Age of Wonders III

Age of Wonders III

Fortress Additions Addendum
27 Comments
pipo.p 28 Aug, 2023 @ 7:12am 
@ elijafire I believe that it is vanilla feature as for the central hex.
elijafire 28 Apr, 2023 @ 8:42am 
Teraforming gets overwritten when you teraform around a stronghold then place a city on it.
leon feargus  [author] 29 Nov, 2021 @ 1:48pm 
@ Dragon: No, I won't be working on this mod anymore.
Dragon 29 Nov, 2021 @ 11:17am 
Is this mod still getting updates?
Paan De God 18 Feb, 2021 @ 2:49am 
One suggestion would be that if the enemy is crossing borders of the fort it receives some damage ( like that spell when enemy receives damage when he is at city domain with spell active...or makes that spell active for forts ), I mean enemy can just walk by fort-like there is nothing really.

Another one would be great if each for an upgrade would put 2 trebuchets on the wall and last upgrade cannons, I mean forts are meant to hold a strategic defense position.
Shadow1474 6 Jan, 2020 @ 1:38pm 
Normally, watchtowers get recaptured automatically if they're in your domain, but after building the goblin one, and upgrading it (tested them both), neither one of them get recaptured despite being in a domain owned by you. I assume that's the case for the rest of them too.

Not only that, but they have a dashed line in the form of a circle around them when owned by you whether they're selected or not for some reason.

I've also encountered a consistently repeatable game freeze when upgrading the goblin watchtower located underground, but that could just maybe be on my end considering I use No Domain Structure Minimum Distance. I'd thought I'd mention it nonetheless, though, just in case.
pipo.p 9 Nov, 2019 @ 12:50pm 
Hello, do you have in mind to add new popular races to your mod: Shadow Elves from the Shadow Realm mod and Living Archons from Eolmoch? What would you eventually need from their authors to be able to do this?

Also, about feedback, the Tome of Wonders lists one Buoy entry for each vanilla race. I don't know if it is caused by your mod, but in case it is, could you turn all of them invisible, but one generic entry. Or else, add the name of the race to the entry's name (e.g. "Halfling Buoy" instead of "Buoy")?
leon feargus  [author] 3 Dec, 2018 @ 4:04am 
@skaz: I don't think so, as both mods change the original builder units.
@Richard: The rpk files are mentioned in the mod description. (at the bottom)
Richard 3 Dec, 2018 @ 12:47am 
Hello, which RPK files does your mod edit? I would like to make compatibility patch with garrison command mod.
~かαɨƴʊ~ 30 Nov, 2018 @ 2:05am 
nevermind my comment in the previous mod, here we ave the water fortress
skaz88 3 Oct, 2018 @ 5:51pm 
I don't suppose there's anyway to make this work with The League of Extrordinary Builders Mod?
leon feargus  [author] 14 Jun, 2018 @ 7:40pm 
@dmcf: This is the latest version, you don´t need the original Fortress Additions mod. There will not be a patch with V-mods unless something crazy happens.
@ugotspangled: The minimum distance between fortresses is 5 hexes (from central hex to central hex). I experimented with this and the result was a CTD when the dedicated domain of fortresses would overlap (internally there are 2 kinds of domain, the domain that a structure must have and the domain that a structure can have).
ugotspangled1705 10 May, 2018 @ 4:16pm 
Does this also decrease the distance required between fortresses? really looking for a mod that does that
Dunadd 19 Apr, 2018 @ 12:52pm 
Like the mod - is there any chance of making a compatibility patch with V-mod Builders , which lets builders also build structures like quarries and dungeons?
Dunadd 13 Feb, 2018 @ 7:18pm 
Is this to be installed along with the Fortress Addtions mod? Or instead of it? Or is it nothing to do with it?
leon feargus  [author] 22 Dec, 2017 @ 7:04am 
Thanks for all the comments.
@Wiid: I looked into the defensive structures and battlespells, they were regrettably impossible to add to fortress structuretypes.
@Franziskus: That´s great! However ... my old cranky laptop has died and I do not have anything to fire aow on. Also it will require a renewed upload to add the german files, which is a hassle for me from my current location. Even so, I sent you an invite and am still interested in the file even though it might take a while before I can do anything with it.
@Valance:It´s nice to read you are taking an interest. Those are some nice ideas I would love to implement, however ... RIP ol´ laptop.
@Tearfang: Thanks for the suggestion. I do not think that magma forts are worth the effort of creating but we´ll see.
qualified turtle ship 3 Dec, 2017 @ 8:19pm 
//Suggestions are welcome//
If you are feeling artistically inspired...
Magma Forts :D
- practical purpose? even more niche than water,
but looks awesome and that's what matters right :p

Maybe they survive bc they have magic regenerating walls
Franziskus 25 Nov, 2017 @ 2:31am 
Oh, I see a terrible typo in my last post. I wrote " ...you can provide all German users of your mod a German version textes with great effort" but it must be: "..you can provide all German users of your mod and English + German version textes WITHOUT great effort" (since you only has to exchange the xml-file)
Wolfie 22 Nov, 2017 @ 3:02pm 
Been keeping an eye on this, looking forward to your updates!

- Builders & pioneers valid in TC: Pretty curious about this! You can add abilities like heal wall, and machine pretty easy, to place a static objects down, e.g. Barricade, they would need to be rigged (Just to the hip motion, then use the immobile infliction to keep them in place), the AI Labourers would naturally struggle with this but they will use abilities as they retreat. Could also "Make battering Ram' Transforming your builder into a Ram

- AI integration
I couldn't get this to work, pretty odd as I'm pretty sure in the early beta stage the AI was indeed building Watch Towers, could be imagining that too.


Some other ideas is you could have e.g. the Ancient Watch towers/Sentry Tower in your domain > which leads to a city development upgrade.

Though if you go down this road, you might never stop!

Franziskus 12 Nov, 2017 @ 3:36pm 
Hello Leon Feargus, I`ve have created for me the a German version of your texts. If you want I can give you a copy so that you can provide all German users of your mod a German version textes with great effort. :steamhappy:.
Sunbolt 19 Oct, 2017 @ 8:48pm 
I enjoyed the original from when it was created up until the poseidon patch broke it, it's good to have this great mod back in my library :stein: bro.
Wiid 18 Oct, 2017 @ 9:58pm 
Could you make it possible for it to build units or have a bonus effect? If possible you could make each races forts have a little varity in purpose. If anything it would be cool if you could add the cities defensive structure to the Forts like the Humans Bell Tower or the Dwarves Hammer thing once its maxed to help it hold choke points. Being able to build them with economical effects would be sweet as well. Thanks for the mod.
honker 15 Oct, 2017 @ 1:03pm 
Build AI ok?
Haru Haias 15 Oct, 2017 @ 12:43pm 
Great! I had made a patch to use water fortress with the old mod but having this update solves that, btw great work and thank you for taking your time to make this content for the community :)
leon feargus  [author] 14 Oct, 2017 @ 2:14pm 
I will make a new collection of screenshots when I find the time.
leon feargus  [author] 14 Oct, 2017 @ 2:12pm 
This is the extended version of the Fortress Additions mod that I asked Eomolch to upload for me. I would advise everyone to unsubscribe from that one, and subscribe to this one instead. In due time I will ask Eomolch to take down the old version. @Speaker: you're welcome! :)
The Speaker 14 Oct, 2017 @ 1:53pm 
Yay, thanks so much for this!