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-Many unit and ability names lack capital letters.
-Vault Guardian texture flickers strangely on the world map.
-Brigand Camps can no longer spawn bandit units from other mods using the original spawn lists, such as Chivalrous Intentions.
1) Yeah I think I kinda changed my mind regarding the way I put (or not put) capital letters; I need to sort it out
2) Yeah I noticed it too. I am not really sure why honestly, maybe the nature of the material or the light map... normally what it means is that there are two textures on top of each other and the game obviously does not know which one to display and flickers between both textures, so could be a poor UV setup from the model itself actually (which means we cannot do much about it). I will try with a different material.
3) Yeah I removed it because the Miracle court set I attached to it was pretty much doing exactly the same unit spawn, but I forgot about other mod compatibility using vanilla sets. I may want to put it back.
A few exceptions-
- I did change the Ancient ruins unit set a little bit, but I will revert it.
- I removed the Vanilla adventure set for the Brigand hideout and left only the new Adventure set I did, but I will also revert that- they both do the same except that if you play with a mod which adds new units to the vanilla set, then you will not get them as noticed by That Human. Or maybe leave both and it's a 50/50 between both.
By the way, so far it's a 33% Vanilla 66% Tribe adventure set for all medium-to-hard structures, which is kinda ok but if I continue adding new adventure sets it will potentially drown even more the original adventure set, which is potentially not great if you have other mods which add a lot of new units to the existing base set.
Now that I am thinking about it, similar to what you propose gladen what I could do is creating duplicates of vanilla adventure set and adds them in the pool just to increase the probability of facing them. Let's say I eventually adds 6 new adventure sets for each structures, if I create three copies of the vanilla set and adds them it will mean you have 60% chance to get one of the six ayalin sets and 40% chances to get a vanilla improved set which contains all the new units from chivalrous for example. This is worth at least a compatibility mod which I could do on the side- and it's a very low amount of work actually.
Things we noticed while playing:
-Priority listing of some units need tweaking (T2s are sometimes before T3s in stacks).
-There seem to be English-French hybrid names and words which will need some spell checking. For example, "War spiritual ancestor" should "Ancestral War Spirit". There are similar issues in the older mods ("Cosmos Traveler" instead of "Cosmic Traveler" as a minor example).
-Racial units should have their race placed first in the unit name for clarity and consistency.
-Stone Troll seem to be missing Tunneling. Perhaps not a bug, but seems like it would make sense if they had it given their weapon and their habit of hanging out in quarries.
-Damned Orc Bounty Hunter's soundset should be changed from orc male to female.
- ok for unit display priority list- I will have a check, I guess I missed some.
- And nice catch for the orc, it will be changed for sure
-Arcane Guardian walks instead of floating.
-Halfling Raven Priest's model appear to have culled faces, making the feather cloak look wierd from some angles.
-Knee-Crack needs to specify if it's melee only or both ranged and melee.
-Blood God Heralds should have the panther texture on their great cats, as the texture I used was to make them look as if made from dark stone.
-Marketplace is a strange name for a super structure, as every town should have one. Grand Bazaar or Trading Hub would sound better.
I must say I really love these factions, and would love to see them return in AoW4 as cultures and tomes!
Cheers!! Well for Aow4 we will see, we are not sure yet of the scope which will be possible to do with the modding tool for the 4... I am waiting and ready to be seduced by Aow 4 but I will only believe what I see^^
- Ok for Arcane Guardian- yeah it definitely deserves floating. I have noticed the texture clipping happens also in tactical battles so I really want to fix its texture btw..
- Hmm yeah I am not surprised for the halfling, and it cannot really be fixed to be fair. FYI, the halfling body is not compatible with the Human animation resolver, so I cannot attach the Monkey Hairs to it as I did for the other raven priests. So I put it as a helmet instead of attaching it directly to the model, which is not as nice.
- I will see what I can do for the panther! I like how the black is married with the rest in terms of color assemblage, but I can definitely make them look less "stony".
- Ok for Knee crack
- Ok for a better Marketplace word replacemennt
Thank you again for all the nice feedback, I will put them in the first post as well!
-Conflux Control Mages drag their faces in the ground when moving, make walking sounds, making step sounds when idle and fly to the heavens when they die (to probably fall somewhere in Morrowind). Seems like they may need to be set to the floating animations instead of Cherub and have some sound fixes.
-Dwarf Cannon Carrier (Would Cannoneer sound better?) appears to have misaligned gunsmoke. This is either due to the smoke position not being set or the animation set lacking this feature (dwarf crossbow animations, for example, lack this). If it is using the generic crossbow animations instead of the musket animations it should be changed to musket as the generic crossbow set is bugged.
-Bone Blast is unclear how much damage it deals; 8 or 10? (attack damage should not be mentioned in text as it is displayed already).
-Kukulcan Whispers do not appear to apply the spirit protection.
Very good feedback as usual; was gonna start a game man now I need to go bugfix :p
edit: and I see no event translator on the Assassin strike either despite it being tagged as melee strike in the event animation, so I am not sure what could be wrong with the ability as it's the same data structure as these two)
edit 2: so the primary effect link is the wrong one :/ ok it's an insta fix sorry!!
edit 3: the fix is pushed- you can update the warlord premium class.
In case you wonder, the issue was the infamous "Message: Stack is full!" issue which I believe is purely random and might not be related to any mod issue.