Age of Wonders III

Age of Wonders III

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V-Mods: Ultimates reworked
   
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18 Apr, 2018 @ 11:20am
13 May, 2018 @ 5:50am
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V-Mods: Ultimates reworked

Description
V-Mods: Ultimates reworked

The ultimate world enchantments of each Class in this game are normally considered game-enders, but for players like me who enjoy extremely long games it can be hard to enjoy the game when a Theocrat disables every other players natural regen, a Rogue makes all your cities extremely unhappy, a Warlord spawns seemingly endless amounts of elite manticore riders or a Sorcerer casts way too many high-level spells per turn for way too cheap...

One could resolve this issue by simply removing them. Here is my take on reworking them so that they do not simply end the game.

All descriptions have of course been changed to match the changes made.

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What has been changed:

Arch-Druid, The Wild Hunt
Removed: Strong Will
Added: +4 Move Points, +1 Resist, Mind Control Immunity & True Sight

Dreadnought, The Great Mobilization
Halved Resist & Dmg +2 bonuses to +1

Necromancer, Age of Death
Changed chance from 35% to 25%

Rogue, Age of Deception
Changed -400 happiness penalty to -100
In addition to the usual buffs, all units also get: Backstab, Hero/Leader Slayer, Shadow Step

Sorcerer, Age of Magic
Changed -50% casting costs to -25%
Changed +50 Casting Points to +80

Theocrat, Armageddon
Removed no regen debuff
Replaced Strong Will buff with Mind Control Immunity
Replaced 80% spirit weakness with 20% weakness to each type except physical

Warlord, Global Assault
Only non-support units produced in Metropoles are produced as elites.
Caster's Metropoles suffer a -100% base population penalty.

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Compatibility:
Obviously not compatible with anything that makes changes to the above-mentioned 7 World Enchantments. Probably works with overhaul/rebalancing mods, but might overwrite their changes or get overwritten by them.
Everything else is fine.
22 Comments
Timujin 17 Jan, 2021 @ 2:28pm 
@Varegi
Do you prefer to play with these settings, or play without the ultimate spells altogether?

How could I edit them myself if I wanted and upload to steam maybe?

Some of these still seem a bit too much even. Perhaps they could be lessened even more?
Particularly the Warlord one.

Warlord - Maybe just expert or at most veteran rank with no pop negative? Or at least make T4 only bronze or silver at most. I like the idea of maybe just +1 and quick learner too
Rogue - Maybe no negative happiness
Sorcerer - Maybe -25% casting cost with +50 casting points
Necro - 10-15% chance?
Theocrat - 20% weakness all around seems alright
Dreadnought - Decrease movement to 4?
Arch druid - seems alright
BOT 10 May, 2020 @ 12:15pm 
And oh yeah, forgot to mention about the t4s, maybe they only need to pop out at silver?
BOT 10 May, 2020 @ 11:19am 
Right on, if +1 rank feels too weak, maybe it could add another skill or something too?

And also appreciate the awesome work, and hope you're staying safe :)
Varegi  [author] 10 May, 2020 @ 9:16am 
+1 rank maybe, quick learner wouldn't be as easy. I'll check it, maybe.
BOT 10 May, 2020 @ 7:32am 
Hello, don't know if you're still modding, but would it be possible to change the auto gold for existing units on global assault to something else?
Maybe just +1 rank, or a lesser version of quick learner?
Spoon Man 11 Apr, 2019 @ 8:55am 
Thank you for making me no longer afraid to play against Rouges or Theocrats
Varegi  [author] 31 Mar, 2019 @ 2:33pm 
@Vlerk

Thanks!
Vlerk 31 Mar, 2019 @ 10:57am 
Great mod bro, Age of Deception annoyed me so much and Global Assault was always to stronk !
pipo.p 30 Mar, 2019 @ 11:35am 
Thank you for fast answering. These cities aren't metropolis yet! I'm sorry, I should have read again the mod instruction before exploiting those old screenshots I took. If there is any hard-coded limit in the game, I didn't stumbled on them yet.
Varegi  [author] 30 Mar, 2019 @ 10:16am 
@pipo.p

in the mod description:

"Warlord, Global Assault
Only non-support units produced in Metropoles are produced as elites.
Caster's Metropoles suffer a -100% base population penalty."

Are the conquered/founded cities not metropoles? Perhaps that is the issue.

If this doesn't answer your problem, it could be a hard-coded limit in the game. I didn't find anything indicating any city limits when I just now checked out the contents of the mod.