Age of Wonders III

Age of Wonders III

Community Made Maps & Campaigns
Welcome to the Age of Wonder III Workshop. The place on Steam to get and share handcrafted scenarios, epic campaigns and mods that implement little tweaks to full game overhauls.
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Gloweye 17 18 Nov, 2016 @ 8:38am
selective wishlist continuation topic
History:
Originally posted by sikbok:
Originally posted by jaccovandorpGloweye:
Not sure, but it might be possible to make them unavailable for cast, by adding a player targetter: self which checks for higher tiers spells as forbidden property and is required for the spell to work.

That's a pretty nifty hack : D>
I'd give anyone on the team here a *stern look* if they'd implement something like that, but we can ask coders for goodies. For you guys, all is fair in Modding and War.

Originally posted by jaccovandorpGloweye:
If I could ask a coder for goodies, I'd ask them to implement a "obsolete at requisite/property" entry to all checks. (basically, disable the ability if selected property is present, removing it from the ability list)

Might allow incredible ugly coding, but that's what we've got style guides for.

Also, a way to make any property stack, probably with a seperate entry for stackable property without data to enforce unique ID, then give all other properties a "stackable property" link to select one of the above, as well as a "tier" integer attribute to select the level.

basically, when looking at the unit ability list, all these "tier" integers are added up, and the single ability,subscribed to that stacking property, with highest integer <= the total value is in effect.

Im keeping a list of stuff I want so I can shove it in your face next game before development officially stops :HappyMask:

Originally posted by Bob:
Oh yes, I'd love these too. Plus a method of enabling/disabling unit properties and/or combat properties based on the Theme/Overlay that the unit is on, for example a High Elf Shaman that gets a vision boost when in the forest. You could also use it to increase/decrease the liked/disliked morale bonuses on a per-unit-basis, or even on a per-terrain-basis on that unit. Other options would be to change the upkeep of a unit based on the terrain it is on, like reducing the upkeep of some High Elf units while in the forest, while increasing upkeep for Frostlings when in Volcanic.

Originally posted by sikbok:
We are going offtopic here ladies & gentlemen.

I've got some stuff to say about this but I'd refrain.
Please kick off a new topic if you'd like to discuss further.

So....Sikbok, you've peaked my interest.
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Showing 1-3 of 3 comments
Bob 2 19 Nov, 2016 @ 12:38am 
I think he'll reply on Monday again, it's weekend now.
sikbok  [developer] 21 Nov, 2016 @ 7:14am 
On both Gloweye's and Bob's feature request.

First off, next time round we'll likely ship with all the stuff we used to make the game ourselves. Much like with AoW3. We'll likely do better with user generated content though, but shipping with features suggested by modders seems unlikely. You might get lucky during patches and expansion development though : )>

On adding features after release. Code wise all of these are things look like things we could do. Trick with this is determining how it is used - i.e. how resources translate to game-play - and how that game-play is communicated to the player. During development a good % of the designs we come up with in the studio get canned because we can't communicate how things work to the player in a clear and concise manner. So, even if something if something is 'good' from a design point of view, it might not always benefit players. The suggestion above seem to be heading that way. Making a general point here, not asking to defend the specifics or designs above.

So, I'd expect we are open to features requested by modders, but that its likely we won't be doing them if they are interface heavy. That is, unless making and maintaining such feature would be mutually beneficial. If you suggest something brilliant we might be happy to help : )>

<stops before going full-wall-of-text-mode>

Oh, also, you might want to check info about our super-secret-project before sending me the list. As soon as we start making things public, naturally.
Last edited by sikbok; 21 Nov, 2016 @ 7:15am
Gloweye 17 21 Nov, 2016 @ 10:33am 
Originally posted by sikbok:
Oh, also, you might want to check info about our super-secret-project before sending me the list. As soon as we start making things public, naturally.

Aw damn, just about to ask you to send the info over ;). Ah well.

Anyway, good to hear those plans up there.

As for communications...yeah, I really get where you're going. I'm dabbling a bit in UI development. There's of course lots of ways you could consider adding some stuff, and as modder....slightly less important, tho I think that the current unimportance is mostly due to modder's inability to actually edit the UI. For example, now that Skyrim Special Edition is out, im suddenly discovering how important a good UI is. (and we don't have SkyUI yet in SSE because of the lack of a script extender.)

For the above ideas, I think stackable abilities or obsoletes would be able to be explained adequately with text, terrain dependent is a bit harder to pin down already.
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