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REQUEST: Anyway you can rerelease this mod that does away with the requirement that the spheres of specialization require the Wizard class? There's SO much more replayability that this mod can offer when I can combine some Spheres with other classes. Please consider!
Do you have any 3D modelling skills?
I'm not sure how balanced the final version of the Wizard class is going to be, but as it stands, the class is probably over-powered even with the balance changes I'm making.
I don't remember where it was discussed, but I was toying around with a Shadow Lord class idea that came up at some point on the forums I think. I'll see if I can find my notes on that and see how much I had. Some of it might be worthwhile for a possible class or additions to a shadow realm specialization.
I tried to create a cosmos sphere similar to the one in AoW2 (practically every skill could be researched), but there were just too many skills to research which aren't as random as AoW2 which caused pacing problems. So now the sphere has spells which are groups of spells (about 3) that are unlocked at the same time. The downside is the group costs more to research in general. We'll see how this plays and I'll adjust the tree accordingly.
Any feedback is appreciated.
There isn't anything exceptionally awe inspiring about the spells available, and in my opinion, they currently lack some of the flair that the other spheres. I have ideas for more interesting spells, but I will wait until I have them fleshed out before implementation.
Now to cobble together a Cosmos sphere from the various spheres.
There aren't any other generic summons, but there is a Parasite unit that shows up when you use the Parasitic Infection spell. It only behaves as a combat summon though.
I might be able to recreate some older units, but they aren't nearly as interesting as completely new units. Unfortunately, I am not adept enough to efficiently create new units.
@buzzshiza
I haven't tried actually adding a Terraformer like ability for it yet. I know it doesn't work when implemented like Blight Empire, since I tried that already.It's probably similar to the issue I've been having with making terraforming spells for the earth sphere.
As for the class building, the obvious choice is the wizard's tower. The first time I saw that mod, it looked like that structure might have been left over in the game's assets since it fits in so well. If not, then he did a fantastic job on it, and I'd probably see if he'd let me use that model for the class building.
What is your model idea for the Class building? Perhaps a pristine version of the Wizard Tower ruins? The Tower of Magi mod has that model I think.
Really enjoying this mod, thanks again.
I am planning on possibly adding in some class buildings, but I'd like to get the spheres sorted out first. Earth's been giving me issues with the terraforming abilities/spells.
Once you research it, you should get the swimming effect without casting. In your case, it was chosen as a starting skill so you didn't even have to research the spell to get the bonus.
Do you mean Water Mastery? I think the version that is uploaded is one where the descriptions aren't complete for the Water Sphere.
That spell works as a combination of an Empire Upgrade and Strategic spell. After researching it, all of your units receive swimming (to avoid the Wild Hunt-like drowning issue if it was in the spell effects). The spell grants a damage bonus to your units and a corresponding weakness penalty to enemy units. So hopefully this is what you are experiencing, which is intended.
As for the double research option. Apparently, I completely forgot to change the details for one of the spells, so there are two spells that refer to Liquid Form unintentionally. I appreciate the catch.
I was hoping to fix the issues with Water Sphere when I finished Earth Sphere, but I've been running into issues with the Earth sphere spells. In this case, I'll probably push out a more polished water sphere fix before Earth gets finished.
Thanks again.
The only thing I know I alter definitions for are all specializations from the base game and GR. I don't know if that will conflict with anything.
If you run into any conflicts, let me know and I'll try to work out what's going on.
I haven't played the previous AoW games; how many spheres are there, and do you plan to make them all?
Your leader's hero upgrades are what you will be missing. You should only have access to the ones available to all wizards since I haven't implemented any upgrades for Cosmos Wizards.
In the old games, Cosmos was essentially a universal sphere which gave you access to spells from all spheres (not quite all spells though). I'm planning on doing something similar with the sphere for this mod, although I haven't figured out what to do for hero upgrades for the Cosmos sphere yet.
Will Earth and Cosmos eventually have their own summons, and what sphere does Cosmos line up with, or is it meant to also have a sphere, like Earth assumably will get?
If so, 7 spheres is VERY impressive. Thanks again for quick reply!
I haven't browsed wikia without ad block in a while. Apparently their ads are worse than they used to be.
I added all of the wizard type upgrades, but not all of the upgrades. So Earth and Cosmos should show up in the hero upgrades, but they don't give you access to any sphere-specific upgrades.
Theoretically you should pick the upgrade that corresponds to your chosen sphere, but you can chose a different upgrade path and access that sphere's upgrades for your leader. There is no link between the specialization and your wizard upgrade choice coded into the mod. If there is a way to link them, I haven't figured it out yet.
Also, I chose the "Cosmos" hero upgrade at the beginning, and can't seem to locate what is included with that. Do you have to choose the matching upgrade with the specialization for it to work properly?
Thanks so much for making this mod, it's like having a Class Variety pack, taher than just one extra class. Really well done. :D
I've uploaded the most recent version that include the Water Sphere. I've had some issues with getting my version of Spring Rains and Wetlands to work, so those are currently excluded from the sphere. Other than those two spells (and adding Mud eventually) the sphere is done.
I tried to give the leader some more powerful abilities to make up for the lack of offensive spells, but I might have gone a bit over board. Speaking of that, I just realized I forgot to add smite in place of shooting stars for the time being. Should be fixed sometime tomorrow.
Water sphere is up next. Hopefully should go more quickly without the holidays and editor errors.
Very Nostalgic =)
Welcome. Hopefully, they relatively live up to the old ones. I'm a bit disappointed that some of the spells aren't really doable with the system we have, but I'm still looking for alternatives.
@AnybodyWhoActuallyIsPayingAttention
Any large updates to this will likely be delayed until after Christmas due lack of time to work on it. Life Sphere should be the next one to be added at that point.
A lot of the spells that were included in AoW3 have remained the same since they essentially are close to what I would have done with them anyway. I will probably change some of them in the future.
As for the 'specialist' vs 'wizard' naming, I was using the naming convention from the previous installments where it was called 'Casting Specialist #'. So it should be correct if it is listed as casting specialist.
If you happen to remember any other polish issues, just let me know. I've been keeping an eye out for them and plan to comb through everything later, but I'm sure a bunch slipped through for now.
Thanks for the feedback!
A few things (most of which I'm sure you're aware of): I'd love to get full-descriptions in-game about what the new class and its spells and spheres do, both when you're creating a leader and during play -- in similiar layout of the vanilla and other specialization mods (Lunar mod). I did see the documentation wiki (otherwise I'd have very little idea what was going on), but it would just make things far smoother to access right there.
Also while researching new skills, the "specialist" label for getting additional casting points -- is this supposed to say "specialist" or "wizard"?
There were a few other minor issues but now they escape me. But these are all minor polish issues from what I've found, and that's a good thing. Regardless, I look forward to seeing the new spheres, and anything else you decent to add and improve. :)
If anyone is interested in creating fancy new particle effects, I will gladly include them. I'd like to add in new ones eventually, but I am not an efficient artist so the mechanics are more important for the time being.
Also unlocked all outfits for wizard leaders, so you can make your Death wizard actually look like one.
Air sphere is up next on the hit parade (as well as Fire Mastery).
There are probably some changes to the Death Sphere spells that I've made, but I haven't quite documented the changes. Unfortunately, I need find another work around for the Infection spell since removing the assertion error requires a redesign. So, of the changes included, that bug hasn't been fixed.
A new topic has been posted in the discussions for bugs or other anomalies that people seem to find. Any and all feedback is appreciated.
For the hero development based on your chosen sphere, just choose your sphere of magic as your first hero upgrade (they are mutually exclusive) and the rest of the sphere upgrades will be accessible (based on level).
Most of the changes in the update are description additions/changes, the mechanical changes to hero upgrades and the the Infection spell & parasite unit).
So, yes it should include most of those eventually.
http://aow.triumph.net/forums/topic/modding-tutorial-create-a-new-custom-class/
It gives a list of the necessary rpks to edit to create a class and a bit of a guide too. There is one rpk that isn't listed, unless I forgot. The UnitPioneer.rpk file contains the unit sets for initial army spawns, without adding the ones for the class/race combo you only start with a Leader.
I didn't think I looked into it, but I remember why I didn't get it working with respect to the AD spell. The spell uses overlays which do not include the hazard decorations. I believe that I would need to create an overlay for the desired hazard and then use that. I decided to leave that for a later date after someone else figured out how to make a new overlay. I still don't know if that would work with hazards though.
Also, I am looking into spawning structures like dreadnoughts spawn their magic blockers. Unfortunately, the hazard structures are classified as decorations, not structures.
Have you considered editing the druid spell that gives sight to instead cause damage to units sitting in trees?
I'll definitely let you know if I there is anything that I need help with.
Currently the only problem that I'm having is spawning hazard structures with a spell, but I don't think that is going to be possible with the given tools.