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.
Learn More
orog58 1 24 Jun, 2020 @ 7:15am
New to modding, trying to change name of new unit. example.xml file not downloading
Hey guys, hopefully you can help me out. I just started modding, and I've created a new unit. Only thing left to do is get the darn name changed in game... I read I'm supposed to download the example xml file from https://aow.triumph.net/forums/topic/getting-started-with-modding/ and edit it in excel. When I click on the link it says "this xml file does not appear to have any style information associated with it" and is just a long text of code.

Any help on how to get the file to download, or how I can circumvent this?
< >
Showing 1-15 of 15 comments
Gladen 16 24 Jun, 2020 @ 9:47am 
You could remove the display name and description text directly in the whichever rpk you created your unit in and from unit list where you modify base damage, health, properties etc search for localization and just remove it and from there ad custom text.
Last edited by Gladen; 24 Jun, 2020 @ 9:47am
orog58 1 24 Jun, 2020 @ 10:41am 
Thanks for your reply. I don't see a "localization" header anywhere in the unit list in the editor, do you mean opening the file directly without the editor?
orog58 1 24 Jun, 2020 @ 10:47am 
If I try to type in my own name on the screename it just reverts back to the old name immediately. when I click the drop down menu it brings me to a big list of names and descriptions for all the units and I have to pick one, I can't create my own
Gladen 16 24 Jun, 2020 @ 12:16pm 
Should be a list inside the "screenname" on the right edge of border where the text or link is written.

It could look like;

HumanUnit@Civic_guard@name
HumanUnit@Civic_guard@description

These one are directions from the xlm documents and you problably need libre office or microsoft excel if you want to create new entries and link them yourself from a new document.

orog58 1 24 Jun, 2020 @ 1:14pm 
Yeah that's what I'm trying to do, I thought I had to download the example xml file though? I have excel, no idea how to create the new entries and link it though. If you could explain it to me I would be very grateful
Gladen 16 25 Jun, 2020 @ 3:00am 
Well thats unfortunate.

Having the xlm is necessary. Another option without consulting the example xlm and the mod guide is to download the dark elf race mod made by Arnout a developer to understand the structure of the mod by opening that mod and understand how everything is linked in the mod editor.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=519749977

The xlm file is supposed to be located inside the mod folder you created your mod so the game can read from it.

Do you the official Excel? I have the version from 2016 and I cannot acknowledge any difficulty to open the xlm provided by triumph.

orog58 1 25 Jun, 2020 @ 5:47am 
Yeah I have the official excel, newest version. I've tried downloading the file on multiple browsers and they all say the same thing as before, and the page just fills up with code. My email is orog58@hotmail.com, could you possibly just email me the file?
Gladen 16 25 Jun, 2020 @ 7:04am 
I sent you a mail regarding this.
orog58 1 25 Jun, 2020 @ 11:18am 
THANK YOU SIR!! Got it working now
Gladen 16 25 Jun, 2020 @ 11:27am 
That's great :)
orog58 1 25 Jun, 2020 @ 1:20pm 
You wouldn't happen to know why my buddy keeps getting a "you're running an older version of the mod" message everytime he downloads my latest update from the workshop? I update it, upload to workshop, he downloads it (and I don't change anything else), and he can't play cause it says he's running an older version of the mod. But I email him the files and it works...
Gladen 16 25 Jun, 2020 @ 8:20pm 
Probably he does not update the mod in the launcher or either of you plays the game in debug mode.
Gladen 16 25 Jun, 2020 @ 8:22pm 
Hard to pinpoint without knowing exactly. If you rename folder or taf previous version might not match
orog58 1 26 Jun, 2020 @ 6:21am 
neither of us are playing in debug mode, and he's updating from the launcher. I have an extra file in my mod with the suffix ~taf, that he doesn't have. He only had the .taf, the .acp, and the .xml file. But I can't get the workshop to upload the ~taf file for some reason
Gladen 16 26 Jun, 2020 @ 6:43am 
~taf is only a "previous" taf in case you remove it nothing change apart from a back up. Renaming the taf will simply replace the current taf. Saving your mod and updating it will create a new taf with ~. Same with maps when you create and save them.

However, I cannot pinpoint any sort of conflict unless one of you play a different version. Taf normally goes to user content where it unpacks itself and several new version which adds new units or touch something affecting the current game radically could lock it out.

I suggest to create a new game and only update it with steam to be sure. Removing any of the older versions locally in folders. Then only you should keep the current build and when you play you both should use the steam. You can also download your own steam mod and play it as any other normal mod.
< >
Showing 1-15 of 15 comments
Per page: 1530 50