Age of Wonders III

Age of Wonders III

Ayalin Premium Tribe Invasion
 This topic has been pinned, so it's probably important
Ayalin  [developer] 9 Mar, 2023 @ 9:13am
Bug report
Please report here anything suspicious, missing icon, missing text, error message if you are playing in debug mode. I have not experienced any crash since the mod has reached a final state, but I have not pushed games too far either- past turn 90-100 is generally the big deal when playing with (several) heavy mods like this one. Size of the map and number of players will obviously play a role too. Let me know so that I can potentially act on it.

Bug list & improvements (-> V1.01)
- Many text fixes- caps logic regarding text, improved english vocabulary, and racial tag of the unit comes first in the name
- Vault Guardian texture flickering on the world map
- Put back vanilla set for Brigand
- Armor Break not working on hero units (need to add requisite along with the T4 requisite)
- The Poison breath ability of the Arachna Venom daughter has the wrong VFX
- Need to add +0.5 Y level to the VFX of Shrouding shadows so that it's visible even when there is a small elevation on the ground
- Stone troll definitely deserves tunneling
- Double check on priority list display
- Orc damned Bounty hunter should get the orc female sfx set (-> figure media dictionnary)
Last edited by Ayalin; 11 Mar, 2023 @ 3:49pm
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That Human 11 Mar, 2023 @ 10:15am 
I have just booted up a random map and checked around how the RMG works as I am planning a big game today with my brother, but these are some things I noticed looking around:

-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.
Last edited by That Human; 11 Mar, 2023 @ 10:16am
Ayalin  [developer] 11 Mar, 2023 @ 10:27am 
Thanks That Human!
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.
Ayalin  [developer] 11 Mar, 2023 @ 10:58am 
I think actually I should leave all vanilla sets untouched for better compatibility and simply add new ones.
Gladen 11 Mar, 2023 @ 11:10am 
You could essentially create a duplicate of unit sets. Similiar to how both Shadow Realm and Wasteland expansion does. Leaving vanilla sets untouched while just creating new unit categories with the exact same parameters to vanilla.
Ayalin  [developer] 11 Mar, 2023 @ 12:21pm 
Hmm I see what you mean but ultimately the point of the mod was to improve the structure and the bond between what you face versus what you earn. But it's essentially done through the attachment of new adventure sets to vanilla structures, I have not really touched neither the vanilla adventure sets nor the vanilla unit sets. What I have only modified regarding vanilla files are mostly the reward sets.
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.
That Human 11 Mar, 2023 @ 3:32pm 
All words in unit and ability names must start with a capital letter for better coherency with the vanilla game, so sticking to this as a principle is the best. It looks cleaner and is easier to read.

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.
Ayalin  [developer] 11 Mar, 2023 @ 3:46pm 
Great feedback again, thank you- to be fair with you english is not my native language and well I am not surprised. And noted for the racial tag name first. Looks like with the french localisation not done I will be looking at my excel for quite some time.
- 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
Rohen 12 Mar, 2023 @ 1:00am 
yo just thought i write it here (since i have all ur other mods installed and cant remember from which mod the trait comes again) but the hero trait "magical creature trainer" of one of ur mods, which gives elemental and incorporal units 6 hp per strategic round and should regenrate 8% of max hp per tactical round....just regenerates them completely (aka 100% max hp) during each tactical round.
Ayalin  [developer] 12 Mar, 2023 @ 1:17am 
oh yes forgot about that one :x)
That Human 15 Mar, 2023 @ 11:36am 
New findings!

-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!
Last edited by That Human; 15 Mar, 2023 @ 11:37am
Ayalin  [developer] 15 Mar, 2023 @ 12:08pm 
Originally posted by That Human:
New findings!

-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!
Last edited by Ayalin; 15 Mar, 2023 @ 12:33pm
That Human 3 Apr, 2023 @ 12:24pm 
-Massive memory leaks caused by "Whirlwind Strike" not being connected to event!
-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.
Ayalin  [developer] 3 Apr, 2023 @ 1:06pm 
Originally posted by That Human:
-Massive memory leaks caused by "Whirlwind Strike" not being connected to event!
-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
Ayalin  [developer] 3 Apr, 2023 @ 1:10pm 
could you elaborate on the Whirlwind strike issue? I see in my data that it's set as a "Melee strike" event, without any event translator setup but when I look at the Basic melee strike ability, there are no event translator either.
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.
Last edited by Ayalin; 3 Apr, 2023 @ 1:20pm
That Human 3 Apr, 2023 @ 2:10pm 
I noticed when I ran the game in debug. Me and my brother had a crash issue and noticed it during testing.

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.
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