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Archons
They currently do not have Shadow Walker. Do we all agree they should get it?
FOR: Hiliadan, Draxynnic
AGAINST: HousePet (Obelist of Life gives Lesser Shadow Walker to Archons in domain, and Shadow Walker Aura to Saint)

Definitely for.

Also, their Dwelling should always be Pure Good, right? (in terms of alignment)
FOR: Draxynnic (from Slightly Good to Pure Good)
AGAINST:

Pure good.

We had some extra ideas to make them more unique, thoughts?
- True Sight on all their units
FOR: HousePet (Lesser True Sight ideally), Draxynnic
AGAINST:

Yes.

- Mind Control Immunity on all their units
FOR:
AGAINST: HousePet

I don't know, maybe they should. They are archons- Probably yes.

- Astral Blast: short range once per battle ranged attack on all their units available only in the Shadow Realm <- we can give boosts based on overlay (e.g. Wetland Foraging of Gobs) but does it work for climates too? We could make the Astral Blast conditional on STARTING the turn on Shadow climate.
FOR:
AGAINST:

I don't know. Either

- Shadow Demon Slayer on all their units
FOR:
AGAINST: HousePet

Only if they had this ability before. Otherwise, I would rather give them undead slayer

- Battle Cry: morale boost and/or resistance/defense boost working like Warcry from Orcs; "Elite troops": +25% upkeep
FOR:
AGAINST:

I don't' know. Probably not.
 
I've uploaded some screenshots to the pics folder for use as Steam pictures. I think only Dr_K can add pics there unfortunately.

I should be able to get them uploaded tomorrow evening. I'll also take out the leader image with the wonky SE icon.

I think we should go with Elder Phoenix, even if the only differences are Dedicated to Good and "Elder Creature." It'll differentiate it from Summoned Phoenixes and make it easier to tweak stats. I'm also in favor of the "Elder Creature" property that increases upkeep.
 
I should be able to get them uploaded tomorrow evening. I'll also take out the leader image with the wonky SE icon.

.
I replaced Meandor with a new one in the pic folder.
 
I replaced Meandor with a new one in the pic folder.

Great! Thanks.

I think I've uploaded all of the images that were added recently, except the buggy name one.

To make adding images easier and less confusing with the other images in the pics folder, I've added a "To Be Uploaded" folder and an "Uploaded" folder inside of the SteamWorkshop folder. Any new ones to add or replace, drop them in To Be Uploaded, and I'll move them to Uploaded once done. I'm not sure if I'm using it incorrectly, but the image management for the Steam Workshop isn't the greatest interface I've used.

Also, apparently there is a 2MB limit on preview images. Uploaded whatever is easiest and I can easily save them as jpgs to compress them. The compressed ones will be placed in the Uploaded folder, while the originals are dropped in the "Backup Images" folder (previously "bak")
 
Maybe put a few of the terrain featuring screenshots on the RMG mod instead?
For the unit display ones, you could trim the image down to just the description window to save space.
 
Maybe put a few of the terrain featuring screenshots on the RMG mod instead?
For the unit display ones, you could trim the image down to just the description window to save space.

Good idea. Will add those to the RMG mod.

I'll give the cropping a try tonight to see if that shrinks the size enough for the unit ones. It would be nicer to have a crisper screenshot for them.
 
I spent about 4 hours today looking into why we have Shadow Gates in the water, and I think I've worked out why.
There is a generation pass missing which would place sections of land around the Gate locations.
Unfortunately adding the missing pass isn't working. I'm guessing I've missed something somewhere, as I have no real idea how it even works.
However, I'm not 100% sure this is all correct. As this doesn't explain why there aren't Caves everywhere like the Gates are, since they are using the same generation values.
 
I've added all of the Fogotten Throne MCUs as well as the copies of the base units for the elder creatures. The only changes to the elder creatures that were made was removing the alignment properties and adding the Elder Creature requisite that adds 50% upkeep. All of them should be linked, so that you can build the MCUs and the Elder creatures. This needs to be tested however.

To avoid adding a bunch of new unit RPKs to the already long list, I put all of the new elder creatures in the UnitAngels.rpk. This worked well for copying everything over, but some of the original icons couldn't be used by default (Spiders, Cockatrice, etc.). There is one problem that I haven't figured out, and that is the Lost Mariner model does not seem to show up (for Lost Privateer). You can use the unit as expected on the strategic map, but it is a blank space with a banner over it. Doesn't seem to throw any errors in the debug console except when you go to enter tactical combat (which crashes the game), and the mod editor made no indication that the Angel rpk couldn't read the mariner skin file or necessary resolvers, which it seems to do for most things.

I thought I moved all of the necessary animation resolvers over and linked them properly, but I will move it back to the reef colony rpk if I can't get it working. The rest of the elder units seem fine.

I also added the Wizard Requisite. Currently, it doesn't provide any bonuses.

Do we want to make the forgotten throne MCUs mutually exclusive?
 
I also added the Wizard Requisite. Currently, it doesn't provide any bonuses.

That's great. We're still evaluating the number of things that should be included. We will come with some thoughts on it later. So far wizards should have floating to start with.
 
Theoretically there should never be two Forgotten Thrones close enough to get both, getting two in one city is going to make it so you can't produce both at the same time. So I don't see any need to make the MCUs mutually exclusive.
 
I have a comment re: the Will Breaker Horde on Forgotten Throne. I found playing this site that the summons spread out too much to track down, and they slowly chip away at my health. Lacking SP to disjunct, I ended up retreating after killing the non-summoned defenders.
Here's my issue: I imagine the AI isn't bright enough to retreat and will lose their units. Therefore this present a PvE balance issue. Surely the most trivial class of such issues, I admit.
Also, most summons stop when there are no non-summoned defenders. Is there a posted rationale for this working differently?

Love the look of the shadow layer, hate the difficulty of navigating it.
WAI?
[*] Changing mana nodes doesn't seem to work on SL.
[*] I tried to cast Rot on a (shadow elf DN) Lightning Cannon, and it said invalid target. I checked, and it has the 'Machine' attribute. Don't recall whether shadow realm or topside when it happened.
 
Hi Windscion, thanks for the feedback and issue report! :) For bug reports, better to do it here: https://forum.paradoxplaza.com/forum/index.php?threads/shadow-realm-–-closed-beta-tests.1119321/

Also, most summons stop when there are no non-summoned defenders. Is there a posted rationale for this working differently?
Yes, the rationale is that it's the ultimate site so it is much harder than other sites and require specific armies to beat it. I'm curious: what army did you use?
I agree for the worry about the AI players struggling with it but I hope the AI players won't try to clear them. Would be interesting to have some feedback from Single Players on that.

Love the look of the shadow layer, hate the difficulty of navigating it.
WAI?
[*] Changing mana nodes doesn't seem to work on SL.
[*] I tried to cast Rot on a (shadow elf DN) Lightning Cannon, and it said invalid target. I checked, and it has the 'Machine' attribute. Don't recall whether shadow realm or topside when it happened.

What do you mean about the difficulty of navigating it?

I add the other 2 issues to the list of known issues: https://forum.paradoxplaza.com/foru...alm-–-closed-beta-tests.1119321/#post-24654368
 
Army was Theocrat Hero, three halfling crusaders, and a of the couple fat apron dudes whose name escape me (halfling support). Y'know, I used to despise crusaders as overpriced infantry? That was before most maps came preloaded with many, many undead generators.

I just meant that the long stringy paths can take many turns to get nowhere. It's often much faster on the surface map.
 
Theocrat Hero, three halfling crusaders, and a of the couple fat apron dudes whose name escape me (halfling support).

That doesn't seem like a very strong army, only a hero and T2. I'm surprised you managed to beat all the defenders with that. I'd be interested by a video to see how we can boost the site against such armies. :p
 
If you are thinking it was early, it wasn't: I had over 100 CP, champion1 units (so effectively T3). Blessing of Health(from Hero) + Holy War(Leader) + Ice Storm(Leader) = Profit. Without that heavy spell support, would have been different. Crusaders are surprisingly good vs Eldritch Horrors (Holy Champion + Strong WIll). Finally, I got lucky on defense vs the King Shock Serpent's static shield: no stuns. I would have had a lot more trouble vs Shadow Lords.
I'd say double-cost casting zone or no-magic zone would do a lot to thwart incursions.
 
An idea from Charlatan for later (maybe): it would be possible to retexture all the decorations for tactical maps for Autumn, Tundra and Shadow. So for instance bridges (which currently are not there actually :D) could be retextured to have specific climate textures.
It would be necessary to create a copy of the current decorations' .clb, add the new texture, and link to existing .rpk of the TC maps.

That's not something I had thought about in this thread: http://aow.triumph.net/forums/topic/guide-new-tactical-combat-maps-for-new-themes-or-overlays/
 
I've released another version of the the Content and RMG mods on steam again. Hopefully, this resolves the version issue with the initial upload and that one existing PBEM game. I've added some of the relevant changes listed in the change log files to the change notes for both mods. Not sure if collaborators could edit that or not.

Also, can anyone else open the testing realm map in the map editor? It keeps crashing when I attempt to edit it. It seems to work as expected in-game though.
 
Also, can anyone else open the testing realm map in the map editor? It keeps crashing when I attempt to edit it. It seems to work as expected in-game though.
I remembered that I could open it properly before. Has there been any recent changes or removal of old sites? Otherwise I usally can open mostt of things due to powerful cpu.