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...looks like I know what I'll be doing this weekend! Let the testing + extreme fun begin!

Thank you VERY much, And G! :)
Playing for a bit...LOVE the new vision mechanics!

....I love it so much, I decided to log on and post this comment all on its own!
I know, right? I accidentally discovered this effect when I was experimenting with reduced vision and loaded a savegame where hexes had already been explored based on the old range, and I liked it so much that I spent the next couple of hours figuring out how to implement it as the default behaviour.

Another great thing about this effect is that it reduces vision without changing how much information structures give you about the surrounding terrain, which is often an inherent aspect of scenario design.

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Lagi_: vision change is an excellent idea! that have to be develop further!
IMO structures and cities should has 2 tiles of passive vision. Which would also reduce active vision.
You would use your unit for scouting instead un-garrisoned cities.
The difference between active and passive vision is the same for units and structures and I can't change that.

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Lagi_: looks like migration is few turns faster? 5 instead 7 ? not sure, I like previous timing more. Good thing that independents revolt before I "stole" the city, i just waste 3 turns so its ok.
Same as in v1.42, it's somewhere between 5 and 10 turns depending on the distance to the nearest city of the target race.

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southern: Thanks for those neat conditional overrides.
Yet another attempt at avoiding having to bundle AoW+ with an HSS.
Post edited July 16, 2020 by And G
The vision change is so neat! I'm going to make a version of my S&S ruleset geared towards AoW+ now.
(which will simply mean reworking t1 balance to reflect the new archery)
This is excellent. Definitely the new foundation for AoW mods moving forward. Nicely done!
What's the vision change? :)
AoW+ vision
Looting relationship change is bugged. Starting the looting process ruins relations like it should, but when you complete the looting, it seems like the relationship is restored.
I looted a bunch of the same race's cities at the same time and ended up with massively friendly relations (136%) when the looting was finished.

*Insert snide joke about BLM and Democrat mayors here*
Post edited July 17, 2020 by southern
I just tested this and you're right, but it seems this bug also exists in AoW v1.36? At the end of the looting process relations are improved by the bonus for cancelling looting, which is 20 in v1.36 and 40 in AoW+. Can someone confirm that this bug exists in AoW v1.36 as well?
I did check the base game engine before posting, and didn't see the bug there, but I was being unobservant. It is present in the base engine.

In AoW+ looting 6 dark elf hamlets (I use 'hamlet' for 1-hex settlements) drops me to 0%, then shoots me up to 219% relations.

In the base engine, looting 6 hamlets takes me down to -130%, then it leaps back up to.... -9%.

So AoW+ has the same thing going on, just with +220% instead of +120%.
it's just that relations modifiers are about doubled, and relations can never go below 0%.

Ideally, that mechanic you mentioned adding should've kicked in, and when I reached 0% I should've been stuck there. You did mention putting a 0% lower limit, right? Maybe you just need to remove that and allow negative values again, or maybe the 0% floor isn't as sticky as it's supposed to be?
Post edited July 17, 2020 by southern
Incidentally I have updated my S&S ruleset, it now contains a version intended for use with AoW+, with tier1 units now balanced in line with the new, weak archery, instead of the old, strong archery.

Going to play the campaign, trying to win each scenarios as swiftly as possible, but without the cheese of just running straight at the AI leaders and trying to assassinate them.
Post edited July 18, 2020 by southern
I have figured out what causes this bug; the problem is that when a city is destroyed, as part of the cleanup all ongoing projects are cancelled, and when looting is cancelled the relation bonus for cancelling looting is applied. I already have a couple ideas how to circumvent this and in all likelihood the bug will be fixed in the next version.

In the meantime, maybe don't loot all cities at the same time...
Yeah, mabe this bug doesn't even matter, since it's not exactly commonplace to be able to mass loot at the same time.
Tried playing Cult of Storms campaign twice. Both times, my orc assassins rebel and go on a killing spree against my divided forces. I lose the mines to the berserk assassins and a few troops = I end up getting overwhelmed by the Elven faction.

I get that the odds are random, and I just got unlucky twice. So I guess my first move must be to send the orc assassins as far away as possible before they rebel.

THIS is a MINOR issue....just posting it because it's kind of funny!
The objective of the first Cult of Storms scenario is to assassinate Queen Elwyn, not to conquer the map. If you dilly-dally long enough for your money to run out then yes, your troops will eventually desert you.

I just ran a test where I captured the underground places and the Goblin city and did nothing else, and my troops started becoming unhappy around turn 18. If your Orc assassins desert much earlier than that you must be doing something wrong.

The first mission is now actually extremely simple since the Elves don't really expand their territory anymore.