Age of Wonders 4

Age of Wonders 4

Paths of wonders
41 Comments
Pharcyde 13 hours ago 
Regular icons and scrollbars sounds great. Really appreciate the mod and all the effort.
Marshall 30 Oct @ 5:21am 
Cool stuff! I'm in for regular sized icons and scrollbars.
STRG  [author] 29 Oct @ 9:23pm 
So, I think I have found a way: how to not affect the skill tree screens of the original classes and/or how to add scrolling/zooming.
But it will certainly take time to implement this properly. A quick preview is shown in one of images in the description.
Am I right in thinking that this is a main request: regular sized icons and scrollbars?
Marshall 29 Oct @ 9:51am 
@STRG Yes, that is the mod. Well, I'm using multiple skills mods, but my guess is that this mod adds the vertical slider as it is the only one not fitting onto the screen - and I just added it recently and the vertical slider is quite new, too. I'not 100 percent sure though.
STRG  [author] 28 Oct @ 10:21pm 
I agree that resolution workaround isn't perfect, and I don't like that it affects the visualization of other classes/content. It would be nice to have zoom and/or scroll up/down feature. I haven't figured out how to do it yet.

Does anyone know of a mod that has mouse wheel zoom or vertical scroll bar?
STRG  [author] 28 Oct @ 10:20pm 
@Marshall Hello, thank you for the suggestion. Did you mean this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577168844 ?

I have checked it. I don't understand you what the slider is in this mod? I see it widening the skill tree screen by creating a second column for signature skills.

Regarding compatibility: I have successfully launched theMoreSignatureSkillsBase mod with Paths of Wonders. As advertised they change different things, therefore they seem compatible. What mod are you using that isn't working properly with Path of Wonders?
Marshall 28 Oct @ 6:28am 
Would you consider adding an up and down slider instead of changing the resolution as in theMoreSignatureSkillsBase Mod. That way, multiple skills mods could be used.
Daverin2112 27 Oct @ 4:56am 
Yeeeessss. Keep feeding the ultimate ruler class. Do et.

Seriously, when this gets completed we should all petition Triumph to just make this the single ruler class officially, lol.
ThePhilosopher 25 Oct @ 6:18am 
Jesus.
Peter 23 Oct @ 11:57pm 
One wish I have is for Affinity gates to be a bit less stringent. Some of them are pretty steep, and they sort of force you to only take certain classes into certain cultures or builds. Like what if I want to play a materium wizard. Its perfectly possible base game but in this I have to get like 15 points into materium to unlock the tree.
STRG  [author] 23 Oct @ 9:42pm 
@fireball900 Hello, thank you for the comment.
Right now propably not.

Mod forces several "placeholder builds" for AI heroes. Build depends on the equipped weapon. In general, heroes with physical ranged weapons should prioritize archery cluster, heroes with polearms should prioritize defender cluster and so on. But random picks made by AI could lead to strange choices. The quality of those builds might be suboptimal.

Some of the implemented skills use game mechanics that aren't prevalent in the original game. For example: Whirlwind and Abducting Arms. Both are "on-move" abilities. I'm not sure that AI understands what to do with them at all.

Currently, AI doesn't interact with outer clusters as some of them are missing. I have been thinking about creating "proper builds" that hardcode deterministic sets of skills. It isn't a priority at the moment.
fireball900 23 Oct @ 5:36pm 
OK so firstly - I can see someone plays Path of Exile.
Secondly, this looks very fun to use.
Can the AI use this well?
STRG  [author] 22 Oct @ 6:32pm 
@IAMSMITHJOHN Thank you for comments. It wasn't intentional. I am not that concern about names, but I tried to "code" some flavor in them. Chimera turret is suppossed to be cheap and quickly assembled from various scraps or junk. Manticore turret is supposed to be a proper construction that stings, hits hard and hurts a lot.
IAMSMITHJOHN 22 Oct @ 4:05pm 
thanks its a cool mod still tryna figure everything out. are the turret names from warhammer 40k?
STRG  [author] 21 Oct @ 9:20pm 
@IAMSMITHJOHN Hello, it is possible. I think the minimum required path for missing clusters (3 nodes out of 9 for each) could have +5% damage multipliers as placeholders.
Missing shadow-astral keystone skill won't have any placeholder.
I haven't decided about missing ultimate nature skill yet.
IAMSMITHJOHN 21 Oct @ 2:18pm 
for the in development sections... would it be possbible to make them placeholder buffs like 10% hp or 5 % dmg bonus etc? Also thank you for putting in some work towards a lacking part ofthe game.
KingofApples 18 Oct @ 10:36pm 
Your brain on path of exile:
shawn.chen.tw 18 Oct @ 11:46am 
wow, very cool design.
Hope to see its developing!
Dr. Fireman 18 Oct @ 3:35am 
It reshapes the skill tree even if your hero is not a Wanderer - therefore when you are not a wanderer it's just a blank space with small icons top-left.

Honestly the icons don't do much for me, so I am not bothered by it (the text is just fine when you hover over the different icons).
Ringwraith 17 Oct @ 9:47am 
OH. MY. GOD. That's beautiful. It looks like Perkus Maximus on AoW4.
Grathocke 16 Oct @ 11:28am 
I like the idea of this mod, but it makes all the skill trees so small that I can't really make anything out. I'm at 1920 x 1080 on a 27" screen. I think your mod is incredible, but as is I can't use it. I do have some other mods with skill trees and I assume that is the problem, but they are must haves for me, like More Signature Skills, Kaige's More Hero Classes, Godhood Lite, and another one I can't recall the name for. Just those alone already decrease the size so I guess I'm stuck.
Daverin2112 16 Oct @ 4:34am 
Also, seeing some of the abilities you have already done... this is VERY cool. I am enamored with the ability to convert a T5 into an elemental or other type. Finally, reliable Lithorines!!! That said, I can also tell this is absolutely going to blow the power budget of a vanilla class out of the water, lol.

... But it is a PoE reference, so breaking the PC power budget is literally a requirement for accuracy, looooooooool.
Daverin2112 16 Oct @ 4:32am 
The MOST obvious user-end thing to consider is... make sure your mod is last in load order for any mods that touch that. You need to zoom out so hard that I can't imagine you would not want yours to win changes anyways.

Other than that, double check your mods, understand which ones might touch the same thing, and make characters and give a couple of turns. If I am correct on my hunch, the game will try to reevaluate the info the UI is supposed to present and refactor size over the course of a game. But letting yours win should be first goal.
STRG  [author] 15 Oct @ 9:23pm 
@Daverin2112 Thank you for your report. It is sad to hear about inconsistent behavior, it will be harder to finally resolve it
STRG  [author] 15 Oct @ 9:22pm 
@hassingchandler61 I am glad to hear that this mod itself is good, thank you for the reply. I have no idea how multiple mods work together, but it seems reasonable that contradicting modifications can't work at the same time.

I can provide information what this mod changes in regards to skill trees (maybe it will help):
1. It does not change skill trees or skills of vanilla classes in any way.
2. It changes skill tree resolution in "\UI\Shared\UnitPanel.xaml" to be able to fit whole wanderer's skill tree.
3. It also modifies "\UI\Shared\UnitPanel.xaml" to remove the visualization (but not the logic) for links between exclusionary skills.

Last two points could have a repercussion of changing resolution and visualization for vanilla skill tree windows (but not gameplay logic).
If one of your mods also modifies "\UI\Shared\UnitPanel.xaml" then case is closed.
Daverin2112 15 Oct @ 5:34pm 
I don't know. I had UI Adjustments, a couple of hero skill mods, and the first time I made a char it had an issue; but the second it fit it all in.

Like I said, I think it isn't consistent on how it resolves that all. I have seen a passed turn help, though.
purple_slug 15 Oct @ 9:15am 
@STRG it seems to not work if you have ANYTHING that alters the skill trees.
STRG  [author] 14 Oct @ 10:02pm 
Hello everyone. Thank you for this lively discussion.

To make sure that I have understood you correctly and that we are taling about the same issue, I have uploaded 2 new images: how it should not be (second image) and how it should be (third image). Does your skill tree window look like second image?

To trobleshoot I kindly ask everyone who has an issues with skill tree visualization to try launching this mod without any other installed mod. It will verify that the problem with this mod is internal and it is not caused by external interference from other mods, or that multiple mods change same files.
Kazeck 14 Oct @ 7:53pm 
This looks beautiful I definitely want to try it!
SIVA Directive 14 Oct @ 7:06pm 
Still sane, exiles?
Daverin2112 14 Oct @ 5:01pm 
I think the UI scaling stuff, based on this and another mod, can be finnicky, play poorly with other mods, and sometimes need a turn to correct the competing information. Likely want to confirm what, if any, mods that would adjust UI for heros and skills you have if STRG is to have any chance to figure out why he is getting reports.
moogiemode 14 Oct @ 4:48pm 
looking like final fantasy 10 skill tree. I'm for it
Scribe of Nekoti 14 Oct @ 2:27pm 
I'm curious if anyone else has gotten it to work. It just flat out doesn't appear for me. Is there an issue with load order that anyone has experienced?
purple_slug 14 Oct @ 9:02am 
@STRG no it doesnt. im having the same issue where it doesnt fit.
STRG  [author] 14 Oct @ 7:05am 
@Marshall mod changes size of skill tree window to fit whole wanderer's skill tree. There should not be necessity for scrolling. Also mod doesn't have any "zooming" option, if you meant that
Marshall 14 Oct @ 6:28am 
How do I scroll down in the skills section?
Tom Cormie 13 Oct @ 9:29pm 
I haven't tried it YET, but the idea and the work have already received a positive rating from me.
Peter 13 Oct @ 9:07pm 
I wanted to give some feedback on the mod, but unfortunately the comments wont let me post my message because they say its too long :(
Daverin2112 13 Oct @ 4:26pm 
I absolutely look forward to the completed version of this. Also...


.... Still Sane, exile???
Dr. Fireman 13 Oct @ 2:05pm 
Oooh great for thise infinite games.
Grathocke 13 Oct @ 11:13am 
Looks incredible! I'll give it a try.