Age of Wonders III

Age of Wonders III

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High Elf, Orc and Human Additional Units Mod
   
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13 Nov, 2017 @ 11:49pm
16 Jun, 2018 @ 6:59pm
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High Elf, Orc and Human Additional Units Mod

In 1 collection by Mysthawk
Mysthawk's Additional Units
2 items
Description
WARNING: THIS MOD IS NOT BEING UPDATED AT THE MOMENT AS THE FILE IS LOCKED AND I HAVE NO WAY OF UNLOCKING IT WITHOUT TRIUMPH SUPPORT

Introduction
Adds new High Elf and Orc units. The main aim for this mod was to mostly increase infantry and archer (and some cavalry) capability in the late game, particularly against the powerful T4 units from other races. All assets used in this mod are vanilla or created by myself. The High Elf units are buildable from vanilla structures, the Orcs are buildable once a city has a new upgrade in it (you can build it quite early). The Human units are also built from their own building, but some are unlocked via the Grand Palace. There are two Human units that the AI will not use under any circumstance, and it is at your discretion when playing as Humans whether or not you use these units properly or whether you 'cheese' them to easy-win. I have put disclaimers next to their descriptions below. Best to use these units on at least 'Lord' difficulty, or you may find the game too easy.

Bug-Squashing
Most of the units have been playtested and balanced (still a work in progress). If you find any bugs or features that make them broken, please post a comment letting me know what needs to be fixed/what I need to go back and look at. I am aware the Stompa has an issue with his shield clipping when he changes from idle stance to combat stance; this is an issue with the way it orients itself on the animation skeleton, and I cannot rotate it to suit both.

List of High Elf Units
Lost Cost Sea Guard - Pikeman unit that also has a ranged magic shock attack. Fulfills the role of defensive line infantry, with the added bonus of being able to soften the enemy up before they are in melee range.

Moonsong Cavalry - Ranged unicorn riders. Scouts/skirmishers with a fast movement speed and the extra ability to sprint (to avoid opportunity attacks). Designed to be outriders for a main army.

Sunburst Cavalry - Shock Cavalry with the Phase ability. For when you need to hold up the enemy or crush some Archers/Support units.

Glaiveguard - Two-handed elite swordsman that can hold the line against a charge. Martial Arts and Instant Wrath provide plenty of damage bonuses on defense, representing their prowess and training.

Luminarch of Antessa - T4 unit based on the Theocrat Shrine of Smiting. Slow moving, but has three different magical ranged attacks of different elements that can be used to focus fire on enemy weaknesses. Works best on the defense, behind city walls.

List of Orc Units
Black Reach Warboys - Basic line infantry unit. Has greater movement than normal infantry (lore-wise it's because they're berserk, mechanic-wise it's because they needed to close to the enemy or they'd just die to shooting). They can hit hard in melee, but watch out for anything that shoots.

Black Reach 'Ugeboys - Upgraded Orc Shock Trooper. Hits hard, hits fast, and is quite tanky. Can fight on par with T4 monsters and other monstrosities that the AI tends to spam in the late game.

Black Reach War Shaman - Support unit that is used to rally and provide morale bonuses. Can also provide Vigilance once per battle to help other units survive their charges.

Black Reach Stompa - Huge T4 unit that excels at tanking and drawing enemy attacks. Usually gets focus fired to death, but it allows the other units in the army to get close and deal the finishing blow. However, if this unit gets into combat, it will most likely destroy anything against it.

List of Human Units
Rampart Protectors - T3 defensive infantry, designed to primarily garrison cities while your other forces are out campaigning. They have a very small movement range, which is just enough to cover the local area of a city. They're not good for marching across the map.

Crownwatch Archers - Upgraded T3 vanilla archers that get Blessed Arrows. They have a good ranged attack, particularly when defending, but they crumple under any sort of proper melee attack.

Crownwatch Linebreakers - T3 assault/shock infantry. Heavy hitting melee charge, but vulnerable to counterattacks. Best to send them in with a protective buff or some backup.

Crownwatch Oathkeepers - T3 support unit that can 'guardian angel' other units, taking damage from them, and also buff and heal. However, because of the nature of their role and how close they need to be to the frontline, they're also armoured.

Crownwatch Gryphon Knight - T4 flying cavalry. Very powerful unit that can decimate most infantry. DISCLAIMER: If you want to keep game balance, I recommend that you don't use/build more than a single one of these per army stack. You have been warned; this unit is for human players only, the AI does not use it.

Crownwatch Shield-Captain - T4 hero unit. Essentially, this unit is a single model (much like the Dwarven Firstborn) that has a combination of abilities and stats that make it a 'leader' type unit. This means that it can act as a garrison commander in most cases, but also as a field commander for smaller army stacks that are following your main faction leader as backup. DISCLAIMER: If you want to keep game balance, I recommend that you don't use/build more than a single one of these per army stack. You have been warned; this unit is for human players only, the AI does not use it.

Future Content
I am open to suggestions for new content (as long as it's reasonable and fits within the scope/theme of the mod)
Popular Discussions View All (1)
0
27 Apr, 2018 @ 7:22pm
Bug Reports
Mysthawk
14 Comments
Mysthawk  [author] 30 Sep, 2018 @ 7:34am 
The Orc units are built from a new building that is unlocked once you have built the basic infantry city upgrade (Warhall, I think, I haven't played in ages. Could also be just a Barracks?).

I haven't updated this mod in forever because I can't access the file, and Triumph still hasn't got back to me about unlocking it. Sorry for the inconvenience.
Varulv16 30 Sep, 2018 @ 6:23am 
So what do I need to make to use the new orc units?
Richard 29 Sep, 2018 @ 1:30am 
You could rename glaive unit to swordmaster of hoeth or some other elven 2 hand wielding unit.
Mysthawk  [author] 13 Jul, 2018 @ 6:03pm 
@Auphilia
The thing with that unit was that I designed their name and flavour text first, as I always make the XML files before I do anything. The issue was then that when I went to make the actual unit themselves in the editor I was having issues getting the weapon model to work properly with the animation set I wanted, so I just set it to a greatsword and never really changed it again. This was mostly because this mod started as a private project and it didn't bother me that much. I apologise that it's not correct, and I understand your point about it, but also at the same time I am unable to fix it as I still have no access to the mod file. If/when I can fix it, I will endeavour to do so. If you notice anything else, please let me know and I will add it to my list.
Auphilia 13 Jul, 2018 @ 11:23am 
Glaiveguards should probably be wielding glaives instead of 2h swords. A glaive is a polearm.
Mysthawk  [author] 27 Jun, 2018 @ 2:21pm 
I have added a section on the Human units that I added to the mod; there are no pictures as of yet. I will add some when I am able to.

Please note that there has also been an issue with the mod editor for this particular mod, and at the moment I cannot make any changes to the main file. I will update when I am able to get access to it again (waiting for support from Triumph).
Mysthawk  [author] 4 May, 2018 @ 2:14am 
Short answer? Nope.

Long answer? I made these units either to facilitate a certain playstyle (the orcs fill my love of infantry charges) or to provide more diversity within and without armies (the elf units are highly specialised units that really do one job and one job only).

Any flavour text is also just whatever I felt like writing that sounded appropriate for a fantasy-style universe, and bears no connection to the AoW3 world.
Richard 3 May, 2018 @ 2:59pm 
Is it lorefriendly?
Mysthawk  [author] 19 Apr, 2018 @ 2:04am 
For the Elf units, they're added to existing buildings. For the Orcs, I added a new structure that unlocks them.

As far as I am aware, the Elf units may conflict with any other mods that add new units to the same base game structures that I have modified, but the Orc ones should still show up in their new building as it's a seperate table/entry.
Dunadd 18 Apr, 2018 @ 3:05pm 
Looks nice. Does this require new buildings so it'd conflict with other mods that make new units available through buildings? Or does it just add them to existing buildings?