Age of Wonders 4

Age of Wonders 4

(GK Update) Champion Culture Units
96 Comments
Blackdeath  [author] 30 Jun @ 8:03pm 
Blackdeath [создатель] 2 июн в 10:48
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)

skaz88 1 июн в 23:29
I've been meaning to ask, why does the Animist lose optional mounted when he evolves?
Blackdeath  [author] 30 Jun @ 8:02pm 
Hi, I know about the problem, this passive is disabled because it causes animation problems that I couldn't solve. The problem is in the script of this passive itself, unfortunately I can't fix it myself, I'm not so good at writing scripts that I can't find it in the game files and rewrite it taking into account the new units.
Superbeast 30 Jun @ 11:12am 
Hi, Love this mod, but would you be able to make a small change to some units when they evolve?
I have noticed in a recent Oathsworn play through that units that have the optional cavalry trait loose that trait when they evolve. Most notably in this run the Vowkeeper and the Honor Blade, I was trying to get an army of all mounted troops and when these two units evolved into their champion version they no longer had mounts nor the cavalry trait. I have the Elephants mount form trait so those evolved units should have kept the cavalry unit trait.

There may be other units that this happens too and I haven't note them all but I did notice it specifically as this was a themed play through
skaz88 7 Jun @ 10:56am 
You don't have to if you don't want to. I just really like the units
Blackdeath  [author] 6 Jun @ 7:41pm 
Yes, I understand you. It is not surprising that they do not do it. T1 and T2 units do not play and you get rid of them by the 30-40th turn in favor of T3. I do not know if it is worth bothering, I do not promise yet, maybe I will do it
skaz88 6 Jun @ 12:21pm 
I'm sorry, what I was trying to say was that it would be nice to have just the new units themselves as a separate mod, no evolving or anything because there really aren't a lot of mods that add tier 1 and 2 units. I hope that's more clear.
skaz88 5 Jun @ 9:58pm 
Oh I meant without evolving.
Blackdeath  [author] 5 Jun @ 9:06pm 
If you put them in a separate mod, then they will be the only ones who will evolve, and the standard units will not, in my opinion, this is bad from the point of view of balance. On the other hand, it takes a very long time and does not give anything new, useless work is not clear for what
skaz88 5 Jun @ 8:56pm 
I really like the new units. I kind of wish that the new units themselves were available as a separate mod since there really aren't a lot of mods that add tier 1 and 2 units to the game. I understand if you don't want to do that though.
Blackdeath  [author] 1 Jun @ 5:48pm 
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)
skaz88 1 Jun @ 6:29am 
I've been meaning to ask, why does the Animist lose optional mounted when he evolves?
Mithy 27 May @ 9:06pm 
good mod, love the variety, minor clipping issues but still a good mod
Blackdeath  [author] 16 Apr @ 5:47pm 
Ty
Matenkai 16 Apr @ 9:09am 
just wanted to let you know great job! i really like the feudal battle mages.
Blackdeath  [author] 10 Apr @ 6:09am 
Yes, here you will need to do everything anew, using only those abilities and outfits available only in this DLC on units. Plus you will have to make submods that load packages depending on the open DLC, it is very long and difficult. It is easier for you to find the game on torrents, it does not have denuvo. Of course, I am against piracy, but it is easier this way
Nutwit 10 Apr @ 3:30am 
Alright, thanks for the info. Just as a theoretical question, would it be a lot of work to split champion units by culture as separate mods?
Blackdeath  [author] 10 Apr @ 1:18am 
No, without all the DLC the game will crash. I didn't think about it at first when I was making it and mixed a lot of DLC into a bunch.
Nutwit 9 Apr @ 10:10pm 
Hi, can I use this mod if I have only some of the DLC that have been listed as requirements?
Icy K 7 Apr @ 9:15am 
Okey , Have a good day :)
Blackdeath  [author] 6 Apr @ 5:58pm 
It can be done, but why should I do it? I've been making these custom units for over a month, and in any case, I won't delete them. You can remove those units yourself that you don't like. They are all in the same package - champion culture units.rpk all standard units are in other packages.
Icy K 6 Apr @ 3:23pm 
Question : is there a way to get this mod without the new units for the cultures only the champions ??
Blackdeath  [author] 5 Apr @ 10:36pm 
I don't know, I tried to adapt it to my mod but couldn't figure out its structure. Maybe the author of this mod will want to make it compatible with mine, I couldn't.
skaz88 5 Apr @ 8:47pm 
Is there a reason this clashes with Outlaw Culture? I wanted to take a look at it but the game won't launch with this and it both enabled.
Blackdeath  [author] 4 Apr @ 8:17pm 
@skaz88. Done https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3458177182
i dont tasted it in game, visual only, but if you find any bugs let me know
Blackdeath  [author] 4 Apr @ 7:15pm 
if after all this you have changes to the standard units, then you need to open the resource browser in the package manager, check the modded box, find the standard packages in the list, open them and delete other people's modifications. Most likely, the units are changed in the \AgeOfWonders4\Content\Title\Packs\Units\Units_Culture.rpk package
Blackdeath  [author] 4 Apr @ 7:12pm 
I think I looked through all the packages, deleted all the t1 and t2 units, then found them in the ***-unit unlock columns and removed them from there too. I'll take the latest version of the mod today and remove all the unnecessary stuff from it.
skaz88 4 Apr @ 6:57pm 
What pack do you delete the units from? I'm interested in deleting all of the tier ones from my copy of LTCU and keeping all of the high tier units. I like having lots of variety.
Blackdeath  [author] 4 Apr @ 6:54pm 
"LTCU Lite" I haven't looked at this mod yet, in the previous version I simply deleted tier1, tier2 units. But now this is not enough. I'll see what can be done there.
skaz88 4 Apr @ 3:49pm 
Actually it might need to be redone, he changed the feudal units. How do you take out the tier ones?
skaz88 4 Apr @ 2:55pm 
Side note, LTCU Lite needs to be updated for the FPS drop.
Blackdeath  [author] 3 Apr @ 6:35am 
Ty =)
The_Bane_Company 3 Apr @ 6:09am 
Thanks for the work! I know it can be troublesome but glad to see you keeping the game alive and well. :D
Blackdeath  [author] 3 Apr @ 3:52am 
Critical errors after the update have been fixed, Feudal has been reworked. I didn't have much time to test, I hope everything works. Except for Feudal culture, the rest did not receive any significant updates. I will work with changelogs and find out what units have changed later, first I need to figure out the rest of the mods. Testing takes a lot of time, I tested it very hastily and may have missed something, do not judge strictly. I just did not want to delay the release of the patch.
i am pro at total war 30 Mar @ 9:01am 
Well that's unfortunate as I like the idea of the mod but don't own the other dlcs
Blackdeath  [author] 30 Mar @ 2:50am 
yes, it crashes due to the lack of DLS. You can easily check this by taking the full version of the game, it is clear where
i am pro at total war 29 Mar @ 8:09am 
also another thing is i only have the way of war dlc so could not having the others cause problems?
i am pro at total war 29 Mar @ 7:45am 
i was playing as oathsworn but the crashes seemed random like sometimes it crashed over end turn sometimes it crashed when i went to build something. maybe its because i use simultaneous turns. so ill try playing with normal turns to try and see if its another factions turn causing the crashes.
Blackdeath  [author] 28 Mar @ 10:23pm 
In a couple of days, Giant Kings will be released, after which the mod will be completely reworked for the new content and accordingly tested from all sides. The mod may crash if there is no add-on, because the units have different pieces in their skills and outfits from different add-ons. I have a mod assembly that I tested on. Try downloading it as a separate set and testing with it. and please provide more data, what faction are you playing for, what faction's turn is the crash, what actions (if it's your turn). I'll try to reproduce the error myself to solve it.
i am pro at total war 28 Mar @ 8:44am 
ive no idea why but this mod keeps making my game crash frequently if you have any ideas as to why that would be please help cause i think the mod is well done. it just randomly crashes alot
Blackdeath  [author] 20 Mar @ 4:29am 
Since I don't have the full version on Steam and there is no beta version on EGS, I will start working on updating the mod right after the expansion is released. I think I will do it in a couple of days.
Blackdeath  [author] 14 Mar @ 5:48pm 
I've played over 40 full games with my modpack and haven't seen any crashes. Maybe there's a conflict with some other mod.
JurgenJuggernaut 13 Mar @ 10:44am 
took me a while to figure out, but this one is making my game crash in ai turns. Why dont know for sure.
Nuke87654 5 Mar @ 11:07pm 
what about the extra culture unit like high noble's lightbringers any room to alter these extra culture units?
Blackdeath  [author] 5 Mar @ 4:10pm 
I don't plan to make scout units. Regarding other popular tomes-mods you can give me links to the mods you're interested in and I'll see what I can do with them.
Nuke87654 2 Mar @ 7:43pm 
Question: Do you have some sort of board for planned mods to be integrated into your champion update, like future plans to update other popular tome mods to have champion version or a champion mod that covers the making of a champion version for scout units
Blackdeath  [author] 17 Feb @ 10:09pm 
This is a bug, I'll fix it today.
skaz88 17 Feb @ 7:16am 
Why does the Spellblade change from a skirmisher to a fighter when it evolves?
Grathocke 26 Jan @ 8:37pm 
@Blackdeath Thanks for the info
Blackdeath  [author] 26 Jan @ 6:46pm 
AoW 4 Evolved makes changes to standard units, which clearly conflicts with my mod. Before the restructuring of the mod, they could work together, because I did not use standard units, but made copies of them. Now it's impossible to make these mods compatible. If you need use both mods you can try with old version https://www.nexusmods.com/ageofwonders4/mods/99
Grathocke 26 Jan @ 2:15pm 
@Blackdeath There is another incompatibility. When loading AoW4 Evolved and the Champion units mods together the game won't start. Separately they load just fine. They updated their mod on the 26th, so it must be something they changed. Just an FYI.