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Fire Strike Tested! ...back from camp, and wanted to contribute since you guys were all so productive since I was gone! :P


Fire Strike seems to be similar to a fire spell/ability type attack (like fireball or flamethrower) = a chance that any unit THAT IS HIT will be afflicted with the 'burning' status.

*Fire immunity makes units immune to burning status....which is as it should be. NOT sure about Fire Protection though....
Right, because after checking ATK vs DEF to see whether the attack connects, AoW checks ATK vs RES to see whether special effects are applied. So in theory, units with low RES should be much more prone to Burning compared to units with high RES. Does this match your observations?
Post edited July 02, 2020 by And G
By the way, does anyone here have AoW v1.36.54, i.e. the version from the Medieval Masters Collection? If possible I would like to build AoW+ v1.50 from that version, which would allow me to bundle it with a developer editor that contains all the engine changes.
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IniochReborn: I've only done the a\+ variant so far, upon running game in Windows 10, the first city I try to enter throws an error "Access violation at adress 017BB742 in module '+TCPCK.dpl. Write of address 000000E4."
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And G: This strongly suggests user error. And you should always work from the base files that are known to work.
Yeah, I didn't restart from base files lol. Now that I have each time, all variants (+\a, a\+, a\a) work fine on Windows 10, however none work on XP.

I got 1.42 to work on XP though. For anyone who may be running XP and reading this, fix is as follows:

- Open ' AoW+.exe ' , ' +EPACK.dpl ' , ' +TCPCK.dpl ' , ' +Tools.dpl ' with HxD

- In each file, replace all instances of ' +\+EPACK.dpl ' ' +\+TCPCK.dpl ' ' +\+Tools.dpl ' with ' AoWEPACK.xpl ' ' AoWTCPCK.xpl ' ' AoWTools.xpl ' , respectively

- Rename files '+\+EPACK.dpl ' ' +\+TCPCK.dpl ' ' +\+Tools.dpl ' as ' AoWEPACK.xpl ' ' AoWTCPCK.xpl ' ' AoWTools.xpl ' , respectively

- Move above 3 files into same folder as AoW+.exe. Now works on XP

All that being said, I do prefer the newer folder structure over the old 1.41 structure, for the sake of keeping mod files within their own folder. Given that no one else seems to be using XP, and that the fix is now posted for any future reference, maybe it is best left as is.

Unfortunately, I don't have AoW 1.36.54. Seems hard to find, though I only quickly looked just now.
Post edited July 03, 2020 by IniochReborn
Could you try it with double backslashes, i.e. "+\\EPack.dpl"? If this doesn't work then I'm out of ideas.
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And G: Could you try it with double backslashes, i.e. "+\\EPack.dpl"? If this doesn't work then I'm out of ideas.
A file name can't contain backslashes?
Yes, the filename is just 'EPack.dpl'.
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And G: Yes, the filename is just 'EPack.dpl'.
Ah got it - it still didn't work though. Exact same as before. I wouldn't worry too much about it; including a quick XP fix walkthrough in the readme seems more then enough. Or just let the few XP users search the forum for the fix.
In the base game, 1-hex dwarf hamlets don't use snow graphics when they are on snow terrain. I don't think this can be fixed with a ruleset.

Also, Wizard's Towers have a duller-coloured version, obviously intended for use in the caves and on Wasteland terrain, but this was also not implemented. However i was just able to sort this out via ruleset, it's just cities which are finnicky.
Post edited July 05, 2020 by southern
Snow graphics for Dwarven cities are located in Images\Races\RDWARF.ILB at indices 100 to 103. The L1 snow graphic is a duplicate of the default graphic; to fix this, someone would need to paint the missing graphic, save it at index 100, and then upload RDWARF.ILB.

Since this is a resource mod, and the resource is loaded via the HSS, this isn't something I could add to AoW+ v1.4x even if I did have the missing graphic.
Thanks for clearing that up!
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And G: base unit would consist of the following parts:
- The head/helmet of a Human Swordsman/Archer.
- The torso of a Highman Swordsman/Archer, or an Elf Swordsman/Archer with the sleeves in skin tone.
- The legs of a Human Swordsman/Archer with the pants in skin tone.
- The feet of an Azrac Swordsman with some sandals and greaves.
- A simple one-handed spear like the Human Medium Cavalry or Halfling Pony Rider.
- The shield will be always be replaced, so it should be small or non-existent.

From this base unit, a variety of units could then be derived:
- Generic spearman: Add a large oval shield.
- Elite spearman: Add a large oval shield and a Human Musketeer/Cavalier helmet plume.
- Hoplite: Add a large round shield and a Highman helmet crest.
- Legionary: Replace the spear with a sword, add a tower shield, and remove the greaves.
- Praetorian: Replace the spear with a sword and add a large oval shield and a Highman helmet crest.

These units would further be diversified by colorising the skirt, armor, shield, and crest/plume.
I would need each part as a separate layer. I don't have any other unit requests that are important though. However, I would also have some use for that hydra you were planning to draw, as it is one of the few creatures from ancient mythology that are missing in AoW. Or for a much simpler task, a cyclops (i.e. a Giant with only one eye) would be great.

By the way, when I edit AoW unit sprites the first thing I do is always to move the death sprites from DeadUnit.ILB to the respective unit ILB just so I won't forget about them. When defining a unit in AoWEd it makes no difference where the sprites are located anyway.
AndG

I finished today my previous request, and start your layers

Im not sure if this is the aim, have a look

on the left (with red bad pixel), is unit from 3x layers ( i was afraid they would not match, but so far so good):
human head
highman torso
human legs

3x dude on right: human, highman, azrac

From your request, it seems to me, that you want to make total conversion, that would be an historical ancient game.

1. arms to take from highman?
2. below belt, the skirt i keep yellow human color? or highman long tunica?
3. the feet - you dont want human leather bootsi presume, and want sandals - so all calves from azrac also
4. dead corpse - i take 2x from swordsman for each layer.

I'm doing the cropping the layers right now, easy stuff. After will check how everything looks together.

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as with every pixel art. Graphics use color transition to gain detail.

as you see on the picture in red circle: 2x pixels from head are yellowish. because they are transition between yellow tunica and skin tone head, and are darker to make a border.

this yellow color is after visible, on different color bottom torso. You can always recolor it. Or touch up each head to skin color.

whatever, maybe it wont be so jarring.
Post edited July 05, 2020 by Lagi_
That looks great! Just to be clear, I don't need these graphics anytime soon; I will focus on AoW+ first and then I will take a break from AoW modding, and only after that will I start working on the campaign.

Also it's not really going to be an actual historical ancient game; the idea is more to replace the medieval elements of AoW with elements from classical antiquity and archaic mythology. It will still be a fantasy game and there will be Elves and probably even Dark Elves.

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Lagi_: 1. arms to take from highman?
2. below belt, the skirt i keep yellow human color? or highman long tunica?
3. the feet - you dont want human leather bootsi presume, and want sandals - so all calves from azrac also
4. dead corpse - i take 2x from swordsman for each layer.
I'm not really sure exactly how to handle these. It doesn't really matter where the arms come from as long as they're skin-coloured; I suppose this could also be achieved by recolouring the Human sleeves. This might even be the simplest approach since the spear would also be taken from the Human Medium Cavalry, and it has a different attack motion than swords, so you'd have to copy the entire arm anyway, right?

The skirt should have the shape of the Human skirt, but the idea is that the colour could be adjusted at will. So basically it would just need to be in its own layer. In fact the pants could also be taken from the Human sprite, they would just have to be skin-coloured like the sleeves. The human boots however would need to be replaced. This might be the most difficult part since sandals and greaves can't be derived from existing sprites. Ideally I'd like to have the greaves as an extra layer so I can also have units with just sandals, but alternatively the greaves could be axed so that all units have only sandals.

The torso would ideally be similar to the Human torso in that it would have shoulder guards (as a separate layer) which could be coloured like the skirt, but otherwise have the Highman/Elf armour. Shoulder guards and skirt would then serve as the primary colour coding to differentiate between the factions.

Regarding the shield, it looks like you took off a bit too much of the shield arm; when looking at the Human sprite you can still see some pixels belonging to the forearm and hand. I didn't actually realise the difference in shield position before; I suppose this means that the base upper body sprite should be Human with skin-coloured sleeves.

Since the torso armour should be taken from the Highman/Elf sprite, the green-ish pixels between head and armour could be avoided by copying parts of the Highman head, which apart from the crest is identical to the Human head, right?

Anyway, this looks great so far, but feel free to do your hydra first! his really isn't urgent at all.


By the way, has anyone playtested the ignition chance change yet?
Post edited July 06, 2020 by And G
dwarven city size 1 in snow

link to frame
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I would recolor some racial flag also. Frostling are too similar to grey independent flag.

download 24 frames (named and all).

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I will hit And G layers this saturday and/or sunday.
Post edited July 09, 2020 by Lagi_
Niiiice. Non-snowy dwarven hamlet was getting on my nerves
Once you notice it....
Post edited July 09, 2020 by southern