Age of Wonders III

Age of Wonders III

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Attack Protocol - Long Game
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16 Sep, 2022 @ 4:30am
30 Sep, 2022 @ 6:43pm
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Attack Protocol - Long Game

Description
Welcome to Attack Protocol: Long Game

This is a revised version of Attack Protocol: Roaming Army Overhaul to suit players who prefer slow game speeds, or AI survival over the challenge of the original mod.

This version has all of the same core features of the original mod except spawn strength grows at half the rate, and both spawn site defenders and roaming unit strength has been brought back in line with vanilla defender strengths.
This will allow you to select from standard difficulty settings and have the spawn strengths matched to your taste.
If you want more of a challenge, take a look at the original mod.


This is designed to give the AI and Player a fighting chance while running a slow speed game, while retaining the combat focus and army flavour of the initial release.


Find the original version: Attack Protocol: Roaming Army Overhaul
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2828776926

How it works:
17 new spawns have been created and distributed amongst the existing spawn sites.

World Enders:
Spawns Weak strength stacks of up to 6 units which slowly grow in strength up to 6.18x starting power. De-spawns previous stack on timer and spawns new stack as long as spawn point isn’t cleared, stacks spawned frequently (7-13 turns) with first spawn delay (+5 turns), spawned stacks use raid behaviour and have a very large radius of operations (60 hex).
Spawns include: Haunted Boneyard, Haunted Boneyard Archons, with the addition of Sorcerers Enclave, Those who are chosen, Naga Den, White Walkers, Dark Pact Riders

Destroyer:
Spawns (1.5x) Medium strength stacks of up to 3 units which slowly grow in strength up to 1.9x starting power. Spawns on timer once previous stack dies as long as spawn point isn’t cleared, stacks spawned infrequently (10 to 20 turns) with first spawn delay (+60 turns), spawned stacks use patrol behaviour and have a medium radius of operations (20 hex).
Spawns include: All new Dragons Den, Giant Camp, Monsters Nest, Sea Monsters Lair

Raiders:
Spawns (0.5x) Weak strength stacks of up to 6 units which slowly grow in strength up to 7.25x starting power. De-spawns previous stack on timer and spawns new stack as long as spawn point isn’t cleared, stacks spawned frequently (3 to 9 turns) with first spawn delay (+5 turns), spawned stacks use raid behaviour and have a large radius of operations (30 hex).
Spawns include: Brigand Hideout, Pirate's Nest, with the addition of Barbarian Camp, Greenskin Tribe, Frozen Camp

Territorial:
Spawns (0.8x) Medium strength stacks of up to 6 units which slowly grow in strength up to 3.63x starting power. De-spawns previous stack on timer and spawns new stack as long as spawn point isn’t cleared, stacks spawned frequently (8 to 16 turns) with first spawn delay (+5 turns), spawned stacks use patrol behaviour and have a small radius of operations (7 hex). A boss unit will be forced to spawn in these stacks.
Spawns include: Monster Den default, Monster Den Spider, WIP Mud Pit, Frost Cave, Haunted Battle Site

Annoyance:
Spawns (0.5x) Very Weak strength stacks of up to 6 units which slowly grow in strength up to 8.8x starting power. De-spawns previous stack on timer and spawns new stack as long as spawn point isn’t cleared, stacks spawned frequently (3 to 9 turns) with first spawn delay (+5 turns), spawned stacks use brigand behaviour and have a small radius of operations (15 hex).
Spawns include: Summoners Circle, with the addition of Sirens Cove, Snake Pit, Magical Flux, Spider Pit, Mourning Harbour, Kobold Camp

Wanderer:
Spawns Random strength stacks of up to 4 units which slowly grow in strength up to 1x starting power. Spawns on timer once previous stack dies as long as spawn point isn’t cleared, stacks spawned very infrequently (15 to 45 turns) with a first spawn delay (+60 turns), spawned stacks use wander behaviour and have a huge radius of operations (100 hex). They are friendly to the player.
Spawns include: WIP Item Rack, Knowledge Seekers

Pickups and Structures:
All pickups are defended. Structure Defenders all have slightly increased strength and numbers where applicable to keep in line with the spawns. This should make it easier to choose an appropriate defender strength for your Attack Protocol spawns without making the structure defenders too trivial.


Defender Strength (6 new Attack Protocol options):
AP0: Safe (Knight) – Def Strength x0.9, Boss +0, Units -1
API: Base (Knight) – Def Strength x1.2, Boss +0, Units +0
APII: Balance (Lord) – Def Strength x1.5, Boss +0, Units +0
APIII: Challenge (Lord) - Def Strength x1.75, Boss +0, Units +0
APIV: Deadly (King) - Def Strength x2, Boss +1, Units +1
APV: EndTime (Emperor) – Def Strength x2.5, Boss +2, Units +1

Expected spawns at 25 turns:
Almost all spawns are at the ‘Very Weak’ to ‘Weak’ level

Expected spawns at 100 turns:
Half the spawns have now started reaching the ‘Strong’ level, the other half have fallen behind in strength gain at this point and are around ‘Medium’ strength.

Expected spawns at 170 turns:
The weaker spawns have stopped scaling somewhere between ‘Strong’ and ‘Very Strong’ levels.
The more powerful spawns are peaking at ‘Very Strong’ levels - equivalent to 2xTier IV 1xTier II 3xTier I stack on base game ‘Normal 1x’ difficulty, or 3xTier IV 1xTier III 1xTier II 1xTier I stack on ‘Tier II Attack Protocol: Normal 1.5x’ difficulty

Expected spawns at 250 turns:
The ‘World Enders’ spawn point stops scaling and caps at approx. 1.2x ‘Very Strong’ levels – equivalent to 2xTier IV 2xTier III 2xTier I stack on base game ‘Normal 1x’ difficulty, or 4xTier IV 2xTier III stack on ‘Tier II Attack Protocol: Normal 1.5x’ difficulty


Compatibility:
Dependent on all DLC.
This should work with most other mods except those that change the adventure sets i.e. those that change unit spawns and strength or spawn lists from treasure sites that spawn enemies (i.e. brigands hideout, boneyard etc.).
Loads at Priority 1 and overwrite any mods with a lower Priority.
13 Comments
elijafire 31 Jan, 2023 @ 10:44am 
I don't know about AOW 4 it looks like a Planetfall reskin. I sure they don't dumb down the game and lose sight of it's origins I and II were amazing and made the fanchise. III is amazing but only because of moders.
Pisaka 22 Jan, 2023 @ 12:03am 
yes! waiting for it
news about aow4 - is why im playing aow3 again )
Funi Time  [author] 21 Jan, 2023 @ 5:27pm 
All good

In better news Age of Wonders 4 is being released in May!!!
Pisaka 21 Jan, 2023 @ 5:11pm 
thank you, but i'm too lazy )
Funi Time  [author] 21 Jan, 2023 @ 12:43pm 
@ Pisaka

It shouldn't be too hard to make a patch between the two mods. I'm pretty sure there's only one form that overlaps between the two mods that would need to be altered.

I can guide you through the process if you're interested enough?
Personally, I'm not looking to create and support more branches/patches for the mods.
Pisaka 21 Jan, 2023 @ 9:28am 
i see its conflicts with "extended settings" mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=523178481&searchtext=extended+settings
any chance to get both working together?
Funi Time  [author] 2 Oct, 2022 @ 11:24pm 
Appreciate it bogdogar91
Seems like the pacing and challenge of this version feels right for most people playing it. Keep me posted for tweaks.
bogdogar91 2 Oct, 2022 @ 12:03pm 
I don't have a lot to say, just wanted you to know that I love this mod. I make custom maps for myself with lots of spawners and this has greatly increased the fun.
Funi Time  [author] 1 Oct, 2022 @ 1:57am 
All good, keep me posted on any tweaks that might be required for balancing/fun
Move2Bastyon 30 Sep, 2022 @ 10:27pm 
Can't say it enough, thank you, very much appreciate you for doing all this

Your efforts in your mods bring me a lot of aow3 joy