Age of Wonders III

Age of Wonders III

No End Game Magic - Enhanced
14 Comments
Greymantle 2 Aug, 2022 @ 9:44pm 
Does this effect the campaign?
friendo1 13 Nov, 2020 @ 1:48pm 
Hi Star-X, any chance you may still update?
pipo.p 5 Oct, 2020 @ 2:26pm 
I feared I had to. Thanks anyway.
Star-X  [author] 5 Oct, 2020 @ 12:32pm 
Wound up just rebooting to Windows to muck with that, as Linux can't handle the editor well enough to bother.
pipo.p 5 Oct, 2020 @ 9:17am 
I'm on Linux aswell. Could you please explain how I can use some of the editor's features to at least get information about unit files. Currently, on Steam OS, neither mod packager nor editor show in the launcher tabs (I'm not even sure, executables are shipped with the game). I can only play with localization files.
BigRowdy 30 Jul, 2020 @ 12:24am 
AOW4?????
romanova_48 8 Mar, 2019 @ 12:12am 
It's cool man, you don't have to update it on my account. I am just killing time trying to find new ways to play until AoW4 is out ^^ and like I said it is mostly functioning the way you intended.
Star-X  [author] 7 Mar, 2019 @ 12:39pm 
Honestly I'd update, but as I primarily use Linux now, updating through normal means is much harder. The Linux binaries are crap, so I use Steam Proton; however, Steam Proton can't seem to handle workshop uploads, as every time I try to upload another mod I made (it's a mod that nukes all unit-spawning cosmic events from the vanilla game) it just gets stuck and uploads a blank file.

I think the game's still installed on the Windows side of my PC though, so I'll see about fixing the issues with this mod, and maybe uploading my new mod through that. That, or see if uploading mods actually works properly on the native Linux binaries.
romanova_48 7 Mar, 2019 @ 12:42am 
I did, I tried with both mods enabled and with just the original one enabled. The original mod tho, I don't see any changes made to T4 so... maybe its not compatible with the current version anymore? I dunno, but when I use both the original and your mod together it will change most the T4 units cost except the ones I mentioned earlier. I like the mod idea tho and it will still work just don't play against theocrat or most the warlord races.
Star-X  [author] 6 Mar, 2019 @ 8:19pm 
I thought I got those, or No End Game Magic got them.

Try enabling both this mod and No End Game Magic. My mod may have on purpose ignored the changes the original author made (or not, I have no idea as it was YEARS ago), so that compatibility was enhanced ever so slightly, specifically you just use both our mods together to get the end result of every T4 thing costing more.
romanova_48 6 Mar, 2019 @ 7:33pm 
I am sure this isn't being worked on anymore, but for the ppl that try this out note that some T4 units were overlooked. most warlord races manticore riders are still the same price as well as the theocrat's shrine of smiting and some of the minor factions T4 units were also unchanged.
Sartarius 19 Sep, 2017 @ 8:45pm 
Better not to increase mana cost more but to increase upkeep.
Star-X  [author] 19 Sep, 2017 @ 12:54pm 
That's harder to pull off than simply jacking up the price drastically, given how population costs would have to be added in, which I dunno how to do. Especially for summoned units, since, to my knowledge, no spell eats up population count.



That being said, raising the mana cost further is totally doable. How much do you suggest would work for the purpose of about equating to the gold costs?
Sartarius 18 Sep, 2017 @ 9:28pm 
Just a small note. 1200 mana is a LOT easoer to acquire than 1200 gold, needless to say about 1600... A lot better to choose another way of limiting - f.e. huge population cost for t4s instead of just crazy maxing their price in ubballanced way.