Age of Wonders 4

Age of Wonders 4

82 oy
AoW 3 Races+
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Etiketler: Form Traits, Forms
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3.103 MB
14 Tem @ 5:10
25 Eyl @ 6:51
28 Değişiklik Notu ( görüntüle )
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AoW 3 Races+

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Overview
Do you ever tire of all races always having the same free-choice starting conditions? Are you intrigued by the idea of bringing more flavour back into the game and make elves feel slightly more like... elves?

I've (quite enthusiastically) poured about 200 hours into this effort to bring back the strengths and weaknesses of the AoW 3 Races, finding similar ideas for the new ones, as well as bringing back a few we haven't seen in a while, from Highmen to Dark Elves. The basic concept is to give them both some disadvantages and some beneficial traits, but overall it will be at least a small boost to every race.

I'm eager to hear all your thoughts regarding balance, particularly for the new races. Just be aware that I'd prefer giving interesting penalties along with a heavy hitting trait, rather than nerf it. Extremes are fun. As we say in Sweden: Ingen mer mellanmjölk!

Features
AoW 3 Race Heritage
  • Draconians: Fast Healing, +2 Fire Resistance, -2 Frost Resistance, Cities give +3 Mana
  • Dwarves: +1 Defence, +1 Resistance, +10% Unit Cost, Mountaineering, Cave Crawling, Night Vision, +2 Blight Resistance, Cities gain rebated Workshop
  • Frostlings: Fast Embark, Arctic Walking, +9 Frost Resistance, -5 Fire Resistance, Cities gain rebated Armory (not associated with a race as there is nothing really matching them)
  • Goblins: -8 HP, -10% Unit Cost, Wetland Foraging, Cave Crawling, Wetland Walking, Night Vision, +5 Blight Resistance, Cities give +20% Food
  • Halflings: -1 Melee damage, +10% Ranged Accuracy, Forestry, Lucky (13% dodge, increasing to +23% at High Morale and goes down to 0 at Low when facing other Racial Heritage races), 20% Physical weakness, Cities gain 7 Happiness.
  • High Elves: +1 Resistance, +10% Ranged Accuracy, +1 Shock damage (magic attacks), Forestry, Night vision, -2 Blight Resistance, Cities lose 10% Food and gain 3 Knowledge
  • Humans: Mariner, Cities gain 10 Production
  • Orcs: +8 HP, -1 Resistance, +1 Melee damage, +1 Ranged damage, -20% Ranged Accuracy, Night Vision, Victory Rush, Cities gain rebated Blacksmith
  • Tigrans: -1 Resistance, Combat Athletics, Predator, Barrens Running, Night Vision, +5 Spirit Resistance, -2 Frost Resistance, Cities give +5 Gold
AoW 1 & 2 Race Heritage
  • Azrac, Dark Elf, Highman, Lizardmen, Syron and Wood Elf Heritage are all based on traits of the races from these games, some of them incorporating city traits that I thought would fit as well. I was looking at Nomads but decided that their stats are actually very similar to humans and their only real thing was having monsters to recruit and being able to move their cities, so nothing much I could do from my end there.
AoW 4 Race Heritage
  • Avian, Goatkin, Insectoid, Molekin, Ogrekin, Ratkin, Simian, Toadkin, Wolfkin and Ancient Heritage have all been given individual strengths and weaknesses, some more complex than others. Elysians Form automatically gets the Highman Heritage as it seems to match, lore-wise.
New standard Traits
Existing races/Leaders (and random units on the map) that have chosen to go with standard traits will automatically be assigned their form's standard Heritage trait, along with those from this list.
  • Ancient: *Poisonous, Resistant (lose Arcane Focus, Defensive Tactics, Weak Constitution)
  • Avian: *Ceaseless Cacophony, Light Footed (lose Adaptable, Elusive, Sharp Eyes)
  • Dwarfkin: Defensive Tactics, Tough (lose Hardy)
  • Elfkin: Arcane Focus, Keen-Sighted (lose Sharp Eyes)
  • Elysian: Inner Radiance, Tenacious (lose Adaptable, Defensive Tactics)
  • Feline: Desert Adaptation, Elusive, *Sneaky (lose Athletics)
  • Goatkin: Herbivore, Tough (lose Hardy)
  • Goblin: Hideous Stench, *Swamp Adaptation (lose Sneaky)
  • Halfling: Light Footed, Quick Reflexes (lose Elusive)
  • Human: Adaptable, Defensive Tactics, Mount Masters (lose Fast Recuperation)
  • Insectoid: Ceaseless Cacophony, Overwhelm Tactics (lose Cold-Blooded)
  • Lizardfolk: Cold Blooded, Hardy, Strong (lose Poisonous, Tenacious)
  • Lupine: *Arctic Adaptation, Pack Tactics, *Sharp Eyes (lose Athletics)
  • Molekin: Bulwark, *Hardy, Underground Adaptation (lose Tenacious)
  • Ogrekin: Fast Recuperation, Inner Fire (lose Hardy)
  • Orcoid: Ferocious, Strong (lose Hardy)
  • Ratkin: Overwhelm Tactics, Quick Reflexes (lose Adaptable)
  • Simian: Athletics, Cheerful (lose Light Footed, Quick Reflexes)
  • Syron: Empowered By Magic, Inner Lightning (lose Adaptable, Arcane Focus)
  • Toadkin: Hardy, Resilient, Swamp Adaptation (lose Sharp Eyes)
*New skill for this form

Detailed list of changes
See this google spreadsheet for a complete overview of all traits.[docs.google.com]

Compatibility
Changes to base and all expansion FormTraits_ .rpk files, implementing the standard traits picked for every race, so that Dwarves always get the Dwarven Heritage, etc. If you want spawning units on the map to have the standard traits, make sure this mod is lower in the mod order than any other that changes this. Flaws have also been modded, so mods changing them won't work either, for now.

Modded all Culture_XXX.rpk files for the Faction Property Givers to contain all race tags.Some races have been assigned new standard traits that I thought were more interesting for them; Avians, for example, now start with ceaseless cacophony unless changed. They were rather similar to Halflings and Simians before.

Known Issues
  • The Lizardmen Heritage Pedal Air Pockets gives a penalty to general movement in exchange for swimming. All races you are Keeper of can learn it, but they'll have the same penalty. If you apply their Crocodile Riders transformation to other races who don't ride crocodiles, their mounts will just walk on water as only crocs have swimming animations.
  • Halfling Very Lucky/Unlucky trait will only work when facing other units with Racial Heritage traits, ie no animals.

Credits
I would like to give a warm shoutout to my friends at the AoW Official Modding Discord, especially:
  • Visie Mago, for creating his modding videos and the extra help with adding texts
  • ScienceFictionGuy, for tireless support and ideas
  • Guilu, for giving me the recipe for Wetland Foraging
  • Project, for his Russian Translation

Ko-Fi[ko-fi.com]
Popüler Tartışmalar Tümünü Görüntüle (1)
2
23 Eyl @ 9:28
Suggestions and upcoming changes
HjAa
154 Yorum
HjAa  [yaratıcı] 23 Eyl @ 12:48 
I settled on 20% movement points recovered per battle and 8 combat move points whenever you finish with a critical. By accident support abilities could be used (but no defense or attack) when that triggered, which I thought was fun so I'm keeping it for now. Try it, let me know if there are more thoughts (encourage to use the feedback discussion) and have fun playing, everyone!
HjAa  [yaratıcı] 23 Eyl @ 7:04 
@GOGATSY Interesting! Thanks for reporting the bug. I was indeed trying to make a full frostling race where the males were goblin-like and females elven-like, but couldn't get them in the game and thus didn't think anything got affected. Must be a very small chance that this happens. Will fix for the next patch!
GOGATSY 23 Eyl @ 0:06 
It seems that one of your heritages, probably frostlings based on the icons, gets added to the world creation as a full race and, in-game, if a random AI ruler chooses it, their names are blank and they don't have full models. Some of them are empty and some are just without their heads.
HjAa  [yaratıcı] 21 Eyl @ 23:34 
@Butcher Pete Thanks for all the feedback and for complimenting the mod. As this is turning into a forum I think it'd be better to start a discussion about it. You're welcome to post feedback there.
Butcher Pete 21 Eyl @ 15:21 
Your mod is great, please don't take my autistic spam as an insult. I'll stop blabbering about this now.
Butcher Pete 21 Eyl @ 15:17 
Suggestions:

The Imp bonus is fun but absolutely insane. It also has the potential to cause lag with vassal spam. I recommend reducing it to a much more modest -10% (down from -50%).

I recommend changing the food bonus to only applying a much smaller 5% food bonus per neighboring city with no penalty, this will require changing the name of course (the name was weird anyway... herd animals do not typically want small herds, they are very happy in huge packs).

I then recommend adding a penalty to the Goats that increases their morale loss by 100% called, "Fainting Goats." That hefty combat penalty should help negate their eco bonuses while selling the fantasy of playing goats.
Butcher Pete 21 Eyl @ 15:16 
TLDR: I had 3 cities of size 3 & 4 by turn 7 and was building my 4th, making a new city every other turn in clusters -- allowing me to negate the penalties and only add food bonuses. I was releasing cities as vassals in bad areas, which kept their food bonuses, and these vassals were spawned with armies while paying taxes.

The food bonus is all over the place. I get the complaints about the food bonus. But by 100% playing around the bonus (like described below) causes an early game explosion and vassal swarm potential. The AI would definitely not be able to play with the goats effectively. The late game can easily result in food dropping to 0... which is not fun.
Butcher Pete 21 Eyl @ 15:16 
Ok... I don't need to go 20 turns and I can already say the Goat bonuses are absolutely nuts when you play around them and do not play normally.

In detail:

By turn 3 I grabbed Fruitful Integration by starting with 5 Nature. Adding Settler reduced the Imp cost per city to 50 (as Settlers stacks with the Goat bonus).

By adding Swarmers & adding Agrarian on top of the Goat bonus, I reduced the food cost to grow and I was adding cities in clusters so that they were touch one another. This meant each city had a massive +30% food bonus turn 7, negating the penalties.

Vassals can be released immediately and reductions to cost apply here also (first vassal is free, then 12 Imp up to only 50 Imp).
Butcher Pete 21 Eyl @ 13:40 
As for the Goat thing... hold on... let me run the game right quick. I'm going to create a Goat/ Nature Dragon civilization with Swarmers and Settlers and I'll tell you in a bit how many cities/ vassals I can found in 20 turns.
Butcher Pete 21 Eyl @ 13:30 
On the Evasion thing for Avians, I just want to point out that in AOW4 it only works against targeted ranged attacks. AOEs and melee attacks are not affected and hit with 100% accuracy.

Evasion also caps at +95% with excesses being ignored entirely.

Accuracy also removes evasion at a 1:1 ratio while also helping hit distant targets.

Accuracy, meanwhile, is uncapped.

So the Elf +10% accuracy is insanely good. The Avian +10% evasion is pathetic.

There is a reason why the starting Accuracy item infusion grants +10% accuracy, while the starting Evasion item infusion grants +30% evasion.

If you gave Avians 30% evasion, it would at least make them annoying. Because of minus armor, Avians' would still get stomped by melee and physical magic so it should be fine.