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I've been using it alongside Chivalrous Intentions, PBEM balance mod, Ayalin's mods, and... a lot more.
I have to admit I never really had the motivation to update this mod after the poseidon patch dropped - especially since for the most part it still worked fine. It was always on my radar to eventually look into, but never got there. Maybe around Christmas I'll find some time for modding again - if I do and have some questions along updating my mod, I'll get in contact with you ;)
I understand the concern about mod usage. I may reduce the number of mods and only standby with the main mods where Dark Elves would be removed which is -2 mods. The system with stackable mods is not ideal perhaps I realize. The main reason is it's a lot of work to make things compatible with each other since the issue is in the random map generation which is the biggest part of the game which many players still enjoy. The most popular mods "back in the days" were often this mod, Corrupt the Source, Dark Elf among others. To make them work together with other big mods like Wasteland Expansion and Shadow Realm Expansion was one the main targets to bring life into mods that were made before 2018.
I think it's absolutely worth trying the mods, it's well worth the time investment despite that I'm involved in most compatible patches around and given you an opinion that is somewhat biased. :)
The only reason I ask is I notice the patch requires 9 mods itself. I'm hesitant to install a ton of mods only to make one mod work which itself exists to fix another.
Hence wondering how severe the issues are. But random crashes are bad enough for me, which sounds to me that if I want high quality marine content I shall need your patch and thus the accompanying 9 dependencies. Thank you.
It does but can crash upon generation of map in some settings. I created a compability patch for this mod, fixed a few things that was conflicting with random map generation like Oyster Reef and added unit description for some units in this mod that never had it. Then made a compability with all sea content towards Shadow Realm Expansion.
I would gladly share my resources and knowledge with Eomolch to fix broken stuff, but its not up to me to decide this. In general no one is forcing you to use a patch. Enjoy mods and have fun
^ Got this from a patch page for this mod, but I have to ask: does the mod work even without the patch?
Second, I also can't seem to settle water cities.
Third what did ever happen to the decodence compatibility patch?
I now understand that ships are repaired 20% per turn only on harbor hex; however, hovering over actual harbor hex, it states all ships in city domain are repaired 10% per turn. Perhaps this is referencing the vanilla mechanic that was never changed?
I can see how experienced players would recognize this right away, but for inexperienced players (like myself), this could be confusing.
Tested with all mods turn off, and no luck too.
More info on the Steam forum: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1680315447978004673/
First, thanks for creating this mod, I really like playing with it.
Then, I have a question : how do you found a city on water with your mod (or on your structures), I can't seem to make it work, even with the human race. Is there something to do to make it work (like activating the optional options (which I don't know how to add in the game
Anyway, thanks for this mod.
A poll of the best mods of AoW3 is being organized and this The Old Man and the Sea has been selected among the top 20.
You can rate it and the other 19 mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=27
More info on the Steam forum: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1488866180593890331/
I have the mystical dwelling upgrades mod
- base production of the dwelling is now 60. merfolk dwelling has 70, but also more expensive units so it should be good.
- the Kelpie is very strong, true. but it is also a dwelling unit and those need to stand out a little if they want to earn their spot within the army line-up of a player, with ordinary racial and class units being much easier to obtain. I did increase the cost of the Kelpie however (and actually of all Nynevian units), so together with the production decrease this means you can't ditch out a Kelpie per turn now unless you have the armory or achieve very high morale for the dwelling
- added the 20% shock weakness to the nynevian trait
- priests keep their inflict drowning for a similar reason that I didn't nerf the Kelpie: they don't necessarily need to follow racial rules as dwelling units (and they don't, since they also obtain their support ability on elite instead of having it right from the start like racial supports). I had swapped the inflict drowning with inflict shocking, but it simply felt weird this way, so now it is back the way it was
Apart from this I would be delighted if you wrote the unit descriptions!
-Base production of the dwelling is very high. A fay dwelling has 50 base, dragons have 70 and I would consider the dragon dwelling the most powerful one. Nynevians have 80 base and can add on more with the armory. I suggest lowering base to at least 60. I believe that's still a bit high, though.
-Kelpie is very strong for a t1 unit. Compared with any other t1 with physical resistance, its hp is very high. It has inflict drowning, which could be compared with inflict immolation and no other t1 would have such a strong infliction until they at least reach a medal. I would suggest lowering its hp to 20 or less (Still more than wisps and lost souls, which have 60% physical protection) if you want to keep it a t1.
-Like most support units, I think the priestess should obtain her inflict on expert or higher level. She can already get it by transforming into a Kelpie. Compare with inflict immolation for draconian or dwarven priests.
-Archers have the melee attack as standard attack, which feels a bit weird with their name, and is slightly inconsistent with other irregular units (eg scoundrels).
This aside, I very much like the idea of the race and I'd be happy to start working on the unit descriptions, if you would like me to.