Age of Wonders 4

Age of Wonders 4

(GK Update) Champions Tomes Units
38 Comments
Blackdeath  [author] 1 Jun @ 6:20pm 
It's not difficult to fix a bug with missing legs, it's hard to find which specific culture and form has the bug, can you tell me who you saw it from? ... i just missclick and delete you comment... sorry
skaz88 4 Apr @ 9:27am 
oh they look beautiful, you did a great job!
skaz88 4 Apr @ 5:21am 
Thank you, look forwards to checking it out.
Blackdeath  [author] 4 Apr @ 4:47am 
@skaz88 The appearance of the champion versions now differs depending on the culture
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] 5 Mar @ 10:41pm 
It won't work, I had to untie my units from the vanilla version of the outfit, because I got conflicts with other mods, and with different mods different bugs, and I would like everything to work both with and without mods. I got a standalone version, I will not edit it, sorry, otherwise it will cause a lot of bugs when used without the mod "(WoW Uppdated) Culture Tome Units and More" or with other mods that change the appearance.
skaz88 5 Mar @ 6:00pm 
I like the unique culture appearance given by (WoW Uppdated) Culture Tome Units and More but it goes away when the units evolve, so I was wondering if there was a way for that not to happen.
Blackdeath  [author] 5 Mar @ 4:14pm 
is there a way that I don't quite understand what the question is about, write in more detail what exactly the problem is
skaz88 2 Mar @ 10:41pm 
Is there a way for this to not override the unique cultural changes made by the required mod?
skaz88 29 Jan @ 6:51am 
thank you!
Blackdeath  [author] 29 Jan @ 4:18am 
Done. I didn’t have much time to test this, I hope everything works. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3416861328
Blackdeath  [author] 29 Jan @ 12:14am 
When they are ready, I will post them in one mod - a collection. I think I'll delete the old two.
skaz88 28 Jan @ 2:02pm 
Sorry, I meant 4.
skaz88 28 Jan @ 2:00pm 
These are the last three that I use that have tier 2 tome units.
Nuke87654 25 Jan @ 10:09pm 
ok, I just realized what i did wrong. I have two of the culture mod; the one that's just a cultured based tome mod and the (WOW update) Culture tome unit and more mod active at the same time.....big oops on my part
skaz88 24 Jan @ 5:37am 
Thank You!
Blackdeath  [author] 23 Jan @ 10:47pm 
My mods work together with each other and separately, if I understood your question correctly. There is a problem with mods from other authors, where I would like to add evolution.
Blackdeath  [author] 23 Jan @ 10:44pm 
my mods do not change each other's files, each adds something different to the game, changing the base packages of the game, which are provided by the package manager editor. To add evolution to a unit in another mod, you need to add evolution props and an evolution skill linked to a specific unit in my rpk in the unit properties of someone else's rpk. I can’t do this without changing the RPK of another author, now I’m trying to do it with scripts, but there’s no point.
The only way that works for me is to make a copy of someone else's mod, add everything there and post it as a new mod, but because of this I can run into problems... get banned, for example, or force the mod to be removed.
Nuke87654 23 Jan @ 10:18pm 
question: trying to understand something here, I know you have the champion tome and culture mods, but are you also saying that both the mods cant be added alongside each other or am I reading something else that cant be added together?
Blackdeath  [author] 23 Jan @ 9:05pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3413341672
Tome of Radiance and Rebirth
I'll start making the second one, it's more scalable, I don't know how long it will be. I hope the author of the original mods doesn't bombard me with reports, to be honest, it's not fair to the author to drag his subscribers with an essentially modified copy of his work. Unfortunately, there is no other option to add evolution there.
Blackdeath  [author] 13 Jan @ 9:31pm 
Not until now. The fact is that it is technically not possible to make a mod that modifies files in another mod. I can make a copy of someone else's mod and, provided that I can figure it out, rebuild it with the mechanics of evolution. Give me links to mods that you're interested in and I'll see what I can do.
skaz88 13 Jan @ 8:32pm 
Do you have plans to expand to modded tomes?
Blackdeath  [author] 13 Jan @ 4:15am 
@skaz88 Regarding this mod "Culture Unit Makeover: Unique Culture Appearance" I cannot guarantee that it will work with it, since the mod is old and has a number of technical problems. If you go to the mod page https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2991355200 , you will see that the mod has been replaced with a new one, this one “(WoW Uppdated) Culture Tome Units and More” everything works with it Fine. I hope I was able to answer your question clearly.
skaz88 12 Jan @ 3:17pm 
Just to clarify, this doesn't work with Culture Tome Units and Alternate Culture Appearance?
Blackdeath  [author] 27 Dec, 2024 @ 7:33pm 
I changed the support's passives. For some units I replaced the passive and for some I left it, but cut the chance of a critical hit to 30%. I hope this version will be better.
Blackdeath  [author] 27 Dec, 2024 @ 3:22pm 
Okay, I'll think about what I can change. I will remove the aura of morality and the ability for a critical chance from saportes, let's see what it can be replaced with, I will remove the critical chance from most units. For now, I'll leave it with someone who was originally created for the passive (hight blademaster, monk, some of the skirmishers like assassin)
gvue88 27 Dec, 2024 @ 8:15am 
it still too strong, you gotta remove the crit rates completely. im criting over 2/3 of the time. it so strong that being tanky doesn't even matter anymore.
Blackdeath  [author] 25 Dec, 2024 @ 3:48pm 
ok, I'll change it today during the day. I’ll remove the additional damage from "critical damage"pasive, reduce the base damage, I think by 10 percent for now. Another problem may be additional morality from supports, I will be waiting for feedback on this.
gvue88 25 Dec, 2024 @ 9:19am 
the crit rates and crit dmg of the evolved units are too strong they don't even need to be there and it's not even that difficult to evolve these guys. i play on brutal and i walk thru the npcs like its a breezy spring day
Blackdeath  [author] 25 Dec, 2024 @ 5:15am 
Maybe... The armor and HP of the units are set automatically and correspond to the level, the damage is also taken from the units that are in the game, maybe not everything is fine with the passives. Just try to raise the difficulty so that the world grows in complexity faster. Perhaps the concept just didn’t appeal to you.
gvue88 24 Dec, 2024 @ 10:15pm 
too overwhelmingly OP for me both of your mods are.