Age of Wonders III

Age of Wonders III

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Recruitment Camps II
   
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File Size
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2.780 MB
5 Jan, 2022 @ 10:27am
12 Dec, 2022 @ 12:22pm
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Recruitment Camps II

In 2 collections by CapitaineYolo
Yolos' AOW3 Mods
8 items
Multiplayer Collection
10 items
Description
WHAT: Just like the first version, this mod is meant to make massing low tier units a little easier.


HOW: This time it works by letting the player produce a single "constructor unit", which sacrifices itself to "set up camp". The actual units can the be retrieved from that camp. The Mod covers all Racial T1 & T2 units. T2 Units will only appear within the camp after one turn (due to hardcoded inn-mechanics).


UNIT UPGRADES: from Buildings (i.e. Pillars of Stylites / Enchanted Armory) can instantly be applied by using a new free spell. City Enchantments like Scales of Fortune / Embrace Darkness / Spiritual Freedom are applied if the unit remains inside the cities domain for the end of turn.


CHEFS CHOICE: This mod pairs well with my Resource Conversion Spell Mod, which lets you finetune your cities production and avoid a lot of frustration. It is however not required.
37 Comments
Eevee.exe 16 Feb, 2024 @ 5:32am 
a little late here but are the camps suppose to replenish troops, im on the GOG version as i own the dlcs over there so i dont know if thats affecting anything but so far it dosnt seem like the camps replenish.
CapitaineYolo  [author] 5 Mar, 2023 @ 11:33pm 
@Rebel Raven Not at all ^^ the camp creating unit needs to be built out of your city. you can tell which is which by their price.
Rebel Raven 5 Mar, 2023 @ 3:10pm 
It's probably going to be a silly question, but what are the steps to creating the camp creating unit?
I have this mod, and the resource conversion spells mod.
Homer 4 Feb, 2023 @ 3:21pm 
Units recruited from a camp made by a produced ghoul unit (or a captured enemy 'camper' unit that I Ghoul Cursed) are not registering as Undead.
They have the 'Ghoul' trait, with the accompanying modifiers, but not the 'Undead' trait, with its modifiers. They don't benefit from Necro empire upgrades like Vampiric Hunger, which gives infantry/pikes the Life Steal trait. They also are affected by various morale modifiers which should only affect living units, like preferred terrain and base happiness.

Having these units drink from a Well of Souls makes them properly Undead, with all the appropriate modifiers. Necro upgrade 'Harbingers of Death' also makes these units properly Undead when left in the stack with a Hero.

Enemy AI are producing these 'camper' units, but I don't think they ever actually use them to build camps. I suspect they're just flush with gold and building whatever units are expensive - I don't know how the AI prioritizes unit production.
CapitaineYolo  [author] 22 Dec, 2022 @ 1:44am 
@Homer I don't have a Patreon bc I mostly mod for myself and wouldn't feel comfortable asking for money for a product that's always unfinished :D
CapitaineYolo  [author] 22 Dec, 2022 @ 1:42am 
@Homer Thank you a lot I appreciate your kind words ^^ I haven't implemented anything related to experience yet, so that's why those buildings and the warlord spell don't work. As for Mystical City Upgrades, the units can indeed be produced in one city and activated in another. I'm still thinking about how to restrain the player from doing this without complicating things much more than they already are - the whole recruiting process and the MCU activation via spell on top of that are quite convoluted already, but I assure you I don't see an easier way..
Homer 21 Dec, 2022 @ 7:01pm 
@CapitaineYolo

Mon Capitaine, you are a gentleman and a scholar. Works pretty well so far.

Noticed a few things:

Units do not need to be produced in a city with a mystical upgrade, as long as they are recruited from the camp in a city that has the upgrade, they benefit from it. Works for me.

Units recruited from camps do not benefit from normal city buildings that increase unit xp rank, (Arena, Guard House, Shooting Grounds, Laboratory, Rider's Hall, and racial T3 Building) regardless of where the unit was produced or recruited.

Warlord spell Global Assault, supposed to promote all units and all units produced thereafter to elite rank, does not affect units that are recruited from camps after the spell is cast.

On the whole, love it! You got a Patreon or anything?
CapitaineYolo  [author] 12 Dec, 2022 @ 9:50am 
@Homer there you go, let me know if you find any bugs
CapitaineYolo  [author] 8 Dec, 2022 @ 1:08pm 
@Homer I'm working on it ^^
Homer 8 Dec, 2022 @ 11:49am 
Love this mod so far. Works as advertised. Works super well in combo with Resource conversion Spell mod. Hope to see upgrades from specialty buildings added!