Age of Wonders III

Age of Wonders III

130 ratings
Marine Expansion Mod
   
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File Size
Posted
Updated
4.285 MB
2 Jul, 2017 @ 3:19pm
28 Apr, 2024 @ 10:57am
13 Change Notes ( view )
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Marine Expansion Mod

Description
This mod deepens the marine warfare experience.

FEATURES:
- Each race can recruit one of 10 new ships (man-o-war, pest boat, elfen cruiser, whaler, fireship, ghost ship, flagship, privateer, artillery ship and party boat)
- one new marine treasure site (devil's riff, spawns kraken and giant sea serpent)
- one new sea beast (giant sea serpent)
- 1 scenario
- pirate nest spawns ghost ships and/or privateers, too.

FUTURE PLANS:
- brief overview over all the ships (external document)

LANGUAGES:
-English, German, partly French (everything except descriptions and the scenario)

Hint:
Depending on the ship you need to develop "shipbuilding" or "advanced shipbuilding" in order to build the ship in a town with a harbour.

Which race can build which ship?
Human -> man-o-war
Goblin -> pest boat
Orc - > flagship
Halfling- > party boat
Highelves -> elven cruiser
Dwarf -> fireship
Frostlings -> whaler
draconians -> artillery ship
tigrans -> privateer
Undead -> ghost ship

Feedback is welcome.
68 Comments
CookieMagic 11 Mar, 2023 @ 5:33pm 
is this compatible with PBEM Single Player balance mod?
elijafire 31 Jan, 2023 @ 6:13pm 
Nevermind old man is broken and the patch requires 9 other mods I don't use.
Franziskus  [author] 28 Jan, 2023 @ 2:07pm 
@elijarfire: I personally don't know of any problem but I can't say with absolute certainty.
elijafire 26 Jan, 2023 @ 12:21am 
Is this compatible with Old Man and the Sea?
Janitor of Shadowland 29 May, 2020 @ 9:42pm 
Giant sea serpent may be too powerful to be wandering the map early on. Love the new ships, regardless. The man-of-war's broadside is particularly my favourite! :blissful_creep:
StormChaser 13 Apr, 2020 @ 10:55am 
Nice mod, but I just ran it in Debug Mode, getting these errors:
[20:49:15][ERROR]Assertion failed: "!IsLocked()"
[20:49:18]Message: Can't request a value while locked!
[20:49:18]Source\ERand.cpp(836): (click to open)
BladeofSharpness 17 Sep, 2019 @ 9:06am 
yes, this is what I thought. That's ok though I already have sea serpents and a menagerie of extra sea units from others mods. But I'll appreciate more loreful ships
Franziskus  [author] 17 Sep, 2019 @ 9:04am 
@BladeofSharpnee : If you add this mod during an ongoing game you would be able to build the new ships. However, wouldn't see any giant sea serpent because the devil's reefs are only be created in the initialization phase of the game.
BladeofSharpness 16 Sep, 2019 @ 12:15am 
Do you think adding your mod during a game would add the extra units? I know that mod updating themselves are doing that so...
Franziskus  [author] 20 Jul, 2019 @ 8:03am 
Hi Ankhseram, sorry to hear that your strategy were overwhelmed by the "more unfriendly" habitants of the sea. However, I think you should give the mod a second try for the amount of evil sea monsters is determined ramdomly every match so that you have a good chance to meet much friendlier seas in your next match. Then search and destreoy all devil's riff as soon as possible to avoid those large hords of serpents. And if you have discovered that the sea is too dangerous for a simple crossing build enough strong escourt vessels first.. And as a last tip: priests (or similar units) do very well in preventing you from being assasined.