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Progress Part4

News 2 comments

Hello everyone

There were and are problems but the mod is progressing strong! first of all a random game crashing bug consumed ALOT of my energy and time in order to pinpointing and fixing it! then my job again... my mission location is changed and now im on a horrible ship without a good net or a good office so modding is very annoying and hard sadly... its even harder to get inspired here or get any mood at all! i just wana go back home... but worst of all my habit of developing new ideas in middle of mod development! this third one is the most faulty for putting delay on mod release! BUT its a two edged blade! in one side it does add delay to the mod's release but on other side it will add new goodies! like new agent overhaul that im gono talk about now!

AGENT UNIT OVERHAUL:

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Ok if u followed my progress in discord u probably knew that agents are special commando units that u unlock with "DEEP INFILTRATION" research, but i have overhauled them completely! so now commando units and agents are separated units.
What is an agent: each main faction have an agent unit which can be unlocked by "DEEP INFILTRATION" research and be called in anywhere on the strategy map by influence using strategic operation.

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All agents have their own tactical combat style in tactical map (for example Mega corp agent can hijack enemy vehicles and upon destruction of the vehicle exit and continue fight, or Colonial guard's agent can stun enemy with his knife attacks or assembly agent can take control of enemy robots or turn dead human bodies into cyborg ghouls and etc...) which if u master, u can take out a full low tier squad of enemy by this single unit, but if u dont play smart u can easily lose them since they are squishy in tactical combat, but in strategy map all agents have same function, they have complete camouflage in strategy map and have unique agent operations which can be pulled off only ONCE per City/Urban zone! so you should pick wisely, this operations are:
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SLEEPER AGENTS: your agent will awaken 2 sleeper agents who are hiding in the city zone, they are useful for ambush planing and have complete camouflage like agent himself and some other useful tools in order to help him for an ambush!

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STEAL ENERGY: the agent will hack all the city energy sources from smallest to biggest and upload them to you after 3 turns.
INTEL GATHERING: your agent will start hacking and analyzing all information in the city in order to generate large amount of RESEARCH and INFLUENCE for you after 3 turn.
SURVEILLANCE NETWORK: after 2 turn your agent will create an spy network in order to scan and reveal an large area around the operation zone! as long as the network stands all enemy units even the stealth ones will be revealed when entering this zone, but if enemies find your network center they can easily destroy it and sabotage your spy network.

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Like i said only 1 operation can be chosen per city/urban title and during this operation ur agent cannot move! all operations except the intel gathering cost influence, ofcourse Each operation have its own cool visual effect and depend on factions might vary!
As you can see this new agents are very valuable and cost alot of influence to summon with high upkeep! and new city/urban titles have a new meaning to them! so when creating a map pay attention on how much city title u want!
Also the new urban titles will be used for new abilities too such as Cabal harvester's human harvesting or assembly overmind's cyborg production and some other surprises which i will explain in future.

ELITE COMMANDO UNITS:
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now that elite commando units and agent units are separated, elite commandos can be summoned by strategic operation just like agents but they dont have agent operations and have more offensive role, instead depend on the faction/subfaction they belong to! for example Mega corp can call an elite commando which if equipped with tactical nuke marker mod can call in a nuke strike in strategy map after 2turn which will render the nuked zone unsable for building or annexing
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Not all factions have commandos and not all elite commandos have strategic map operations, as i did mention they vary and best way to obtain them if u want one is from sub-factions.

COMMANDO UNITS:
Commando units are special T4 infantry units which can be produced like normal units in city after unlocking them they are weaker than elite commandos and cost same as a T4 unit and cannot handle a whole enemy squad alone unlike elite commandos, their different with a typical T4 unit is that commandos are prefect as taking out enemy low tier units, have benefit of being infantry which means they can use different transports for faster travel in this mod and they are perfect for ambushing enemy when there is a group of them! or providing good combat tactics in a squad, an example of commando units are Mega corp's spectre and ghost (which u can only pick one), this guys took ALOT OF time to make! they needed new EVERYTHING for them! new animation, new model, new fx, new abilities, new research and etc... but were worth it at the end

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Both of this guy are normal commando units.

Ghosts have:
Long range sniper rifle and can move after shooting,
Can leap long distances thanks to their augmented body,
Stealth mod during combat for 2 turns and shoot enemies!
EMP grenade to disable enemy vehicle and cyborgs
Underbarrel Grenade launcher to deal with enemy swarm
Scan optics to find enemy weakness
Accelerated metabolism

Spectres have:
powerful close range rifle
High incendiary grenades
Teletakin Crush
teletakin Rage
Wrist blade mode which turn them into a deadly melee unit with regeneration
Accelerated metabolism

Both ghost and spectre can be equipped with tactical nuke marker which is very expensive BUT allows them to call down a tactical nuke attack in a wide area during tactical combat after 5 turn!

MEGA CORP PROGRESS:
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mega corp progress is going smoothly, they took alot of work due to having multiple unit choice per research unlock and alot of things have changed from my last update as u can spot here, some due to balance some due to bugs and sume due to better ideas! but their units are almost complete! only their 2 other T4 and unique T5 remain to make!

Well thats all! sry if i did miss spelled something or didnt make sense on some stuffs, its pretty late here and i didnt want to delay the update progress any longer! so i made it as fast as i could! good luck everyone!

Progress Part3

Progress Part3

News 4 comments

Progress on "The Foundation" subfaction, "Orbital Layer" and Overhauling "Mega Corp".

Mods Detail and Progress

Mods Detail and Progress

News 4 comments

I will give you summary of what is this mod, how much is done, and what's current situation.

Age of Wonders IV Announces Expansion Content; 5 Triumphant Mods For Triumph Studios Games

Age of Wonders IV Announces Expansion Content; 5 Triumphant Mods For Triumph Studios Games

Feature 1 comment

Age of Wonders IV, the newest upcoming product from Triumph Studios (reasonably newly bought by Paradox Interactive), has detailed its expansion plans...

Post comment Comments  (0 - 10 of 15)
MrDeath666
MrDeath666 - - 61 comments

Have like zero idea HOW you're expecting this truly massive thing to work...
But want to wish you luck in your tedious job.
Cheers!

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

ah it works like a charm im always testing, but it does need a more
focused balancing and thats what beta release is for.
Its not tedious for me, in fact its very enjoyable but its ALOT of work and sadly recently my time got more limited.
and thanks alot :)

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Guest
Guest - - 689,672 comments

Is there any way to access the beta already?

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

Actually the GDI and NOD are ready! but i want to zero some crashes first and preferable make some minor changes before beta release! so i can get a better feedback!
But sadly due to limited time and new games to play during my free time im keep delaying the release! sry about that people

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Guest
Guest - - 689,672 comments

Hey there, same commenter again. No need to to say sorry. I was just asking because then I could help testing for bugs etc. Your mod is really impressive so it will be worth the wait. Take your time! <3

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

thanks :)
the beta release will be this yea, but like i said in the update blog the beta will be fully playable with all features of the mod

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

Sadly due to my recent job travels + having much more bugs that i did anticipated, i couldnt release the mod in 2023! but it was not all wasted time, i did fix alot of bugs including 4 game breaking ones, improved AI alot so it will now use subfaction units + T5 units!
Stay in touch! beta release is not far!

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shinmg92
shinmg92 - - 496 comments

It would be really nice to see it release!

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

Ok its been couple of busy months full of problems such as me getting sick then my Monitor gone dead and then a vacation travel BUT NOW im back with 2 weeks of ocean job travel which means 2 week of hardcore modding!(i got alot of free time during my ocean job travels) expect big updates once im back from job travel this month! Hopefully the Foundation subfaction and Megacorp Overhaul will be fully complete and functional!

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Ahrimansiah Creator
Ahrimansiah - - 3,216 comments

been sick for a week, and little busy right now with some extra paper works of my job, but will continue on the mod and add some new updates soon.

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