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It's quite simple:
1) Create a new mod with the package manager.
2) Set this mod as a prerequisite in the Content -> Packages list.
3) Launch the tools.
4) Go to File -> Open Resource Pack
-> Find CosmicHappenings.rpk
(This file is in your AOW3 application folder, for example: C:\Program Files\Steam\Steamapps\common\AOW3\Content\DLC3\Packs\CosmicHappenings.rpk)
5) The pack opens. Go to settings. Pick Cosmic Happenings in the category dropdown.
6) On the left hand side, you can see all cosmic events listed and their icons. To modify one, click on one and then click on MODIFY.
7) The visual effect is defined under Environment Set Link. Setting this to another environment will change the visual overlay. Setting it to None will remove the visual effects entirely.
Save your work.
And "too large map" here was 2nd largest size with the 14-Layers mod...
So I thought the 32bit-issue was more specific for running saves and hadn't expected the mods themselves already taking up that much space.
Also, for all further matches I turned the mapsize down a step...
Hm, looking it up it says 2.88 GB - I did subscribe to a few more after that, but I find it hard to believe they should amount to over 1 GB... *puzzled*
Is the actual number of mods which causes this also known ( so I can determine how many exactly I need to unsubscribe ) ?
Likely that's because my list got too long, I'd guess... do you accidentially know how many mods the updater can handle ?
But admittedly, since I increased the stats of all dragons quite a bit AND am playing on multilayer- maps, I guess the event should anyway still have enough impact for me, thanks. :)
Don't worry, there's plenty of dragons still in there. ;)
(If for some reason you want it to spawn a truly ludicrous number of dragons, you can create a mod for yourself with the tools without much trouble.
Add this one as a dependency.
Open CosmicHappenings.rpk.
Find the Year of the Dragon event, click modify.
Set numbers to whatever you like.
Save mod.
You can do this for any spawn event.)
But I think that's ok for an endgame event like this seems to be (couldn't test it myself yet).
Maybe you could upload a branch with the old dragon numbers, so people can choose which one suits them better? :)
The dragon event simply scaled too hard by map size. While it was designed to be a Death By Dragons apocalyptic style event for larger maps, the AI couldn't handle the heat and often lost outright to it. So, less dragons it is.
I never tested with 4 layer XXXL maps like some people play, but there's little I can do to prevent overscaling in such scenarios.
Btw, - if it doesn't happen every game, I think it's okay if 5 players are wiped out by that event... makes it feel more like a real threat, similar to what happens in some fantasy-books. :)
So I'd vote for keeping the mod like it is - IF it doesn't happen everytime the event triggers, that is.
Because I just had the Dragon event happen--and completely wipe out FIVE of my opponents. Yes, I was playing w/ no settlers (making them more vulnerable), but the durned things were literally everywhere (and even gave me a run for a bit, lost my capital for 2 turns). Turn 170, for what it's worth. Will sadly have to disable this mod from now on.
Does the dragon and monkey event have a dragon king or monkey king (a level 20 hero that spawns during the event) that has items to take if you kill it?
But if that's the case, would you consider allowing somebody else release an alternate version of this mod without the 2 spawn events (or at the very least, the monkey invasion)? Regardless of the 2 events being nerfed, I think many here are just looking for something a bit more subtle.
Since toning the event down already, I haven't seen the AI succumb to the monkeys either, so there's little I can do without trivialising the event entirely.
As for removing these 2 events, I don't see how that adds anything to the experience.
That being said, if you see the AI struggle with the event in these early circumstances (especially on lower difficulties), do report this.
The other events are great imo. I was looking for a mod that adds many events like this, with some interesting visual effects like simulating weather and time of day. For the most part, this does very nicely... aside from the spawn events. :)
O.K., you probably get the story so my question presents itself: is this behavior normal? Is every spawned creature programmed to attack ALL living and ALL cities? My other related question is, does this event (or vanilla spawn-events for that matter) involve attacking AI players so the creatures' attention is not focused exclusively on the human player? The way it is now, it's beyond annoying, really. Would it be possible to separate the two spawn-events from this mod and keep "happenings" only? I'd possibly even settle for toning down the creatures spawn rate a good deal. Thanks in advance for any relevant answers!
There's changelogs on steam?
Lol, I completely missed that. I'll get right on it.
(Don't worry, as an IT professional, I'm okay with filling those out ;) )
@Star-X
There's only two mob spawning events this mod adds, and both have been nerfed repeatedly. If they keep making trouble, I'll probably remove them at some point.
The monkey event should be doable with a city protected by 2-3 archers and some accompanying melee.
Year of the Dragon is an epic endgame event, and the earliest it should turn up now is turn 100 and above. I don't think I've had a game yet where I'm unable to fend them off at that stage, but yeah, it is designed to take more than just a standard array of guards, which is why you get 6 turns to relocate your forces closer to your cities before the dragons spawn. :)
The other unit spawn events are not by me.
Oh, I can't make them neutral stacks instead of hostile. Or at least, I haven't seen such an option thus far.
I know how to make spells capable of removing and adding mountains (among how to manipulate other map functions.), it's just that when I've played around with them I found them too invasive on handcrafted maps.
To respect the time and effort of map creators in crafting these sometimes elaborate scenarios, I'd rather refrain from adding effects of that magnitude. Now, if I could make them keep the map pretty, that'd be a different story, but thus far, I can not.
There's also a balance consideration there, but I'm less worried about a raise or lower mountains spell breaking the game than about the aesthetic aspect. ;)
The monkey overspawning thing should be culled now.
I had encountered just an issue with your mod: year of the monkey spawn too much monkeys. It's a major problem mostly for the AI players, but is a bit annoying for us too: i had 9-10 stacks of monkeys continuosly attack just one of my metropolis.
I think it's a bit too much.
Dropping the event durations is easy, I can do that in a minute.
Hmm, I can remove some of the lighting as well. That should help.
Typo fixed in Locust swarm, will be in next update too.
Splicing the terraforming spells off into their own mod, yeah, a bit more work needed there. Give me 30 minutes or so.
In general I like the events, some I consider too long (7 turns). Too many are using a lighting effect that makes the map brighter. Combine those two facts and you will play with very bright map for many turns. The real value of the mod is the terraforming mechanics you added, those are super useful. I'd like to suggest making a standalone version of these, maybe with enhanced terraforming (can mountains be lowered?) Drench the land kinda flattens the land, maybe you could implement this effect into your terraforming, making that spell the base for the mod instead of cleanse the land?
I really like this mod I don't want to drop it. Will post here ASAP after I encounter the dragon year cosmic event again.
"1.3: Lowered the number of dragons spawned by the year of the dragon event. This should fix the crash when the event tries to spawn too many dragons on a single hex. "
The game still crashes.
Its a very late turn XL map.
How can I fix this myself? Which file should I edit to lover the number of spawned dragon even further? Or even NUKE the cosmic happening entirely so I can continue to play my map.
Completing the turn right before the start of the new cosmic happening "Year of the Dragon" results in a crash in the middle of the independents move turn. I don't know if that's relevant but I AM having a dragon den as a vassal.
I've been thinking of cutting both to 50% to limit their grip on the game because of their heavy influence.
I tried several approaches to get the AI to cope with the terrain stuff, but the only thing that worked was to give them an empire research that basically granted them temperate empire, and that isn't a good approach for a whole other set of reasons.
I also worry that Social Uprising could cause utter havoc, especially if it comes later in the game. You say it affects all cities, I'd imagine that means all gold income will hit 0? I worry that players will run out of gold very easily, and could lose almost every unit they have to desertion. I'd imagine they would probaly quit at that point :)
I would either have the event halve income, reduce the duration to 3 or 4 turns, or change it to apply a big happiness penalty to cities instead.
Apart from that so, it looks like amazing work!
I'm having a "Strike action" event in a snowy map and the land became very bright azure, almost glowing. For a simple stike action i think is better non add that effect because it's not magical.
Another note: more articulated descriptions of the event would be fun. instead of "Production is halted" you can use "Fustrated worldwide population stopped production asking for better working conditions... etc,etc" or something like this.