Age of Wonders 4

Age of Wonders 4

Massive Maps and 12 players
302 Comments
robertpanasuk 25 Oct @ 6:51am 
at this point I don't think this will be updated till after Thrones of Blood at best.
spaghetti D 25 Oct @ 12:08am 
daddy pls
Sköll Drachen 14 Oct @ 11:32am 
we are forsaken!!!!!!!!
DrKurnis 11 Oct @ 8:02am 
Sadly no update :(
Great mod, but unusable in multiplayer right now
Bukakelypse 3 Oct @ 9:01pm 
game crashes for me at turn 64 with 12 players on very large. at the beginning of a random npc's turn. looking forward to an update <3
jantammuz 19 Sep @ 5:37pm 
I got mine to first load at about 20 minutes. Later in the game, though, it crashed when I tried to cast Forest Awareness, so maybe avoid that or possibly other effects that make the whole map visible at once.
Eratosthenes 17 Sep @ 12:36pm 
Echoing others: Massive map size hangs on map generation, regardless of number of players.
DarkGlam 17 Sep @ 7:12am 
when will work again? I miss 12 players
TheVictorLRK 6 Sep @ 11:43pm 
why no update?
tharghuul 3 Sep @ 2:40pm 
game unplayable after archon update :-( does not crash just hangs with forever thinking AI if using any of the larger maps or more than 10 players
EQandcivfanatic 31 Aug @ 8:00am 
I'm adding my voice in to say that loading times seem to have gotten way out of hand with the new patch. That seems to go for all map sizes with 12 players, not just the big ones.
EyeXombie 25 Aug @ 11:37am 
Still works for me. No issues so far.
Gemma Grey 24 Aug @ 6:30am 
Yeah there is definitly something wrong wirth it. Since the latest patch/DLC it doesn’t seem to work anymore – maybe you could take a look when you have time, or disable it until an update is possible. Really appreciate your work!
fir2198 24 Aug @ 3:50am 
I think something's wrong when you pick 12 players. I generated the smallest map size with 12 rulers and it crashed after my 1st turn without meeting any ruler yet
fir2198 22 Aug @ 5:05am 
I can generate massive maps but it constantly crashes after a couple turns when I have 12 players. 15 mins to generate a map seems really long. An update would really be appreciated!
Papa N 19 Aug @ 10:10pm 
crashes since recently when a full map of 12 or 11 players is being generated...
Scott Jones 18 Aug @ 2:59am 
around 5-10 min
Scott Jones 18 Aug @ 2:56am 
Same long loading time currently here. But it's the GPU which is on 100% (AMD Radeon 7900 XTX), CPU (Ryzen 9950X) is not really used 22 %.
Fresh installed game, no other mods.
Don Quixote De La Mancha 16 Aug @ 3:03pm 
It seems to still work but loading time has gone way up. For me it was somewhere around 15 to 20 minutes for the map to load. And that's with an i9-14900k so it's probably much worse for for others.

Also there is a black screen for a minute or 2 after the map finishes loading and then the game is playable. I haven't had any crashes (yet) since I got my game started.
RedGamer3 16 Aug @ 12:50pm 
As of Griffon (with all dlc) it takes so long to generate, like around a half hour and will stop for minutes at a time but does generate. But when it finishes and goes to load into the map, the game crashes and there's no save file.

Please update, I love this so much, I live for this kind of massive maps and the bigger maps mods don't scratch my itch the same way this does.
prufrockangst 15 Aug @ 1:16pm 
Update please
Chocolate Pie Kitten 15 Aug @ 12:38pm 
we cant continue our game with this mod after the new dlc update :steamfacepalm:
Gemma Grey 15 Aug @ 10:04am 
I can comfirm...loading bar isn't moving at one point.
Scorch620740 14 Aug @ 10:51am 
I'm also getting stuck on world generation. No other mods installed.
A Cat 13 Aug @ 5:03pm 
Could use an update, currently seems to just get stuck in loading screen during map generation
Pelowayne 3 Aug @ 9:46am 
Intel hasn't been good in a long time toaster boy.
Wandering Mania 27 Jul @ 9:24am 
1SG Parker,

Ahh yes, my:

11th Gen Intel(R) Core(TM) i7-11700KF @ 3.60GHz (16 CPUs), ~3.6GHz
32768MB RAM
And NVIDIA GeForce RTX 3070

Yes, my "Toaster".

I'll tell ya', it really does keep my apartment nice and 'toasty' in the winters. I don't even need to turn on the heater, the furnace. But it's killer in the summers; Puts the AC on overtime.
1SG Parker 27 Jul @ 8:16am 
@Wandering Mania you are obviously running this game on a toaster. Nobody requested your input and we all lost valuable time reading your "contribution".
Wandering Mania 27 Jun @ 11:06pm 
They made the maps tiny, and the number of PPG (Players Per Game) low; Because they wanted the 'Minimum Requirements' to run the game to show as low as possible. But the larger the map, and the more PPG, the more demanding the game's requirements become.

If you ain't got a 'beast of a machine', less PPG is better, smaller map is better. Plus they never fixed the AI to move all stacked units at once; They still move stacks, 1 unit at a time; And that, in turn, causes a lot of time wasted when there are 12 players with massive armies.
MechanicalProtozoa 27 Jun @ 5:57pm 
Paradox 100% knew they couldn't have this feature, so this mod is experimental.

It absolutely works until you hit late game, then the extreme density takes a very long time for the AI to complete turns, as well as graphically move all the units.

Will also cause Lag up the booty butt, will hit 15fps with good gpu
Houston 24 Jun @ 2:32pm 
Massive maps don't work for me. when trying to create the game, it crashes once it starts loading into the map itself.
themadmage 23 Jun @ 8:20pm 
I tried the mod. Set up a massive sized map with 12 players on very hard difficulty. Sadly around turn 100 the AI starting taking very long to do its turn. By turn 125 the AI was taking over 1 hour to complete its turns. I tried all the suggestions to improve AI speed(delete old saves, zoom out map). I had to abandon the game and start a new game. Uninstalled the mod. Wish it worked for me.
Apocryphal 13 Jun @ 2:33pm 
-Updated April 4th

LETS GOOOOOOOOOOO
robertpanasuk 26 May @ 10:01am 
I am trying to set up a game with a massive map, 12 players, the umbral abyss, crystal dwelling, wondrous past, lava lakes, scorched realm, demonic realm, city states, distrusting locals, Legends of myrrida, and the other 2 happening traits. I have tried 2-4 times with other mods and 3 times with just this one and all but one time it CTDed (note that the one time it didn't CTD I alt F4ed it because I thought it was stuck). I am going to try removing some traits to see if that can get it to work.
Nemglan 24 May @ 7:27pm 
I tried to modify the mod to allow for more players than 12 (with less distance added per player than the original) But adding more player spots in one of the two .rpk files does nothing. Is 12 players the hard limit of the engine or do I need to change more settings to get more players? Or is it a ui problem? Many thx!
Solemn Stutters 4 May @ 7:19pm 
My friend group has been trying to use this mod, but the multiplayer campaign never is able to load. It eventually just boots us back to the multiplayer setup screen. Even with no other mods at all, it does this. And the oddest part is, individually we can play it in single player just fine.
TriumphBas  [author] 1 May @ 12:15am 
@romulofriederichs I just tested and confirmed that Umbral Abyss + Massive map with 12 players does in fact work! The main fix I talked about was it crashing when you attempted to put them together. It is functional, but the loading will take a LONG time, it took me around 12 minutes total to generate a map. The main thing is that generation time will exponentially increase with added complexity for the map. Try and see if generating the realm and give it plenty of time works for you!
romulofriederichs 30 Apr @ 8:20pm 
Hey @TriumphBas, any updates regarding the mod and the umbral abyss you mentioned long ago?

Been trying to load a map with the umbral abyss yet the problem still remains, just endless loading....

Turn off the umbral layer and poof" Works fine, wich is a real shame :steamsad:
dblkrose 25 Apr @ 2:32pm 
Since the Giant DLC Drop I've been unable to use this. If selected in the create a realm it never gets past the world load screen and locks my entire computer. Not sure if anyone else is having this issue.
TriumphBas  [author] 22 Apr @ 12:00am 
There's indeed a suspiciously low amount of magic materials. We'll be looking into this for a future update!
BurlyWurly 18 Apr @ 3:42pm 
Hey just wanted to chime in and say I too am getting virtually no magic materials using this mod. I've generated a number of games and used the reveal map console command and it's just barren, in the overworld at least (sometimes the underworld seems normal). Free cities are pretty much the only source. Going down to Very Large you notice an immediate difference.
relgonn 17 Apr @ 11:33am 
Not sure how meny resources you expect, but I kinda see a disbalance in resource types. I have a lot of green ones and very few red and blue.
skaz88 12 Apr @ 8:55pm 
It has to be something that changed with the update/GK. I tried Bigger Better Maps and it has the same problem.
James 11 Apr @ 4:24pm 
Hah, I was coming here to ask about materials, looks like I'm not the only one having an issue with a lack of materials. @TriumphBas

I'm running this with at least 50 other mods and then some, it does generate and load, but it does take at least 10 to 20 minutes on a pretty powerful desktop.
NoisyLine 11 Apr @ 2:26pm 
Yea it spawns VERY FEW magic materials in my play
skaz88 11 Apr @ 1:15pm 
This may sound strange, but with this mod and only this mod enabled I have had almost no magic materials generate on my maps.
the_moon_wolfy 10 Apr @ 6:29pm 
Me and my friend are able to play. Might be an mod incompatibility if some of ya'll are still having issues
demotech 10 Apr @ 6:08pm 
Can anyone confirm if this mod is still working in multiplayer after giants update? We keep getting an internal error with each other.
Baleur 8 Apr @ 2:58am 
Ive left it on OVERNIGHT and it never generated.
This is with underground and gloom layers ofc.
Has anyone confirmed gotten it to work post-gloom update WITH all layers?
relgonn 7 Apr @ 9:48am 
Okay, it took 22 minutes to generate the map at last. I hope nothing explodes during the playthrough.