how or why they are in the game. They are likely available for barbarian because that seems to be the default culture for most of the modularity things, but yeah idk why they are there. Haven't had any oddities with the other deleted units or with these the first time I deleted them.

I'm going to sleep soon so I'll have to look into it more tomorrow.
Zistac  [author] 28 May, 2023 @ 12:42pm 
That's weird about the units. I'll check it out
Zistac  [author] 28 May, 2023 @ 12:40pm 
@RambelZambel No problem. I've never touched the language files of the game, only added new names and descriptions for new units and abilities. I reorganized some mod files while trying to fix the crash issue, but it was literally just moving some folders out of the main folders and putting them back in later. I'm not sure what I could have done. What are the circumstances around that happening? Maybe mess with load order? idk
MaCC165 28 May, 2023 @ 7:47am 
arcane guard and arcanist can be build from start as barbarian if i solo your mod
MaCC165 28 May, 2023 @ 4:49am 
thx for the update,
and i think with this or last update you left the en.mo language file preloaded in one of the modified rpks, so your mod stops other mods from changing descriptions. Like difficulty descriptions from "difficulty remastered" mod or trait descriptions from "better form traits" mod
Zistac  [author] 28 May, 2023 @ 3:33am 
okay got it fixed. will update the mod shortly
MaCC165 27 May, 2023 @ 2:06pm 
digger from "expanded cultural units" mod
Cat-Lunatic 27 May, 2023 @ 2:02pm 
I don't remember what it was that caused it, but I know it has something to do with race. Ask him about it.
Cat-Lunatic 27 May, 2023 @ 2:02pm 
Zistac, Digger's literally had the same issue with the crash. Talk to him about it, he can help you.
Zistac  [author] 27 May, 2023 @ 1:47pm 
@RambelZambel I added three units to Mystic and created evolutions for them. It's probably something to do with the game trying to spawn one of those units into a crystal forest
MaCC165 27 May, 2023 @ 1:24pm 
before last update it workded fine, didnt you just change the skullpiercer needed building?
awkward, and np, shit happens
Zistac  [author] 27 May, 2023 @ 1:12pm 
So I know which log entry is causing the crash, but I'm not sure exactly how to fix it. I've fixed the same thing previously so I'm sure I can figure it out but it will take some tedious testing. Probably won't get fixed until tomorrow. If you want to start a new game with the mod, the pre-made realms seem to be working fine at least for the moment. Sorry for the inconvenience.
Zistac  [author] 27 May, 2023 @ 12:44pm 
just copy the text from the bottom part of the log, like maybe the last 5-10 lines and you can paste the text in the bug reports discussion
MaCC165 27 May, 2023 @ 12:37pm 
i have the file already, but where to send?
map was the vanilla starting settings if u pick custom map
Zistac  [author] 27 May, 2023 @ 12:24pm 
@RambelZambel go to the bottom of your most recent game log. Documents - paradox interactive- aow4 - logs. it helps if you tell me the map settings too
MaCC165 27 May, 2023 @ 12:00pm 
yup, last update broke something, tried your mod solo,
what file do u need? where to send?
Zistac  [author] 27 May, 2023 @ 11:38am 
@Tormound Can you send a crash report? I just started new games on a few different map settings to check and didn't get any. Can't do much without a crash report
Tormound 27 May, 2023 @ 11:16am 
Game crashes when trying to start a new game with this mod.
Zistac  [author] 27 May, 2023 @ 7:33am 
@RambelZambel Vandal is intended to have 3x attack for now even though they are shock cavalry. Eventually they will get an ability similar to a single use melee attack instead of a charge attack. I'll fix the sunderhoof issue, thanks for telling me
MaCC165 27 May, 2023 @ 7:17am 
bug?: vandal has 3x attack, not a charge attack, sunderhoof u can build from start
Zistac  [author] 26 May, 2023 @ 10:21pm 
@SDFgundam No I think one just gets overrided. I’m not sure which unit you’ll get from the evolution, but they should be compatible.
SDgamer 26 May, 2023 @ 1:03pm 
since there the mod Cultural Units Expanded that adds veteran pikeman that evolve from peasant pikeman, will this mod conflict with Cultural Units Expanded?
Zistac  [author] 25 May, 2023 @ 10:02pm 
@Pelias117 I'll either add more levels or increase the experience requirements for each level. Haven't yet decided. I want to make sure it's not TOO easy to get Tier III units in the early-early mid game as it make the game too easy imo.
pelias117 25 May, 2023 @ 9:16pm 
Sounds great! Are you adding more than five levels then?
Zistac  [author] 25 May, 2023 @ 6:06pm 
@pelias117 I'm still unsure about Tier IV units even though I already have ideas for most of them. What I'm more inclined to right now is giving Tier III units a very high ceiling, gaining more stats as they level and even a new ability at the second highest level. I'm also considering making most of the Tier III units only accessible from evolutions, but I'm not sure how this would affect the AI. If I can get Tier IV units to fit in a balanced way I have no problem with adding them.
Zistac  [author] 25 May, 2023 @ 5:59pm 
@Hes.Dead.Jim Glad to hear it!
pelias117 25 May, 2023 @ 12:13pm 
I love what you're doing, as I feel like the other cultural unit waters things down too much. If I could chime in, I'd love to see level 4 cultural units, but only as evolution units. I feel like that would be a cool compromise with the instant summon units.
Hes.Dead.Jim 25 May, 2023 @ 10:15am 
Haven't had a chance to play this mod much yet, but wanted to come in and let you know how exciting this mod is. Having ways to evolve your units and play to your culture is something I have really wanted. Will come in with feedback when I have something useful!
Zistac  [author] 25 May, 2023 @ 7:15am 
If anyone has feedback on overpowered/underpowered/weird units, don't be shy, especially for those units that are obviously more complete than others.