Age of Wonders III

Age of Wonders III

Ze Old Man and the Sea Expansion
47 Comments
Airi  [author] 18 Nov, 2024 @ 11:54pm 
:heartbubble:
candywolf 18 Nov, 2024 @ 6:31pm 
incase it helps somehow here is my modpack: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3368375002
candywolf 18 Nov, 2024 @ 1:35pm 
i care about you

i hope things for you improve
Airi  [author] 17 Nov, 2024 @ 8:40am 
@Green Ghost
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
Airi  [author] 16 Nov, 2024 @ 7:18pm 
Updated the mod, but I haven't tested it, uh, properly. Please let me know if something goes wrong.

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.
Airi  [author] 16 Nov, 2024 @ 11:14am 
@Star-X
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.
Airi  [author] 16 Nov, 2024 @ 10:51am 
@candywolf @Green Ghost
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
candywolf 9 Nov, 2024 @ 1:22pm 
if here is any way i can help out let me know.
candywolf 9 Nov, 2024 @ 1:20pm 
Building maritime posts causes my game to instantly crash.
Green Ghost 20 Oct, 2024 @ 1:39am 
@Airi
Just let me know if you need my mod list.
Airi  [author] 19 Oct, 2024 @ 7:43am 
@Star-X
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)
Green Ghost 18 Oct, 2024 @ 2:39pm 
Building maritime posts causes my game to instantly crash.
Star-X 12 Apr, 2024 @ 1:31am 
Not sure if it's this mod, but I'm getting circular dependencies errors regarding the immune to drenched group. As this can cause CTDs apparently, and having the error on Steam Deck while fullscreen drops the vertical resolution to some crazyass number like 10 (making the game impossible to play), I'd appreciate a fix soon :)
Airi  [author] 4 Oct, 2023 @ 4:33pm 
Alright, I've put out a quick update that attempts to tackle the CTD, the missing water structures, and missing visuals. I generated a couple random maps with my usual mod loadout and got no ctd's, but I did notice that the seaweed is STILL nowhere to be found.

If anyone gives it a shot, please let me know if you find any issues.
Dunadd 4 Oct, 2023 @ 3:51pm 
Getting CTDs when trying to start a new random map - so running in debug mode among other things it mentions merfolk group. So wondered if it might be a bug with this mod. (though I have a lot of others installed, this is one of the most recently updated and CTD's stared since i updated mod).
Says something about iircular dependency. Screenshot of full error readout on imgur link below https://imgur.com/5NgMl6d
Airi  [author] 30 Sep, 2023 @ 10:00am 
@Gladen
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.
Mangagod 27 Sep, 2023 @ 4:29pm 
As an update, removing this mod (as well as the original) has fully fixed the CTD issue.
Mangagod 27 Sep, 2023 @ 4:27pm 
@Airi
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?
Gladen 26 Sep, 2023 @ 10:06pm 
1. I noted is that all original sites are removed from the seas. Sunken city, Maelstrom vortex, oyester reef except for fickle mermaid. There may be a chance that they are conflicting with the old man and the sea passes in the generation settings.

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.
Airi  [author] 26 Sep, 2023 @ 8:47pm 
@Mangagod
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
Mangagod 26 Sep, 2023 @ 5:54pm 
My game keeps crashing, says that:
[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?
scottkbeers 23 Sep, 2023 @ 4:42pm 
Yikes
Airi  [author] 23 Sep, 2023 @ 11:02am 
I haven't forgotten, it's actually been weighing on me. I'm just dead irl
scottkbeers 22 Sep, 2023 @ 12:53pm 
Please fix this asap.
Airi  [author] 15 Sep, 2023 @ 4:44pm 
I appreciate the motivation... struggling irl right now though. Do you know if the version that required Beastmen Dwelling caused crashing? That version is actually still up on NexusMods if you're willing to give it a go

https://www.nexusmods.com/ageofwonders3/mods/52?tab=files
scottkbeers 15 Sep, 2023 @ 11:40am 
Hope a fix is in soon.. Would love to play this.
Yoinkyz 12 Sep, 2023 @ 3:47am 
i was wondering what was going on. since my 30 plus mods were working perfectly together then i disabled beastmen dwelling cause some units in it are far too dated for current mod quality
scottkbeers 11 Sep, 2023 @ 7:10pm 
Thanks man appreciate you!
Airi  [author] 10 Sep, 2023 @ 9:02am 
Thanks, it sounds like it's def a problem with my mod which actually makes me feel better because it'll be easier to do something about. I'll look into it as soon as I can!
scottkbeers 9 Sep, 2023 @ 4:49pm 
Chivalrous intentions 3 music mods end game nerf mod better hero lvs your mod and the old man and the sea original mod, oh and more hero's mod.I doubt its a memory thing.. b4 your last update only prob was this mod calling for other mods like beast mod to be active.. I believe it was like 2 mods it mentioned and it forced me to disable your mod..

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.
Airi  [author] 9 Sep, 2023 @ 10:30am 
Also, do you have the same problem loading a smaller map size or a map with only 1 layer?
Airi  [author] 9 Sep, 2023 @ 10:29am 
@scottkbeers
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?
scottkbeers 9 Sep, 2023 @ 10:23am 
play tested sir.. You fixed the mod needing beastman dwelling BUT when I make my game up with 8 plyr map custom with below ground /continents.. My game kept crashing to desk top upon creating world process.. 4th try i actually got the game to load but then like turn 4 it crashed again.. Something aint right.
Airi  [author] 8 Sep, 2023 @ 9:45pm 
@Yikes
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?
Airi  [author] 8 Sep, 2023 @ 9:42pm 
@Yikes
I probably messed something up with the last update... OOPS
Yoinkyz 7 Sep, 2023 @ 5:34pm 
why does the game say i need beastman dwelling or there is a conflict with this mod?
Airi  [author] 17 Aug, 2023 @ 10:38pm 
Not that I know of, it's based on the original mod. I didn't notice anything different with those settings while poking around.
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...
Dunadd 17 Aug, 2023 @ 8:34pm 
Did you do anything to land RMG in this that'd increase the maount of mountains? It seems like I'm getting a lot in random maps despite setting the slider for them very low.
Airi  [author] 23 Jul, 2023 @ 4:56pm 
@armbarchris
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?
Akidson 23 Jul, 2023 @ 4:21am 
This looks wonderful! I'm happy to see this game still being improved :)
Airi  [author] 7 Jul, 2023 @ 10:04am 
@Gladen @ambarchris
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
Airi  [author] 7 Jul, 2023 @ 9:53am 
@That Human It means a lot that you think so! Sorry for stealing the Fencing ability without asking, it seemed like a minor enough thing that it doesn't matter but I feel like it's good form at the very least to ask first. I'm just too antisocial most days...
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.
That Human 6 Jul, 2023 @ 8:36pm 
Looks awesome! Will be changing the description of my mod to be compatible with Old Man if this is used alongside it.
Gladen 5 Jul, 2023 @ 11:05pm 
Aah. Quite ambitious project.

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
Airi  [author] 5 Jul, 2023 @ 9:54pm 
It doesn't yet, but I could probably make it work. I started messing around with the Decodence stuff a couple weeks ago and was tinkering with an RMG compatibility megamod... I'll give it another look this week. I'm secretly hoping to slip in compatibility with the Dark Elves and Beastmen dwellings at the same time... no guarantees though
armbarchris 5 Jul, 2023 @ 7:59pm 
The Decodance compatibility patch for the original version doesn;t exist anymore. Does this get around that problem?