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I think it looks great so far. However, Spearman (Irregular) Should have "throw spear". I even believe it could have a throwable spear that is piercing through three hexes. It should not be too strong, but 6-7 physical damage per throw and on 1+ cooldown as a unique ability.

Okay. Since that wasn't possible in SM and I think piercing attacks are underused in the AoW3 engine, I could see that. It would also encourage them to engage in melee during the cooldown making them less able to just stay back and rely on their first strike to protect them while they toss javelins.

Barbarian should have "wall climbing on medal"

Improved Wall Climbing? They already have the basic form since they are Infantry.

Herbalist needs, poison strike, poison bolts. Throw herbs could be a new ability with the same function as a nourishing meal and cure disease.
Okay, I'll stat them out if that's still the concept.

Edit: Herbliast now reads "as Goblin but looses Weakening gains Nourishing Meal. Medals: Instead of Steal Enchantment and Inflicts: Trooper: 20% Blight; Veteran: 20% Blight, Forestry; Expert: Forest Concealment; Elite: Fear Strike, Night Vision"

Since the Goblin gets Cure Disease combining it just seemed too nice and loosing Weakening opened a slot for Nourishing Meal.

I do kinda wonder if swapping them to Poison Darts for the physical damage that could get racial boost, but they'd be attacking once per round at range for higher damage if that matters. Another option is Acid Darts. The Fire damage would allow better planning of synergies and explain lighting people on fire if you take Racial Governance Military 5.

Honestly I think either might be better than Poison Bolts, but I'm not sure of my favorite.

End Edit

I have one idea for the "Cadaver" to replace it with a mummy. Would be interesting to have a unique unit somewhere along the necromance route
Well the Mummy was never an Azrac or Nomad unit, but Necromancer was never a class so that might work anyway. I'm just not sure the Cadaver could do it justice. The Mummy is basically a regenerating undead tank, I was going to have them as a building route on the Mirage Oasis Dwelling. Cadavers are weak zombie/skeleton types that rot away easily, almost the opposite. Also a Mummy is one of the most specially prepared forms of Undead, so the least likely to be raised on the battlefield.

If they are taking a Necromancer unit slot the Lost Soul or Death Bringer are most appropriate. The Lost Soul at least re-surges so it has a similar nature on some level and the Death Bringer is closer to the approximate power level.
 
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Okay. Since that wasn't possible in SM and I think piercing attacks are underused in the AoW3 engine, I could see that. It would also encourage them to engage in melee during the cooldown making them less able to just stay back and rely on their first strike to protect them while they toss javelins.

I think 1 cooldown should be a good choice, for balance reasons.

Okay, I'll stat them out if that's still the concept.

Edit: Herbliast now reads "as Goblin but looses Weakening gains Nourishing Meal. Medals: Instead of Steal Enchantment and Inflicts: Trooper: 20% Blight; Veteran: 20% Blight, Forestry; Expert: Forest Concealment; Elite: Fear Strike, Night Vision"

Since the Goblin gets Cure Disease combining it just seemed too nice and loosing Weakening opened a slot for Nourishing Meal.

I do kinda wonder if swapping them to Poison Darts for the physical damage that could get racial boost, but they'd be attacking once per round at range for higher damage if that matters. Another option is Acid Darts. The Fire damage would allow better planning of synergies and explain lighting people on fire if you take Racial Governance Military 5.

Honestly I think either might be better than Poison Bolts, but I'm not sure of my favorite.

End Edit

I believe "throw blades" could also be a replacement for darts, however, it should be more poison favoured to be unique. Might... overlap with blight doctors why it needs some unique flavour to stand out.

Well the Mummy was never an Azrac or Nomad unit, but Necromancer was never a class so that might work anyway. I'm just not sure the Cadaver could do it justice. The Mummy is basically a regenerating undead tank, I was going to have them as a building route on the Mirage Oasis Dwelling. Cadavers are weak zombie/skeleton types that rot away easily, almost the opposite. Also a Mummy is one of the most specially prepared forms of Undead, so the least likely to be raised on the battlefield.

If they are taking a Necromancer unit slot the Lost Soul or Death Bringer are most appropriate. The Lost Soul at least re-surges so it has a similar nature on some level and the Death Bringer is closer to the approximate power level.

Oh right, might be better to stick with the cadaver anyway. Maybe a lost soul could be a tomb guardian or a beholder of something. Might be to complicated to replace and balance it.

I'm thinking of another idea of a more "outlaw" unit that would possibly have martial arts and a new ability to throw swords. Someone that is juggling with double swords and can throw scimitars against there enemies.
 
Two new upcoming scenarios in the project for each story branch. Scenario 3A and 3B both featuring scripts that utilize a convoy script in different ways.

Scenario 3A seen with lava streams flowing through the landscapes. A moderate difficult mission on Reynald's path with convoys involved.
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Scenario 3B introducing a difficult escort mission for Tanner, with limited troops available.
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News regarding the campaign is that the progress is ongoing towards the release of scenario 3B to start with. Scenario 3A has much more complicated scripts and I'm not sure the game engine can handle the a.i with 7 different units trying to move at the same time. 3-4 unit can walk side by side, but 7 seven is a difficult number to achieve a.i escorting their own units.

I successfully managed to set up an escort mission scenario 3B that changes routes based on choices and even on choices made earlier in the campaign. The caravan will ask Tanner to protect them on a route where enemies are lying in ambush. As you continue through a very long path you will on your final choice forced to take routes that unavoidable and have consequences throughout the rest of the scenario. When the caravan has reached its destination you will be able to start the mission initially and a reward is granted upon completion of the escort.

The mission is fairly advanced but will be more standardized after the escort has been finished. This is, however, something that depends on choices made earlier in the scenario. If you did something bad earlier you may as well have a different outcome and if you did something else you may even have a third outcome. It's completely dependable on the players progress.

Regarding most bugs on all maps, if not 95% of them. Instant victories, faulty scripts and a.i doing stupid thing should have been taken care off in v.2.0
There exist some annoying small things that enemies have the "defeated" quest finished upon death even if their throne is not taken yet. This will be taken care of in the next version. Along with that, I will add a placeholder for each map on the campaign so that on each update player can reload from their last save to continue the campaign. This means however that all maps will be blank before it's updated and that players will have to restart their campaign progress.
 
Wasteland Campaign Scenario 3B is out now!
Scenario released today on the Wasteland Campaign. Scenario 3B on Tanner's story is now available!

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Well, I started to experiment with the mod editor and somewhat I created a Roc.

It may be possible to add it into a full race, but it's really not my area of expertise. So I will start with a full race without any humans replaced on models. When stats are done I will experiment with next step and so on until the race is complete without icons, custom models and such in a separate mod. Will see if it's alright to do so.

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I created a simple human. It was not too difficult. In theory, all units will have a similar shape from the beginning. I will expand from this guy and add things as they fit. Replacing the skin of the unit turned out to be quite easy even without consulting the mod guide. So it will be a boring line up of units with different weapons, a war elephant, and a roc as the previous Nomad lineup from Shadow Magic. The herbalist will be the next target to distinguish.

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Wasteland Campaign Scenario 3A is out now!
I created somewhat a platform for a Nomad race. I have not given this so much time but in general, a race that is functional so far.

In time I might alter, things especially the infantry, irregular and archer.

Created abilities so far. Flamethrower and throw spear. In general, it will take time to create a full race when campaign is in development.

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I also started to progress with some other custom units. A special dragon to be used in the campaign when you will face Reskar and his friends. This dragon will be a forest specialist unit that can be very dangerous on gold rank.

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Forest/Storm Dragon
I completed one custom unit for the campaign. Should be a nice addition to the flavour of the campaign.

With Icon set and everything else properly finished. Maybe icon little over the circle.

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Wasteland Campaign Scenario 4A is out now!
Pitty AoW community was always a tiny one though several great mods for AoW3 were released. Creating a scenario (an interesting one) is a tremendous amount of hard work and it can take several months to polish a single scenario. I remember lots of great maps for AoW2 at heavengames but now (esp in planetfall) there are no remarkable content, sadly, beside some cosmetics. Another thing is there are no hand-made maps at all in PF and you cant create one even if you want( Campaigns in AoW series were always a fresh breath for me as nearly no 4x strategy game have game modes other than RMG sandbox or rarely a fast theme-specific scenarios (see Civ f.e.).

I have been waiting for this campaign for some time already and will probably try it when it is finished. Good luck with it, I know it is a very hard work. And thank you for continuing developing it.
 
Pitty AoW community was always a tiny one though several great mods for AoW3 were released. Creating a scenario (an interesting one) is a tremendous amount of hard work and it can take several months to polish a single scenario. I remember lots of great maps for AoW2 at heavengames but now (esp in planetfall) there are no remarkable content, sadly, beside some cosmetics. Another thing is there are no hand-made maps at all in PF and you cant create one even if you want( Campaigns in AoW series were always a fresh breath for me as nearly no 4x strategy game have game modes other than RMG sandbox or rarely a fast theme-specific scenarios (see Civ f.e.).

I agree with everything above. I played several great scenario along with mods. Half of mine inspiration comes from aoeheaven community and its site.

Sadly I have no experience of Planetfall yet. I think it moved away little little from the franchise, but it seems too buggy for my taste. Might get it on sale in the future.

I have been waiting for this campaign for some time already and will probably try it when it is finished. Good luck with it, I know it is a very hard work. And thank you for continuing developing it.

I believe its months away. The most time consuming is the over and over work of copy and paste scripting. So I thanks for the praising and hooefully IRL stuff dont eat all my time :)
 
I finished some new textures for the Storm Dragons, added a Wyvern and also mount for leaders included with an egg.

Burrow of Storm and Storm lair is now fully set up with icons and everything. Should be the final for the Storm dragon of the campaign.

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I edited a little side path of the campaign. Some small additions like a scoped weapon for a future Nomad race on the Dreadnought side. Probably something in a distant future. "The improvised scope" with 1+ added range.

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New Dwelling!
In the upcoming update. I Will release a new dwelling along with the newest scenario.

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Scenario 4B + Royal Tent Dwelling
Wasteland Campaign has been updated accordingly with a new dwelling, two new units and a new campaign mission 4B!

It fully functional dwelling with two new units. The Slaver unit is from AOW:SM and does not fit in the racial lineup of Nomads. So it became part of a dwelling instead.

Cheers!

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The plan is to establish the Dreadnought as harsher than the clean Imperial side. The technical appeal will appear as more "stolen" and "rough". This shows the Golem to become rustier and brown.

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The Musketeer and the engineer. I believe I will colour the armour to become rustier on the engineer. But I'm not sure yet. I will figure out it later.

In comparison the Musketeer will lose his armoured trait but, will gain 1+ in range with "improvised scope" seen his the weapon. This can be a quite different unit more favoured towards a sniper. The Engineer also has a new weapon which is the Flame Thrower.

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