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Hi Lagi_

I don't mind tower vision range being reduced a bit, but to 8 is way too much. I'm also fine with 10.

I also like your idea of renaming the 2 'skills' Dragon/Dragon Slaying to Monster/Monster Slaying = a LOT more fun potential for editing creatures + RPG feel of leveling your Leader/Hero!

@ Thereunto: I'm curious as to why you don't want 'Dragon/Dragon Slayer' renamed? As it is, the skill/creature type (dragonslaying/dragon) is almost useless since dragons fly. But if renamed, it will fit way better for editing units + giving your leader/heroes a more RPG feel!
*flying dragons don't usually use melee to attack ground units = the skill dragon slayer is meaningless!
Post edited August 04, 2020 by Paradoxnrt
The vast majority of in-game texts are defined in MLD files and have nothing whatsoever to do with the engine.
Hi And G

Yes, we understand that text doesn't influence game engine.

The idea behind changing the text (Dragon/DragonSlaying --> Monster/MonsterSlaying) is so we can use the editor to give certain creatures (non dragons) the 'Monster' skill (status) and then heroes can purchase the 'MonsterSlaying' skill to better combat monsters. So if (for example) Trolls had the 'Monster' skill (status), a Hero with the MonsterSlaying Skill would have an advantage in fighting Trolls (or any other creature with the 'Monster' skill). It would really add a neat RPG feel/flavor for heroes.

Right now, Dragon/DragonSlaying is a waste....since flying Dragons won't usually use melee against ground units = DragonSlaying is basically useless!
Post edited August 04, 2020 by Paradoxnrt
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And G: The vast majority of in-game texts are defined in MLD files and have nothing whatsoever to do with the engine.
i try to edit the ResStr (using both notepad++ and MLD editor, but
i have this error
https://i.imgur.com/cKUkFZO.png
how to set it up properly?
Post edited August 04, 2020 by Lagi_
I've never had any issues with MLDEdit so I can't help you with that. Note that when modifying strings you have to edit the English column, not the Native column.

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Paradoxnrt: Yes, we understand that text doesn't influence game engine.
Then I don't understand why text modifications are being discussed here.
Hi And G

Just to clarify editing text using MLDEdit (the ResStr.mld file).

When you try to change text, you DON'T edit the Native column....you instead add to the English Column. I guess the English Column will overwrite the Native column in-game....

Is this correct? :)

*I see both 'Dragon' AND 'Dragon Slaying' in the Native Column...but the English column's are empty.

**In case anybody is curious, DragonSlaying increases both attack AND damage by 3 when attacking dragons in melee.
Post edited August 05, 2020 by Paradoxnrt
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And G: The vast majority of in-game texts are defined in MLD files and have nothing whatsoever to do with the engine.
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Lagi_: i try to edit the ResStr (using both notepad++ and MLD editor, but
i have this error
https://i.imgur.com/cKUkFZO.png
how to set it up properly?
http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=33,5543,,60

Maybe this link from Pawels will work then?

I suppose I should remove the renaming proposals from the google sheet, if we can just do it ourselves instead of petitioning And G. I remember doing some successful MLD edits for aow2, which is basically the same thing.
Post edited August 05, 2020 by southern
@ Southern

Agreed! There is no longer any need for renaming skill type requests on the spreadsheet.

Since now, any one of us can simply create 'Dragon Slayer vs Dragon', or 'Monster Slayer vs Monster', or 'Assassin vs Hero/Leader' type skills....or any other combination you can think of.

....it's too bad we can't duplicate the skills...we can only chose 1 'type killer vs type' dynamic from the above 3 I mentioned.

@ And G

While using the editor, it's easy to rename skills.....it doesn't seem possible to replace the skill's description (when you right click on the skill). Any ideas on how to do that? :)
Post edited August 05, 2020 by Paradoxnrt
Looks like we;'ve heard all the main ideas that are going to be offered.

So, do we run with ideas with majority support, or the ideas that have total support?
I've got a couple last suggestions for which I'm curious what you guys think:

- Lifestealing: applicable to Round Attack?

- City migration: While I initially loved the longer migration times, I am finding that the increased garrisons required are making it too punishing. Combined with now decreasing city rebuild times (which I definitely agree with), migration is going to become too unviable competitively. Currently it is 5-10 turns, and kind of frustrating when you have a friendly city right next to it. What about 3 to 8 turns? I miss 3 turn migrations but would like to keep very long wait times for cities way out in the middle of nowhere.

Race relations: I love the new relations, but I would have one suggestion: Dark Elves neutral towards Undead, but Undead to remain Wary of Dark Elves. I'd be fine with this not being implemented, as it's not too hard to quickly increase your relations by 10 (which is then maintained thanks to AoW+), however the Undead have really taken a huge diplomatic beating. Being able to more easily recruit Dark Elves I think would be appropriate, and helpful.... I wouldn't change the Azracs though, even though their relations took a big hit too.. simply because Wary isn't that hard to recover from, and Neutral relations are maintained once achieved. Plus it seems accurate to their lore, in my opinion.

Clarification of my Burning suggestion: After some thought, I think I would prefer a stat debuff than increased ATK/DMG. I would propose the same stat effect as Panicked, which is -2 DEF / -2 RES, except it would last 4 turns and maintain its 4 ATK / 1 DMG fire damage. Combined with some of the large areas of effect that some Fire spells have (Swarm, Sacrificial Flame for example), it could actually make Fire magic competitive.

I think only ideas that have 100% agreement should be implemented. We may miss out on some neat stuff for it, but I think it will give the mod the broadest appeal and more people will be able to enjoy it that way.

*edit: I've updated the spreadsheet with my suggestions.
Post edited August 08, 2020 by IniochReborn
@ Southern

We should go with total support. That's what your spreadsheet was set up to do in the first place...right?

@ IniochReborn

I like your idea of a 'panicked' debuff for 'burning' effect....but if you add a -2 DEF/RES, maybe we should reduce the duration from 4 to 2?

Also, I guess the Marksmanship change compromise request #3 is you? You've also approved the 2nd compromise change proposal....so do you support both?
Post edited August 08, 2020 by Paradoxnrt
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Paradoxnrt: @ Southern
We should go with total support. That's what your spreadsheet was set up to do in the first place...right?
I still agree, but what happens with Movement point cost and Fury now?

I'm okay with 3, 4, or 5 cost for Movement. I don't miss 50 MOV heroes at all, but 3 cost is 50% more than before while having fewer points available. I don't think it's unreasonable. That's as low as I would want to go though.

I see the merit of +2 ATK / -2 DEF Fury in LAN for tactical leader battles, but it's quite niche and I think maintaining Fury as a buff enchantment for normal units gives it a much broader appeal. Hopefully we can come to an agreement as Fury currently sucks - anyone have any other ideas?

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Paradoxnrt: @ IniochReborn

I like your idea of a 'panicked' debuff for 'burning' effect....but if you add a -2 DEF/RES, maybe we should reduce the duration from 4 to 2?

Also, I guess the Marksmanship change compromise request #3 is you? You've also approved the 2nd compromise change proposal....so do you support both?
2 turns for Burning would be good, but in that case I think we should also increase the 4 ATK / 1 DMG fire attack to 6 ATK / 1 DMG. It makes sense that a unit would try to quickly put themselves out, while more than likely taking damage.

And no, the latest Marksmanship compromise was Alcedes1611, but I'm fine with it.

A couple more last suggestions on my part:

Default leader/hero racial abilities:

- Azracs: 40 MOV (to match their cavalry). Fearless (their lore describes them as being fearless and ready to die in battle)

- Frostlings: Forestry (to match their Wolf Riders), Snow Concealment (just because)

- Dwarves: Poison Protection (to match their units)

- Goblins: Poison Protection (to match their units)

- Lizardmen: Water Concealment (just because)

- Undead: Regeneration (to match their units)
Post edited August 08, 2020 by IniochReborn
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IniochReborn: A couple more last suggestions on my part:

Default leader/hero racial abilities:

- Azracs: 40 MOV (to match their cavalry). Fearless (their lore describes them as being fearless and ready to die in battle)

- Frostlings: Forestry (to match their Wolf Riders), Snow Concealment (just because)

- Dwarves: Poison Protection (to match their units)

- Goblins: Poison Protection (to match their units)

- Lizardmen: Water Concealment (just because)

- Undead: Regeneration (to match their units)
This is doable by ruleset.
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southern: This is doable by ruleset.
As a default no-cost ability that can't be removed during leader customization? I don't remember that?
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southern: This is doable by ruleset.
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IniochReborn: As a default no-cost ability that can't be removed during leader customization? I don't remember that?
Sorry, it was rude of me not to have specified - it's in the Settings > Hero Resources tab. You can edit the basic hero chassis there for each race like any other unit, in the 'Statistics' tab. I've already done it in my ruleset.