Durch die Eintragung der Werte von Spielern (Leader, Zivilisation, Klassen), werden nach Beendigung des Spiels durch den Report die Meta-Statistiken ergänzt.
...and now the host is out of sync. I hosted the game with malfunctioning leaders setting which were probably the case before.
I have been generating game after game with not luck since yesterday to host this game. But I eventually tracked down some bugs. One literally that probably crashed the previous game as well.
In the default section of the hero customizing set, all default leaders including premade leaders had... Arch Druid spear as default for all classes. Leading to single-player unaffected or when players host all Nomads as Arch Druids.
Hosting several Nomads leaders would conflict with each while only one Nomad leader could safely proceed with the randomly generated game, why it was not so reported as players do play this mod single-player more than multi.
I don't think I will host another game. I'm a bit leary to set up a new one. I will rely more on bug testing and balance when this mod will be streamed soon on youtube.
I will inform that I will go on holiday vacation for about 1.5 week. Since Midsummer eve is upcoming I won't be able to start this game for this period of time. I expect to return to play 2nd of July. Since we wait for Marky to join the new rehosted game.
News regarding the mods is that 25 new custom items are planned for the mod and they are ranging from common items to mythical items connected with new abilities.
15 items are currently done. Icons are made with Photoshop by using items from the game to reskin and remake them with layers. Some are custom made like turbans or the reptilian head.
This is the last rehost for this game. I generated a few maps before hosting to make sure the default button and no shenanigans were going on.
So I hosted a new one with
Wasteland Expansion
Strong Reward
Cosmos Specialization. - Cosmos link
Sorry for the inconvenience on the amount of trouble of all new rehosting.
Cosmos specialization brings new life to some nostalgic abilities like Enchant Weapon, Power Leak, Alter Node as an Empire Upgrades focused spec.
I'm running into a issue upon start and I believe it's one of those "restore default button" things I once again forget to restore. As I'm working between mods like Shadow realm I often by accident forgot to restore after some beta testing.
I understand that most has other games or something else that maybe more appealing.
However I need to rehost the game one more time to actually.... Which is kind of frustrating.. Since rejoining procedures are not that convenient
I could offer a newly released Cosmos specialization as a third mod. Its so far been received pretty well on steam if we can agree on a rehost.
A new game is up with the same setting and mods with strong reward.
Wasteland Expansion rehost
password bf
Hey there!
The game is hosted for 6 players but atm we are just 4. What about a rehost with 4 players?
If to use Nomad leaders. Using past created nomads leaders won't work since parts of the core mod has changed where the racial id has been replaced.
Using leaders from past game will make cities into purple question marks. Create new customs leaders with Nomads is necessary.
A new game has been hosted.
The mod uses the latest Wasteland mod v.8.2 from steam workshop.
Strong Reward mod has been enabled to balance treasury rewards further.
Since this is a beta test, the PBEM balance mod might cause an unfair advantage of the Nomads since this mod is not built around the Pbem balance mod originally.
With around 40 custom abilities in the mod, it's not likely that PBEM mod would bring the right testing environment apart from the rewards.
Thank you. The mod is online on the server with Wasteland + Strong rewards.
I have come through a new update.
A lot of changes has been implemented quite lately.
Oil has been introduced to the Nomad race adding changes that apply physical damage and a small portion of elemental fire. If successful with an "oil impact", it will apply weakness against oil that will hit harder damage with fire as it makes the target unit weaker against fire. The design is to strengthen the Physical theme that originally was a thing for the Nomads of Age of Wonders Shadow Magic while adding some fire.
The oil comes in various form and is applied as a throw, bolts 3x, and area effect while keeping some machine open for a leaking oil aura in the future.
The Martial Arts Nomad apprentice has been replaced with some new abilities thematically more fitting like magic lamp brings forth random ranged effects when applied while Conjuring Regen is another form of Mend Magical Being but as regen set on a turn timer for balance reasons.
Nomad Chieftain the fastest support in AoW 3 history has been toned down little. Also, the Elemental fire is gone, making them the second almost "Halfling" physical support except for a bit of oil and fire.
I was not too satisfied with the design of Spearman originally. They gain Armored to be more design-wise and synergies-wise with warlord and dreadnought for example.
Then there are several others changes and fixes to more distinguish the Nomads further. They are by no means easy to play with it, but they are very specialized.
The inflict morale break has gained a new morale effect that can target undead. They lower their morale by -200 with "Morally Decayment
Then there is more changes and new pfx added to distinguish the abilities little.
From left Morale Break, Oil Bomb and Life Regen.
Im going to set up a new game tomorrow and either in the same setup or in other ways.
Yeah more mods tend to break things after a while. It's possible to combine mods to some extent.
Mods with 7 underground layers or even 14 layers I really don't understand the thrill to play this games as its gets annoying after awhile if one player would hide on the absolute bottom layer and stay there. Makes no fun.
1 extra underground might be okey, more than that makes it tedious. A shadow realm layer adds at least something different. I figure if a new underground layer would be made it should be "Depths" featuring some underground layer where its always harder sites, no dirt walls, no water, less vision and where all races hates the climate etc that would be something better then just a cloned underground's.
Regarding a new wasteland game I'm on. Im still updating alot of content at the moment and steam version will receive a new patch somewhere this weekend.
Some class units had little or none synergies. Reanimators with scorched heat and no fire damage or the Sorcerer Apprentice with martial arts and no combat abilities for example.
So there is a few new things and changes and as soon as also campaign is affected by the mod also has to update this part of content.
The strong part of the new patch that the Nomad spearmen will get a new look and several abilities like morale strike don't use "weakened" pfx but instead customized. Same with life regen and among other. I will also incorporate some of new abilities to be adjusted against the arcane force so they can be used there as well.
Next plan after that is probably to get more items that are desert related. I have not seen that many mods adding items except for dwiggs mod and a bunch of steam mods adding OP items. This one adds Storm Wyvern mounts and its eggs. Like any other Fire or Cold Wyvern but with Shock protection instead.
sure, i love this mod:-) And only or two mods selected is okay for me:-)
Count me in.
Not like others game with 20 mods:-)
Finally I am out. A lot of things were said about the nomads so no need to repeat it at this point. Regarding the game I was a bit uncautious around turn 10 leaving a city undefended and lost it for some turns against a nasty crow from Blad. After that I need to take care of Refineus. He missed his (good) chance to attack me at my realm cause my troops were too far away to defend my throne in the south-west. For some reason he retreated and so I came back through the center of the map, vassalised some dragons and wiped him out with all the nice units I got from dungeons and other high level sites on my way. Since this was "his" game I spared his life and let him recover with 2 cities and a vasall.
After that the fun with the Dr. began. On my way back to the south-east I took 2 large cities from him. I think one was the former throne of the AI, right? I think at this point of the game I have had the strongest army but facing an undead and a rogue is nasty for nomads in due to a lot of frost damage. Anyways I made my way entered Dr.'s realm. At turn 50 I found a big city guarded by Dr. and Blad. I couldn't resist and was curious to see the outcome even if the game says very likely loss. Result was already posted here... *shame* In a "normal" game I wouldn't have attacked but in a testing game it was worth a try.
I couldn't recover from this hard loss even if I was able to build some nice mounted archers with 3 damage channels. Anyways I knew it was to late because I havn't met Blad at this stage of the game and was pretty sure he was controlling a large area in the north and maybe the UG. Not much more to say because as I expected Blad was grown too strong having several stalkers dealing massive damage to all nomad unit in due to their frost weakness.
Wasteland 3 as 2vs2 or if Mark want's to take part in as FFA again? :-)
The second gameplay of the new Nomad race.
Specific rules applied for this game in comparison to normal is that all heroes match race and have many dwellings to try out the Nomad heroes and potentially "Outlaw Dwelling".
Mod needed for this game: Wasteland Expansion Beta
https://steamcommunity.com/sharedfiles/filedetails/?id=1784807573
Amount of players 4-6
Drlight, Marky, El lobo confirmed earlier their interest and so may we end our previous beta test.
Server name: Wasteland Expansion
Server password: bf
Max. Anzahl der Spieler 4