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i hope things for you improve
Wait, so it crashes when building the Water Fortress? Not going to lie, the log tells me literally NOTHING other than that it happened on turn 12. Which is unusual and surprising to me.
I made a quick update to revert the changes to the Water Fortress structure in case that had something to do with it. Since it's even spawning the thing using the same ability as vanilla workers, I can't think of many other culprits if it happens when starting construction.
Thanks SO MUCH for testing that so promptly!
P.S. I'm thinking of changing the name of the mod to Ze Old Man And Ze Life Struggles
v1.2.3
• Removed some issues (hopefully all) regarding circular dependencies within the Immune to Drenched property group.
• Added and cleaned up some requisites.
• Added Nynevian Pikeman and Seawolf Rider to relevant reward sets.
• Minor text updates.
• Replaced the Tugboat's 'Build Maritime Post' ability with the vanilla 'Build Water Fortress' ability, and attempted to allow Water Fortresses to upgrade into Maritime Fortresses. I haven't yet tested these, so please let me know if crashing occurs at any step.
I found the issue with the circular dependencies in Immune to Drenched, the worst part is it's something I introduced and not jank from the original mod, I'm super sorry especially because it took me years to get around to looking at it ;-;
I intend to put out a new update today that ought to fix this.
I took a quick look through the related entries and haven't spotted anything amiss yet. It's technically my responsibility to do the testing, but I don't have a game going and it'd really help if one of you guys had the opportunity to replicate the issue in debug mode and send me the log after it crashes.
Debug Mode is toggled under the Miscellaneous tab in the launcher, and it can make your game run a bit slower so I don't keep it on.
The logs are saved in (user)\Documents\My Games\AoW3\Logs
Just let me know if you need my mod list.
I believe this mod does touch that group so I'll have to check into that. As always, thanks so much for leaving a comment to let me know.
@Green Ghost
I'm going to have to look into this... no guarantees, but seeing a bunch of other authors active again, I'd like to try to fix up this janky mod into something I can be proud of.
(to be fair, much of the jank was from the original and I'm just trying to clean it up)
If anyone gives it a shot, please let me know if you find any issues.
Says something about iircular dependency. Screenshot of full error readout on imgur link below https://imgur.com/5NgMl6d
Even better info, thank you! It's extra frustrating because I had everything working when I first published... at least I was playing back to back games with it for a month. I don't have the spare brain power right now to figure out where I went wrong.
Until I get my life together, I'm considering reverting to a previous version. It'll have visual issues with Chivalrous Intentions (missing Saker model, a lot of icons being borked) and I doubt it'll work with Shadow Realm, but it *shouldn't* ctd at least.
Thank you for the swift reply. I really liked this mod (when I could get it to work without the game crashing) so I'm waiting anxiously for a fix. Thank you. If you want I can send you the entire text file for more info?
2. Sea grass is nowhere to be seen.
3. Alot of setting in for old man and the sea was already bugged and conflicted with merfolk dwelling. Worth checking out.
It's still a challenging task to get buggy content to actually working. Remember that old man and the sea has a big conflict with original games last patch 1.7 Poseidon adding water content.
That's definitely this mod! And thank you so much for that info, that helps a lot--it's not at all what I expected the cause to be. THANK YOU
[ERROR]Unit Property Group 'Merfolk Group' has been wiped to prevent in game crashes!
[ERROR]Unit Property Group 'Immune to Drenched' has been wiped to prevent in game crashes!
[ERROR]Unit Property SunkenCity Unit Prop has no Icon!
I'm not sure if this is related to this mod but it's the only mod that I have that has anything sea related, along with the original mod this is based off of, of course. What do?
https://www.nexusmods.com/ageofwonders3/mods/52?tab=files
Then your recent update seamed things were good with not needing other mods to be active.. And that's when all that other crashing stuff happened.
Thanks, I'll need to look into that asap. I'm betting it's either a world gen thing or a memory thing. Thing is, I generated like 20 maps with similar settings before the 1.2 update... but only 4 player for the most part.
I'd appreciate a bit more info:
Did you have the same problem before this mod's update a few days ago?
Do you have a lot of other mods loaded?
Do you have any mods loaded that also affect custom map generation? - Decodence RMG, Shadow Realm Expansion, Dark Elves Dwelling, etc?
I put up another version real quick but I don't have time to test it. Could you let me know if you have any issues?
I probably messed something up with the last update... OOPS
My current working version redoes that whole rpk from scratch, so if there's something amiss in there it should get fixed in the next update. Buuuuuut I've kind of stalled on that due to real-life struggles...
Would you be interested in trying out a relatively untested version? And were you looking for compatibility with the Shadow Realm expansion, or just Decodence?
Your comments actually gave me a lot of motivation :D
RMG compatibility certainly seems possible but the more content I try to add, the more of a problem I get with proportions... especially with Premium Tribe Invasion which adds new adventure sets for current structures that need to be taken into account. So I just keep getting more and more ideas and more and more ambitious... hopefully I'll get something finished before I burn out lol
btw I LOVE the flavor text on a lot of your units, Goblin Chef and Goblinator are two of the ones that come to mind.
I tried at some point to fix this mod with compatible stacking patches. However it was not successful with Shadow Realm Expansion experience. The tug boat particularly was the issue tying it to racial units to build fortresses etc. Boat could walk on land etc. Unless Human race.
Other than that. The original rmg edits from Old man and the sea had to be built up from scratch.
Depending on icons I could do 1-2 for MCU depending on what needed