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@Refineus: I have difficulties to handle the ShadowElves_campaign.xml file the same way I can open and save the ShadowRealm.xml file. An error message when trying to save it makes me think that it is partly written in UTF-16. As a consequence, I can't save it in the MS Excel 2003 XML format to quickly see the effects in game of my changes. Could you please ensure that it's written in UTF-8 (if I'm correct in my guesswork)?

Im not entirely sure how to respond to this.

I use ms Excel 2016 official program supported by windows. I saved the file in a 2003 xlm format and it runs fine all along. How do you confirm through excel its written in a UTF-8?
 
For an unknown reason today, I now manage to save the campaign file with LibreOffice in the 2003 XML format. Last week, I couldn't and I tried to save as an intermediate .ods format. It was when I tried to copy back lines of this new spreadsheet into an xml that it launched the import tool telling me that UTF-16 encoding was chosen. Today, I just set UTF-8 instead, and the import worked correctly. Nevermind. I hope completing localization of scen1 and scen 2 soon.

By the way, I'm playing again scen 1 on normal difficulty and it's epic! Thanksfully, AoW3's A.I. is not very... punishing. And I hope there is no hard cap to the number of units all the players can produce in a given game, because Vervlukt is aggressive and well developped UG, and he doesn't care much about his units' fate. Thanks to chokepoints, I fight several 1v3 or 1v4 a turn.
 
Glad it solved.

By the way, I'm playing again scen 1 on normal difficulty and it's epic! Thanksfully, AoW3's A.I. is not very... punishing. And I hope there is no hard cap to the number of units all the players can produce in a given game, because Vervlukt is aggressive and well developped UG, and he doesn't care much about his units' fate. Thanks to chokepoints, I fight several 1v3 or 1v4 a turn.

The meta has changed quite much in the campaign. I decided for the campaign to revamp the a.i a little and improve it. It should provide a more stable challenge at any difficult level.

Aswell with scripts. They do carry over from now which was not the case up to recently due to a miss on a true statement.

Scenario 2 should also be more consistent
 
I believe I found the issue, because it stroke again yesterday night (I was reconstructing a campaign xml file by progressively adding lines). I've already stumbled on this, actually, back when I started to localize Balance mod, but I solved it unknowingly, just by doing some tiding in the xml files before translating them.

It appears that Libre Office can't save in the MS Excel 2003 XML format when a spreadsheet includes more than 2 empty lines between non empty lines.
ShadowElves_campaign.xml includes three empty lines before line 169. Removing one of them solved the issue for me. I can confirm that it has nothing to do with your work, because I created a new .ods spreadsheet and added random content to cells. I can have several hundreds of lines and still be able to save in XML format. Insert 2 empty lines and it still works. Insert one line more, and you get the error message "Can't write to yourFile.xml". And then, when I try to copy and paste a bit than contains those empty lines, from the original file to a new one, I am presented the import tool set to UTF-16...

I hope you don't mind if the file I'll upload to the DropBox has 2 empty lines at max between sections!
 
Thanks.

About scenario 1, I'd have a suggestion and a question:

1) The road to Bisancon could be prolongated further west, up to the map edge, instead of stopping at the watchtower (and thus being the "access road to the tower")
2) What is Golen (I haven't played the campaign)? A region? A state? We find: Golen Menas, The Capital of Golen, Golen East, Golen West.
Could you provide an irl analog example?

Also, I found the same quest display bug that I already reported. Now that it is alone, it is more striking. I don't know if you can do anything, though.
is currently divided into three sub-quests that are presented at the same time from the start of the game. That is what I consider a bug. Subquests are: "Investigate the outpost", "Defeat Vervlukt", and "Defeat Astral". Given its name, first subquest can be given right from th start, even if its non-official name could be "Defeat Mestra Qua Van" (or so), because the player has come for this. Couldn't "Defeat Vervlukt" be displayed only after Vervlukt send his diplomatic message, or we meet with him? Likewise, couldn't "Defeat Astral" be displayed only after she send her message?

Also, note the missing capital in the quest title (s_hadowborn leaders).
 
Thanks.

On scenario 1 (surface level):
I'd have two suggestions and a question:

1) In the introduction, we have the text: "Our objective is to seize... the Shadow Gate"
Suggestion: "Our objective is to seize... the Shadow Gate under Sunbirth ruins"
Reason: to recall that the real action will not occur in the starting region.

2) The road to Bisancon could be prolongated further west, up to edge of the map, instead of stopping at the watch tower, because it's not just the "road to the tower".

3) What is "Golen"? A region? A state? I haven't play the campaign, and we have: Golen Menas, Golen East, Golen West, Capital of Golen.
Could you please provide me an irl, analog example?

Also, there's still what I'd call a display bug in the quest panel. Now that the quests seam to work properly, it is even more striking. I don't know if you can do anything about it, because the quests are imbricated.
is divided into three subquests, that are:
-"Investigate the outpost"
-"Defeat Vervlukt"
-"Defeat Astral"
However, all of them are displayed in the quest panel (and received by the player) right at the beginning of the game. This kind of spoils the plot, as for me.
Couldn't "Defeat Vervlukt" be presented only after Vervlukt has sent his first event message, or his diplomatic declaration of war? Likewise, couldn't "Defeat Astral" be presented only after she has sent her first message?

Please, note also the missing capital in the quest title (s_hadowborn leaders).
 
The road to Bisancon could be prolongated further west, up to the map edge, instead of stopping at the watchtower (and thus being the "access road to the tower")

Hm, probably I could put a road towards the edge.

2) What is Golen (I haven't played the campaign)? A region? A state? We find: Golen Menas, The Capital of Golen, Golen East, Golen West.
Could you provide an irl analog example?

Golen is a local region, nothing specific. More for the flavour of the area as old mining city destroyed at sometime when the Shadowborn organization started their business close to the Sunbirth ruins and Clouded Peaks. Most town names are either generic or very specific like anagrams. However

is currently divided into three sub-quests that are presented at the same time from the start of the game. That is what I consider a bug. Subquests are: "Investigate the outpost", "Defeat Vervlukt", and "Defeat Astral". Given its name, first subquest can be given right from th start, even if its non-official name could be "Defeat Mestra Qua Van" (or so), because the player has come for this. Couldn't "Defeat Vervlukt" be displayed only after Vervlukt send his diplomatic message, or we meet with him? Likewise, couldn't "Defeat Astral" be displayed only after she send her message?

Also, note the missing capital in the quest title (s_hadowborn leaders).

Well, surprisedly the region is somewhat "known" and unknown at the same time. I might figure out something else for the quest leader or just revamp it to normal quests. Initiated by time after time, faces the problem that quest leaders and their subquest respective are that they are will complete it themselves as soon as there are no subquests available. Timing is very difficult to perform as player can discover other leaders very quickly, even after 2-3 turns and turn out to be very unreliable. However, spelling should be no problem to fix.


1) In the introduction, we have the text: "Our objective is to seize... the Shadow Gate"
Suggestion: "Our objective is to seize... the Shadow Gate under Sunbirth ruins"
Reason: to recall that the real action will not occur in the starting region.

The message is very specific towards the story goal finding the Shadowborn outpost leading to the cave underneath. The map is positioned not under the Sunbirth ruins, it is declared in the story as a remote outpost which has the portal that needs to be seized. Most obvious is the master portal. So, I do not agree with your suggestion as then all the story pages need to be rewritten in a similar fashion which is not something we are aiming for.
 
I think I wasn't clear. I wasn't suggesting to change several lines in the story. I wouldn't have even asked indeed, if portals were like stairs. In the introduction, there are several occurences of "Gate" and "portal", and there is no confusion because of the capital letter of "Gate". Still, it would just remember the player that if we find the Shadow Gate, we will end quite at the same location where the story begins (when the lords prepare for the next action against the shadowborn): in the immediate vicinity of Sunbirth. We only have to go to a quite distant location (a backwater outpost, as I understand, or one of the forts in a defensive ring around Sunbirth?) to find a portal. Is the surface map being roughly as large as the Golen region (that is, quite large, I figure) consistent with the fact that the egress terminal is not "under" the ruins of the citadel (as I thought), and rather distant to it (the same way the outpost is distant to the citadel)? I know that scales don't have to be the same on both surface and underground layers.

I believe that I understand the story, and that the Shadow Gate we use is the one under Sunbirth. Then, the story, as I understand it, tells only about several outposts "around" Sunbirth, and the one we investigate is quite distant to the citadel, that can supposedly portal supplies to the complex under Sunbirth, and we can guess that they teleport in the complex at a more or less important distance to the Gate. But what is a master portal? The story doesn't tell anything about a unique portal. Do you mean that the egress terminal is the same for all supplying surface portals?


I'm writing too much, and I fear I won't be understood. It's not being pernickety to ask for some little clarification: a single word in difference in English, not even a noun, can translate in a whole circumlocution in difference through the localization lenses. And then, when I try to make the text more fluent, a single locution becomes a whole (para)phrase! Usually, I don't bother you with this, but in this case, there could be some misunderstanding, so I'd better ask.
 
I highlight the things in the story that refers to what I'm saying. It should be pretty straightforward to understand why things need to be changed at similar places to get trough with the story if changing only one specific location. I would very much get feedback on scenario 3b and 3c as scenario 1 is pretty much been set for some time. However, there is always room for improvements, but not revamping whole story sections as it far too much work and that none is actively working on grammatically improving the story section.

I would very much like to utilize the draft documents for this purpose at dropbox: work/AoW3-Shadow-Realm-expansion/drafts

It should straighten out most questions and overlook the whole campaign.

From story pages on the scenario 1:

(3) Overwhelming Power

The battle was over before we arrived. One of Melenis’ own protégées, a frostling necromancer more loyal to his queen than to his teacher, had turned against her, forming an alliance with both Shadowborn and Torchbearer forces to defeat Melenis before she could usher in the age of death that she sought. The price, however, was that while the end of life as we know it at the hands of waves of undead was prevented, Werlac was able to open the Shadow Gate beneath the ruins of Sunbirth Citadel without interference from the Torchbearers.


But while we could not stop the Gate from being opened, we could stand fast against whatever came through. With Melenis’ remaining Necromancers on the run, the armies of the world converged on Sunbirth Citadel. Elven Court hosts camped alongside Commonwealth regiments. Halfling militias made merry in the fragile peace as dour Frostling eyes looked on. Generals and monarchs formed councils, laying battle plans to contain anything that might emerge from the caverns beneath… or to push an offensive into the depths to close the portal. Our leaders were ready to negotiate if whatever came through was willing to talk, but more importantly, we were all ready to lay down our lives in defence of our world.


"We were not ready when a series of magical explosions destroyed every known portal and cavern entrance into the tunnel system in which the Gate was located. Werlac had sealed himself in, and there was nothing we could do to forestall whatever he had planned. Saridas and Leonus reached a swift agreement – it was imperative that some means be found to regain access to the caverns.

However, this was more easily said than done. The Commonwealth’s engineer and prospector corps estimated that it would take weeks to clear the former entrance or to dig a new one, and efforts to reactivate the portals only met with failure. After a few days of clearing, Princess Sundren suggested that there might be an alternative. Torchbearer reports began to come in of concealed Shadowborn outposts where large quantities of soldiers and supplies were being moved in, but were not seen to leave, even though there were no apparent signs that the garrisons of those outposts had been increased. Perhaps those movements of men and material were going to the Shadow Gate, through teleporters which remained active and which might grant access to the caverns if they were to be seized by a bold attack?"


Referring to her memories of the wars against the Shadow Demons, Julia added a suggestion to the battle plans – that each of the assault forces should include a contingent of Draconian troops. As my people were resistant to the sickness that strikes most of the people of Athla when entering the Shadow Realm, this could allow an expedition to be dispatched through the Shadow Gate, if it was deemed necessary when we reached it. "As my first independent command, I have been dispatched to lead one of these forces to a suspected Shadowborn outpost in the mountains east of Bisancon."


However, I will not be acting alone. Esnodil the Vile, a former Dark Elf who has retained the name she bore before the Mending, will act as my local contact with Sundren’s intelligence network. I will also need to liaise with the commander of the local Commonwealth forces to gather the strength required for an assault, who Esnodil informs me is likely to be Colm the Lucky.


This news does not fill me with confidence. The warlord has been stationed in Bisancon before, and rumour had it that his so-called ‘luck’ is born from years of looking out only for his own interests and a knack for picking the winning side. I will need to keep a close eye on him before relying on him too closely.
 
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I updated all the maps. Apart from grammar and other things regarding scenario 3a 3b and 3c. They will be considered as completed. Would really appreciate more feedback on especially 3b and 3c as I have nothing on those maps yet.

Scenario 1
----------------------------------
Added a small road leading back to the edge of the map. Should make more sense story-wise.
Enemy leaders should no longer finish their respective quest before they are defeated completely

Scenario 2
---------------------------------
I updated several scripts and made them more functional.

The elemental scripts should be more consistent along with the carryover scripts.

The elemental scripts should no longer create a wrong message in the debug log.

The enemy leaders should no longer trigger their respective end message as their quest alias was set to "Defeat unit alias" -
leading to a permanent loop of end message as soon the enemy leaders were sent to the void without being defeated.

Scenario 3a
----------------------------------
The enemy leaders should no longer trigger their respective end message as their quest alias was set to "Defeat unit alias" leading to a permanent loop of end message as soon the enemy leaders were sent to the void without being defeated. Especially between Imaniut and Birnhilda which is killed more often spamming their end messages.

The starting dungeon is no longer a one-way exit due to feedback. No more turtle map.

Updated Colm's player and added quests respective for each of his paths.

Scenario 3b
----------------------------------
Updated map and the respective quest aliases for everyone. Enemies should no longer say something when sent to the void.

Quest has been updated for both Torchbearer leader and the Tigran Theocrat

Correcting the Werlac scripts and made them functional.

Scenario 3c
----------------------------------
Updated map and the respective quest aliases for everyone. Enemies should no longer say something when sent to the void.

Will add a couple more quest to establish the United cities leader and her ally more consistent.
 
I highlight the things in the story that refers to what I'm saying. It should be pretty straightforward to understand why things need to be changed at similar places to get trough with the story if changing only one specific location.[...]

(3) Overwhelming Power
[...]
"We were not ready when a series of magical explosions destroyed every known portal and cavern entrance into the tunnel system in which the Gate was located. Werlac had sealed himself in, and there was nothing we could do to forestall whatever he had planned. Saridas and Leonus reached a swift agreement – it was imperative that some means be found to regain access to the caverns.

However, this was more easily said than done. The Commonwealth’s engineer and prospector corps estimated that it would take weeks to clear the former entrance or to dig a new one, and efforts to reactivate the portals only met with failure. After a few days of clearing, Princess Sundren suggested that there might be an alternative. Torchbearer reports began to come in of concealed Shadowborn outposts where large quantities of soldiers and supplies were being moved in, but were not seen to leave, even though there were no apparent signs that the garrisons of those outposts had been increased. Perhaps those movements of men and material were going to the Shadow Gate, through teleporters which remained active and which might grant access to the caverns if they were to be seized by a bold attack?"

[...] "As my first independent command, I have been dispatched to lead one of these forces to a suspected Shadowborn outpost in the mountains east of Bisancon."
I based myself on this, and I read nothing that would answer my questions.
Also, there's the dialogue with your ally, that triggers as soon as you move past the first town in the UG:

"The reports I’m hearing of strange activity in the caverns has me concerned. Remember, this cave complex isn’t just the location of the Shadow Gate, but the focal point of Melenis’s attempt to cause all of the newly dead across the world to rise to do her bidding."
Here we are: all the UG map belong to this underground complex, both the Gate and Melenis's base belong to. And my point is: given that Las Melen, the Shadow Gate, and Sunbirth are said to be more or less at the same place (let's say in the perimeter of a mountain, or a small mountain range), then, the portal's egress terminal is not much more distant to the Gate than Las Melen is. Hence, this terminal we use to enter UG, is "under" Sunbirth too, in the same cave complex. On the other hand, there are several town on the map as well, because it's AoW3. Is the map displaying a large part of a Blessed Continent's north-east part, instead? Did we travel far away east to Bisancon (north to Sunbirth), then even further east to reach the portal, and do we teleport nearer to Sunbirth, quite "under" its ruins? Or do we return through the UG on a route which length is similar to the one htat brought us from Sunbirth to Golen, then to the portal?

--------------------
Scenario 1 is completed again.
I have some last remarks, and two small issues to report. I put a text file in the Dropbox.
 
In scenario 2, I'm on T120, having fully built my capital, and on the verge of producing Flowrock machines and Focused Flamers in the second one. 5 Queen Spiders and King Serpents, still levelling up my archers and a handful of Storm Priests. Ten turns ago, I finally took over the second (southern) Archon fort and won the quest, finding the mechanism at the same time. As upkeep starts becoming an issue, I'm switching from a defensive stance to preparing for entering the portal. Once I understood that this scenario wasn't flowing as before, I've taken my time to see what would happen: the answer is nothing...

Before I spend more time on it, and finally enter the portal, could you please tell me if the 3 following points are expected?

1) Meandor never shown (although I got his first dialog);
2) Bowan declared war on me at the same time Werlac and Tren did, when my vision-upgraded hero uncovered Unoras's borders whereas I had carefully avoided him in the south until then, and now, Bowan is the only one too try and dispel my global spell (as if he were a true ally of my ennemies);
3) No apparent activity from any baddy (besides dispelling from Bowan) since when 3 stacks used the attack teleporters, headed for the Draconian village, and didn't dare to enter its domain when I released it as a vassal. They've stood there, between both domains, for turns before I put an end to their misery. Oddly enough, the adjacent hex rule was not used, even if Tren's stack was adjacent to Werlac's one.

Apparently, this scenario underwent major changes (and if so, I should anticipate some tough battles when I use northern portal). Either this, or the A.I. haven't developped.

In case you have some time to peer at the files, I can already confirm the same bug I reported for scenario 1: when the player looses (e.g. the hero is killed), an out-of-place peculiar dialogue box is displayed. In scenario 1, it's the dialogue about the bard, and here, in scenario 2, it's the dialogue about the enchanted bridge in the south. (See second screenshot)
 

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I have not had the time to fully allocate my my time yet to confirm everything.

However, a mayor difference on the latest mod and campaign maps.

If Meandor is teal you are using an outdated version of the shadow realm mod

If Bowan is still in the campaign scenario 2, you are using an wrong and outdated version. A new character was introduced in the latest scenario.

I will look over the campaign again on either saturday or sunday. I flooded with other real life stuff currently
 
Hmm. Perhaps I updated only the acp file, and not the taf file, creating quite a mismatch. No urge anyways! I retry scenario 2 and then upload a report in the DropBox. You'll have to sort out the false reports for scenario 1 though (not keeping my tank, etc).

By the way, I added localization to the _latest_ xml files, even some WIP lines in the campaign. It's better if I can play test soon.
 
Hmm. Perhaps I updated only the acp file, and not the taf file, creating quite a mismatch. No urge anyways! I retry scenario 2 and then upload a report in the DropBox. You'll have to sort out the false reports for scenario 1 though (not keeping my tank, etc).

By the way, I added localization to the _latest_ xml files, even some WIP lines in the campaign. It's better if I can play test soon.

How do you mean about wip lines? French localization or new text dialouges not implemented in game?

The tank and everything regarding Ella is that if you do not bother with her. She will never trigger the farewell message, shadow weed turtorial message and give you a frost tank. Sadly the frost might not carry over as it changed its alias in the latest addition for the latest map updates. So it only applies on current version of maps.
 
I mean lines that were only written in English and not copied over to the other columns. I completed my own column in accordance, but didn't touch the other languages.
I will update when I'm over with all the scenarios.

Also, I have difficulties in translating some esoteric bits (M. and Pax.), leading me to perhaps stray too much from the originial idea, but we'll see this later. I'll prepare a comparison spreadsheet for this matter.

Oh well, maps were also changed during my play test. I was so focused on the xml files. Forget the reports. I'm restarting scenario 1.
 
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I see. I guess its been quite empty in some columms like polish and german. I translated som Russian myself and copied over things from Triumph
 
In case you have some time to peer at the files, I can already confirm the same bug I reported for scenario 1: when the player looses (e.g. the hero is killed), an out-of-place peculiar dialogue box is displayed. In scenario 1, it's the dialogue about the bard, and here, in scenario 2, it's the dialogue about the enchanted bridge in the south. (See second screenshot)

This is highly suspectable to be dependable on a "ChangeOwner" script. When the player loses, meaning that those scripts that trigger those message also triggers one more time. I will add a boolean for those.

I mean lines that were only written in English and not copied over to the other columns. I completed my own column in accordance, but didn't touch the other languages.
I will update when I'm over with all the scenarios.

You missed some specific rows 442,509,557,558,559,560,561,562 on scenario 2 according to the excel document and I'm guessing 3A,3B and 3C are being worked on as it halfway through already.

Oh well, maps were also changed during my play test. I was so focused on the xml files. Forget the reports. I'm restarting scenario 1.

Indeed. Things can change quite rapidly, I have not increased the size of the battlefield text just yet, or taken care about the end message. Saving Ella is optional but affects also the scripts in-game no matter what you do.

1) Meandor never shown (although I got his first dialog);

This one is quite strange, has always worked up to now...
 
So I have been taken some of the feedback to account and translated it in maps and fixed some bugs occurring on scenario 1 and scenario 2. The bard message should no longer pop up during defeat. The a.i should be more consistent in scenario 2 as well with other surprises.

Scenario 2 is no longer a map where the player can camp. Unoras will have more advantage from now in scenario 2.
Probably, a bit frustrating to move away from the base camps aka turtle scenarios for some players. Mediocre is no fun when some enemies could already have...cities around your base area... cruel.

From now on it will be more difficult to progress scenario maps as they will increase in a challenge a bit. I can say that it became necessary to mop up some turtle things going up looking at stats.

If I decide to change Mestars area in the 1st scenario, it would become bigger and probably added with a more polished area little to increase the challenge. Currently, I focus more on bug treatment mostly and I may not opt for this change at all.

Now I await the feedback on 3a, 3b and 3c.