Age of Wonders III

Age of Wonders III

76 ratings
Age of Wonder III Two Point Ouch!!!
   
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File Size
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2.075 MB
6 Mar, 2018 @ 12:26am
14 Jul, 2019 @ 6:03pm
23 Change Notes ( view )

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Age of Wonder III Two Point Ouch!!!

Description
- add more tiers 3 for each race in Vanila game
- add extra tiers 4
- add some city upgrade
- buff lower tiers and give them some new skill
- added some halfling,tigran and frostling as mercenary unit
- make leveling more rewarding
- this mod have thier own characteristic such as health,power level and abilities
- expect some different of gameplay
- Not quite well compatiable with other unit mod
Popular Discussions View All (1)
0
10 Jun, 2020 @ 5:23am
Fine-tuning ideas
StormChaser
56 Comments
HighRider101 6 Jun, 2023 @ 12:46pm 
Anyone get a glitch that later in the game it just crashes? Not sure if its the mod I might do more testing but the game crashes for me later in the game and I am not sure if its a spawn glitch or just a game glitch.
archon_silverius 19 Apr, 2023 @ 9:54pm 
Hi, I admire your work here in regards to expanding racial units. They are quite impressive but not quite what I would like for myself though they do have some abilities/attributes that I would like. I know its a big ask but I'm hoping to try and create units myself but can't seem to figure it out. I tried following the steps of the main guide but can't find the right icons like how to adjust stats/abilities or how to make them appear as in game options. I would also like to expand research unlocks for certain races. If you can help me learn how to make these I would greatly appreciate it!
epic meow 7 Jun, 2022 @ 11:45pm 
does this by any chance increase the amount of units in spawners and guarding visit structures? cuz i have tier IV doomstacks on all my spawners by default from turn 1 and i don't know what's causing it.
tazarbill 20 Nov, 2021 @ 5:42pm 
Dude congratulations about your mod. What i noticed was that almost every unit seems more intresting to keep in the army and playing with,try to level and further enstrength it with more medals.It pretty much changes all the gameplay making it way more addictive.So far i was using 1 mod.Chivalrous intentions which adds lots and lots of units to races independends,strucure guards,reward units etc. The 2 things i like most about Chivalrous Intentions is a) adds special units for recruiting if specific buildings you find in the map are inside a city s domain and b) adds alot of depth and variety in units rewards from quests.The obvious question is that since Chivalrous intentions adds all these units im guessing that those units will keep their stats and abilities and ofc when they lvl up they wont be so strong like the units u made.So would be any chance that u could bother to make a patch in the future so C.I. AND 2POINTS be compatible?
super7122 8 Feb, 2021 @ 2:04pm 
I really enjoy the mod man, well done. Your text and everything is working also, something I couldn't quite figure out in my mod :). Cool mod
VindictiveScent 10 May, 2020 @ 8:28pm 
This mod is sooo good, It's just not compatible with the Deluxe Specialization mod, so I have to turn that one off, I really love the tier 4 units.
StormChaser 13 Apr, 2020 @ 11:00am 
Just noticed an error while running in Debug Mode:
[20:57:35][ERROR][GENERATEDLEVEL.SAM]Assertion failed: "false"
[20:57:38]Message: [GENERATEDLEVEL.SAM][GENERATEDLEVEL.SAM]Double resource ID found!
[20:57:38] E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\AOW_UNITDWARFS.RPK-DwarfPikeman-[#0000010500000354]0\2
[20:57:38]vs
[20:57:38]E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\UNITROGUE.RPK-Human White wolf-[#0000010500000354]1\29
[20:57:38]
[20:57:38]d:\source.aow.steam\creator\ek\source\Debug/EDebugStream.cpp(66): (click to open)
StormChaser 23 Mar, 2020 @ 12:38pm 
Actually, after using it a while I love it and want to take back what I said earlier. This mod makes the game so much more interesting an challenging, it's great! Found that treasure sites still pose a great threat, and the rewards make the effort worthwhile. Kudos!
StormChaser 23 Mar, 2020 @ 7:36am 
Interesting mod! I'd really like to try it more, but I noticed all explore structures have one extra batch of units on top of them, usually much more difficult to beat than what's guarding the place in the first place. I enjoy the idea, it's just that it makes exploring those structures somewhat uninteresting. By the time you actually can safely defeat the initial guards you don't care too much about what's inside.. thoughts? Maybe it's because I'm playing on Emperor with max roaming units..?
Der_Ferb 26 Jul, 2019 @ 7:52pm 
But with some class-race comb some units are complete useless.
For example the highelf Warlord.
The High Elf Red Vanguard is just a better unit than the warlords Phalanx. But that's just not so nice not really a problem.
Regarding of Dreadnought and Sorcerer the weak T4 units could be a slight problem cause of their mechnics to play with summoned and machines. The new T3 are just better to play than the old T3 and T4 units and that leads to playing without machines and summoned units except the T1 and T2 units. But even these cannot stand against the new Units when not fighting with Walls.
Maybe if you have ideas and the will this can be a thing to think about for future updates but dont feel to be forced.

And i have a question, is there a reason why the Warlords scout in most races can't swim anymore?

Overall a really good mod and great work you have done. Hats off!


Sorry if my english is bad i hope my thoughts are understandable