Age of Wonders III

Age of Wonders III

89 ratings
Alignment Compatibility Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.278 MB
8 Jan, 2016 @ 2:56am
14 Jan, 2016 @ 5:39am
5 Change Notes ( view )

Subscribe to download
Alignment Compatibility Mod

Description
In this mod, specializations have a much greater influence on the alignment of the leaders than any other decision. The AI players will always tend to keep the alignment which their specializations determine. It solves the problems of morale in their armies caused by the presence of units that are dedicated to good/evil/neutral.

From now on, there are two kinds of modifiers for the alignment :

- The "innate" modifiers : they come from good/evil spells associated with specializations, and are permanent.
- The "acquired" modifiers : they come from the other leader's choices in the course of the game and their influence withers away with time.

List of modifications :

- All spells of the good/evil specializations (Creation, Destruction, Keeper of the Peace, Shadowborn - both Adept Master) add or subtract 200 to the alignment when they are casted for the first time. Their effects on the alignment are not cumulative, except for spells from different specializations.

Example : a leader with Shadowborn Master who casts the spell Embrace Darkness becomes Slightly Evil (-200). Even if he casts thereafter the spell Seed of Distrust, he will stay Slightly Evil (-200) since the two spells belong to the specialization Shadowborn Adept. However, if he casts the spell Rite of Malediction, he will become Evil (-400) because this spell belongs to the specialization Shadowborn Master.

- All other alignment modifiers are cumulative but temporary, and wither away at the rate of 4% a day until their disappearance.

Example : A leader with Grey Guard Master that razes two cities becomes Slightly Evil (-150 -150 = -300). This alignment has a bad influence on the morale of his units that have become dedicated to neutral because of the spell Scales of Fortune. But as he will regain 12 alignment points each turn (4% of 300 = 12), he will become neutral again after 9 turns (-300 +108 = -192) if nothing modifies his alignment by then.

- The influence of some events on the alignment has been reduced :

Elimination of a good leader : -200 instead of -400.
Elimination of an evil leader : +200 instead of +400.

Additional remarks :

- It’s much harder too become Pure Good/Evil if you don’t have any Good/Evil specialization. But if you have the right specializations, it can be very easy… for example, simply cast spells from Keeper of the Peace Adept, Creation Adept and Creation Master if they are your 3 specializations ; your base alignement is now +600 (Pure Good) and you win the Empire Quest. :P

- Remember that if spells add or subtract only 200 to the alignment, it means that without a stock of additional points, any decision that goes against your alignment can make it weaker, which will have an influence on the morale of your Empire... If you decide to play a good leader, deal with it and play accordingly !

- Of course, all modifications affect the AI players ; it was the initial goal of this mod. Now, even a bloodthirsty orc leader that does a good deed despite his specializations Destruction Master/Shadowborn Adept should not stay friendly for long...

- As far as the good/evil/neutral specializations, this mod is 100% compatible with the pre-made leaders. If you decide to create a custom leader that will be controlled by the AI, try to avoid the following combinations (if you don't, the AI players may risk having units with an alignment that is incompatible with the leader's alignment) :

Shadow Adept/Creation Master
Keeper of the Peace Adept/Destruction Master
Gray Guard/Creation
Gray Guard/Destruction

- Compatible with many other community mods (but please, note that good/evil spells/specializations from other mods will probably use the vanilla original alignment rules). Resources have been changed in the following files :

AOW_SPELLTEST.RPK (Specialization: Creation and Specialization: Destruction)
DIPLOMACY.RPK (Diplomacy Alignment Modifiers)
SKILLSHADOWBORN.RPK (Shadowborn Skills)
SKILLTORCHBEARER.RPK (Torchbearer Skills and Torchbearer Strategic)

- Support all languages.

Changelog :

1.1:

- Created 4 new resources for Creation/Destruction Spell Alignment Modifiers instead of editing Minor/Major Good/Evil ones, to improve compatibility with other mods.
- Compatible with games launched with 1.0.

1.2:

- Don't need Golden Realms or Eternal Lords expansions anymore.
- Compatible with games launched with 1.1.

Possible changes in next update :

- Possible remove of happiness bonus/malus that trigger when the alignment changes. Please give your opinion here or on the official forum.

Check here[aow.triumph.net] for more details.

Have fun !
73 Comments
Malarkey 16 Mar @ 11:09am 
Hey, you promised an update!
CookieMagic 20 May, 2023 @ 9:35pm 
mod works great! Definitely make Alignment gameplay more defined.
Loboramdk 6 May, 2022 @ 10:16am 
Hmm, seems a bit delayed? ;)
Arxlite  [author] 24 Nov, 2021 @ 3:35pm 
Hello guys ! It has been a long time I didn't play Age of Wonders III, and I'm sorry I didn't keep up to date. I have a looooot of work right now ; I must re-install the whole game and I have to get used the modding tools. But I would like to thank you for your interest in this mod, so I promise you to work on a new update that should come out during the Christmas holidays. Don't expect compatibility patchs from myself, but I'll add some alignement bonus degradation when you kill dedicated to good/evil units.
Dragon 24 Nov, 2021 @ 5:07am 
any chance for a compatibility patch for Return of Wonders-Spheres and Spells?
Dunadd 16 Feb, 2020 @ 7:05pm 
Doesn't seem to be working quite right along with deluxe specialisation combination mod. I have two good specialisations (creation adept and master, and Keeper of the Peace adept and master) , my base class is rogue and i added druid as a 2nd class (i've given the AI player two classes too). But i constantly seem to go back to neutral.

I notice there's a combination patch mod for deluxe specialisation and this and evil alignment. Is there no combination patch for a good alignment?
Frank The Duck 12 Jun, 2019 @ 5:23pm 
Have you thought about making alignment degradation when it comes to bonuses with alignment gained from killing dedicated to evil units? I've been having an issue where when waves of dedicated to evil units from boss' spawning die to my armies, I go from being an evil ruler to being stuck as a neutral or good ruler for the game
kaetzer 14 Apr, 2019 @ 5:23am 
hello! since this doesn't quite work with "Deluxe Specialization Combination Selection" i just made a compatibility mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1712415645
(only this evil version for now though)
simply had to, since i want to play an evil leader now with an Adept+Master combined spec. and i love the Alignment Compatibility Mod ;)
skaz88 10 Nov, 2018 @ 8:23am 
I fixed it.
skaz88 9 Nov, 2018 @ 7:21pm 
Yes, but I can't think of what would make the spells lose alignment.