Age of Wonders 4

Age of Wonders 4

Expanded Wildlife Pack
 This topic has been pinned, so it's probably important
Komogi  [developer] 9 Mar, 2024 @ 10:14pm
Bug Reports
If you find a bug, please report it here! Thanks!
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Showing 1-9 of 9 comments
WeaverMoth 16 Apr, 2024 @ 10:50pm 
For some reason the Stag has Boar or Pig sounds for when it gets hit or it dies? All the other new wildlife have correct noises though
Visie Maigo  [developer] 11 May, 2024 @ 6:44pm 
@Yunaloth, sorry I only just noticed your message now. For the Stag mount the devs basically reused the Boar sound effects, and I just reused what the devs selected. Perhaps we can add some custom Stag sound effects in a future update!
Visie Maigo  [developer] 12 Aug, 2024 @ 8:06pm 
@Yunaloth, custom sound effects for Stags are now added to the mod. Stags should no longer use boar sound effects. Thanks again for the report and apologies for the delay!
Sorwam 6 Jan @ 1:03am 
NOTE: I am STILL trying to source the issue, but so far it seems likely that this mod is causing CTDs in some capacity. I spent a few hours trying to swap out any game changing mods (since this does technically add units), and the CTDs have so far stopped after disabling this one.

I am not entirely sure why it might be, but I would regularly get a CTD within 10 turns with this mod enabled. One instance, it crashed my game on Turn 3. I only figured out that it might be this mod causing conflicts with something when I attempted to attack a Monster Spawner, and upon engaging the nest on the world map, and transitioning to the face-off/decision screen, it immediately crashed before it could load.

I'm currently on a 17 Turn game without any crashes or hiccups, which has been impossible to reach that high of a number with the mod on. I will update later on to see if I can continue without crashing.

As of now, I only currently own the Empires & Ashes expansion. It could be likely that the other expansions are needed to have the mod run smoothly. It's not too likely to be a mod conflict as I don't really have any other mods that add units or drastically change unit parameters besides RFD and Expanded Cultural Units.
Visie Maigo  [developer] 6 Jan @ 4:12am 
@Sorwam thanks for the report! I'll test it out with your DLC configuration when I get a chance. That sounds like a tricky situation.

Another test, start a new game, use the cheat console Ctrl+Alt+C, then enter in SPAWNEWP. This will spawn all of the modded wildlife units and will confirm if this mod is the source of the crash. You might have to click on the stacks/units to make sure.

You can also check the CLog program to look at the logs when the game crashes. The program is located in the Age of Wonders 4 base directory in the Program Files Steam directory.
Sorwam 6 Jan @ 3:06pm 
Originally posted by Visie Maigo:
@Sorwam thanks for the report! I'll test it out with your DLC configuration when I get a chance. That sounds like a tricky situation.

Another test, start a new game, use the cheat console Ctrl+Alt+C, then enter in SPAWNEWP. This will spawn all of the modded wildlife units and will confirm if this mod is the source of the crash. You might have to click on the stacks/units to make sure.

You can also check the CLog program to look at the logs when the game crashes. The program is located in the Age of Wonders 4 base directory in the Program Files Steam directory.

I've tried various sets of my modlist with the EWP enabled, and I've been crashing (without fail) on Turn 2 each time. I did use the spawn command to have all the units spawn on my location, but it didn't crash then. Only after I concluded my first turn, and the next turn was about to start the game would then crash, and it didn't seem to matter if I disabled ECU + UURB, Tomes with units, and their various compatibility mods. I also tried these games on large and medium-size realms, with no real change in the crashing. Even using the beginner realm to test it out.

At least, that is until I tried going through all my mods and unsubbed from them to make sure they were forced to update. I then attempted a new game with EWP enabled (and all my other mods), waited 10 turns to activate the spawn cheat, and the game was still able to keep going after the next turn started. I was able to keep going for several turns with no crashes, or issues of any kind. At this point, I can only assume that Steam wasn't properly updating or loading one of the mods correctly.

For now, I might just put this down to technical errors on Steam's part? I, also, did some load order shuffling around to make sure everything was loading without conflicts. The crash logs didn't particularly show any one thing causing the crash, with what little knowledge I have of what to pay attention for. Mainly saw "UI" errors and some model assets missing, but nothing that really seemed to pinpoint the crashes.
Last edited by Sorwam; 6 Jan @ 3:07pm
Visie Maigo  [developer] 6 Jan @ 5:42pm 
@Sorwam, thanks for the update! Yes outdated tome mods will usually cause the turn crashes. The AI will try to use some ability or spell that no longer works.

Unsubbing/resubbing will force mods to properly update again. Some mods have .zip files inside of them, for various reasons, which can cause issues. The .zip files stay around even after resubbing and need to be manually deleted in the file explorer.

Hopefully your crashing issues are gone!
When zoomed out i don't see these new units represented with a shieldtoken, it looks like the node is empty. Are you aware of this?
Visie Maigo  [developer] 22 Mar @ 10:29am 
Originally posted by ⎝Wyrd Deofol⎠:
When zoomed out i don't see these new units represented with a shieldtoken, it looks like the node is empty. Are you aware of this?

Sorry for the late reply. I am unable to reproduce the issue. Did you happen to have the Armies filter turned off when looking at the big map?
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