Age of Wonders III

Age of Wonders III

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Repair Me.
   
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24 May, 2018 @ 3:38pm
30 Sep, 2018 @ 1:46am
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Repair Me.

Description
The aim of this mod is to:
- Enable Dreadnoughts to easier get repairs for their machines, with and without Engineers
- Making some changes to the Engineer unit to make it more AI friendly and with more racial variations. In the original build, AI engineers would do the stupidest things in order to get a good Blunderbuss shot, which makes it near impossible for a Dreadnought player to choose auto combat if they want to have repairs for their machines
- Giving racial variation to the Musketeer unit
- Nerfing the Juggernaut's Mortar to require three action points

BUILDINGS
- Machines can now be repaired in cities simply by constucting The Foundry.

ENGINEERS
- Repair machine is now gained on Veteran level. To me it makes more sense that an engineer should always be able to spend a combat round repairing instead of attacking
- Fire Pistol is added to the starting kit, which should make engineers slightly easier to use for the AI. This makes Engineers more of a long range unit, harassing with different kinds of shots every turn (combined with Flashbang), rather than charging in
- The iconic Blunderbuss ability has been moved to Gold Medal level
- Emergency repairs has been removed from Gold Medal level

RACIAL ENGINEER CHANGES
Draconian
- Moved Inflict Immolation from baseline to Expert level

Dwarf
- Added baseline Tunneling
- Added physical protection on Expert level

High Elf
- Added baseline Shock Protection
- Added Inflict Shocking on Expert level
- Added +1 Ranged strength (shock) on Elite level

Goblin
- Added Blight Protection on Expert level

Human
- No change

Orc
- Added baseline +1 Melee strength
- Added +1 Melee strength and War Cry on Expert level

Halfling
- Added baseline High Morale
- Added Minor Bard Skills on Expert level

Frostling
- Added baseline Shatter Strike and Frost Weapons, as well as +2 Melee strength
- Added +1 Melee strength (frost) on Expert level

Tigran
- Moved Sprint to Expert level


RACIAL MUSKETEER CHANGES
I realise of course that while giving some Musketeers Repair Machine on Elite level could be considered controversial, I believe it fits with those races. For comparison, look at the edges given to Draconian and Tigran Shamans.

Draconian
- Added Killing momentum on Gold Medal

Dwarf
- Added Reinforced on Veteran level
- Added Repair Machine on Elite level

High Elf
- Added Shock Strike on Elite level

Goblin
- Added baseline Poison Ammunition
- Added Volunteer on Veteran level
- Added Disgusting Stench on Expert level

Human
- Added blessed arrows on Veteran level
- Added Combined Effort - a new ability - on Expert level, which lets a Musketeer use up all movement, but not the full action, to reload a nearby unit

Orcs
- Added War Cry on Veteran level
- Added Tireless and Swollen Muscles on Elite level

Halfling
- Added Throw Chicken on Veteran level
- Added Inflict Dazzled (Melee) on Elite level

Frostlings
- Added Inflict Frostbite on Veteran level
- Added Inflict Crippling Wounds on Elite level

Tigrans
- Added Hurl net on Veteran level
- Added Martial Arts on Elite level


JUGGERNAUT
- Fire Mortar now requires three action points, making the Juggernaut's usage more tactical. I personally like the Juggernaut's ability to always fire without active reloading, and with the boosted survivability of engineers, they will more likely be around to give the Juggernaut secondary shots. But being able to move, combined with their already Extreme range, just doesn't really make sense to me and make them slightly boring to play against. See it as a piece of artillery that needs to siege up!

Disclaimer: While balance isn't my main priority as I only play vs AI, usually with a friend vs 6 Emperors, I don't want this to spiral out of control. Balancing feedback and other ideas for racial variation are welcome.
10 Comments
tjimagineer 8 Feb, 2019 @ 3:13pm 
I like to use my juggernauts to move and fire at close range to act as a damage tank, thus I don't like the lack of mobility for them.
HjAa  [author] 5 Feb, 2019 @ 4:33pm 
Thanks for the feedback, tjimagineer. Let me see about moving the Juggernaut change to a separate mod. Did you try out that particular change in game? In what situation don't you like it and for what reason?
tjimagineer 3 Feb, 2019 @ 8:26pm 
I like everything here except the change to the Juggernaut. Would it be hard to remove just that one change or would you have to do it and make a seperate mod.
HjAa  [author] 27 May, 2018 @ 7:55am 
Interesting. I don't like the ice ball on the Frostlings because it's non-mechanical. It should be a grenade or some such instead. But I'm having problems creating new abilities as I need a good XML editor for it. So I'll have to roll with what we have for now.

I don't think Demolisher works on ranged, though I did like the idea. However, I'm instead considering giving Humans and Dwarves Repair Machine on Gold medal level. I know that this could be an advantage for those races, but so do for example Arch Druid Draconians and Tigrans with their extra abilities on the Shamans.

Every race should have something fun on Gold though. I'm considering Total Awareness or Vigilant on High Elves. I'm liking the cold effects on Frostlings, too.
Hieronymous 25 May, 2018 @ 9:16am 
Ah, nice! I like those names. And the more I thought about it, the worse I felt about it being restricted to just humans and dwarves - a high medal upgrade along those lines for all musketeers would be very fitting.

I still think it'd be cool for Humans and Dwarves to be a bit more technically adept than the others in some way, but I'm having a hard time thinking of anything that's not stepping on some other unit's shoes. ...Does Demolisher apply to ranged attacks?

Frostling Musketeers could get ice-infused bullets and Inflict Chilling to add some synergy with other cold damage units, and Frostling Engineers could get the ice ball skill.

Human Musketeers could get throw/hurl net.

Orc Musketeers could get Razor Projectiles and War Cry.
HjAa  [author] 25 May, 2018 @ 8:46am 
Funny, I was actually thinking along the same lines! But then I think maybe all Musketeers should get it at high level. I was thinking of calling it something like Combined Effort or maybe Firing Squad, where a Musketeer could reload an adjacent Musketeer for free.
Hieronymous 25 May, 2018 @ 7:51am 
Yeah wall-climbing wouldn't really serve much purpose, and I agree about the fireworks. Poison ammo on goblin muskets would be great though.

I hate to suggest making up an entirely new ability, but maybe Human and/or Dwarf musketeers would be more disciplined and easily acclimated to these newfangled tools, and once per battle or once every few turns they could use a variant of Reload with no action cost - call the ability "Fire Discipline" or "Rifle Drills," or whatever, something along those lines. (My first thought was they could reload as a regiment, so a once per battle ability where one reloads his, and the musket of every adjacent musketeer, or maybe 1 adjacent, but might be a bit much. I dunno how to mod so apologies if I suggest something infeasible!)
HjAa  [author] 25 May, 2018 @ 2:59am 
Awesome, thank you Hieronymous for the feedback. I'm liking the Stench idea for Goblins. Might change the engineer expert medal to give them that instead of the Blight Protection, as well as give it to Musketeers from the start. I was also considering the poison ammunition for the Goblin Musketeers.

Yes, Projectile Restistance for Dwarf Musketeer and Sprint for Tigrans both sound great. Especially seeing as you always have to reload as Musketeers anyway, so it's not like you can just sprint away and fire. Wall climbing... Not sure! Let me think about that one.
HjAa  [author] 25 May, 2018 @ 2:59am 
I'm liking the idea about giving the halflings weird stuff, it goes in line with the Party Robots. I was considering Fireworks too, but that would make them too similar to Jesters and too much like archers. So maybe throw chicken is a good idea.

Keep them coming if you come up with other stuff for the other races! I'm thinking a little bit about adding specific damage upgrades for the various races. Because the Musketeer has to reload or fire, I'm also considering if it could have any other purpose in between reloads, like giving them elemental melee damage as they gain medals. Just throwing thoughts out.
Hieronymous 24 May, 2018 @ 7:18pm 
I was just looking for an engineer mod...

How about stench cloud for the Goblin engineers and musketeers?

And maybe Projectile Resistance for the Dwarf musketeer?

Sprint might be alright for the Tigran musketeer, too, and/or wall climbing for both the Engineer and Musketeer.

Maybe Halfling Engineer or Musketeer could get Throw Chicken - maybe just the Engineer, (and maybe just on gold medal...) Think of it as a lab animal. For, uh, explosives-testing. Though I guess it'd be a shame to make the Farmers totally obsolete...