Age of Wonders III

Age of Wonders III

Class Reunion Mod
28 Comments
AlexNewbie 14 Sep, 2020 @ 3:32am 
i dont know, where i can ask this. i need reskin for angels. that's all)
olafungabunga  [author] 13 Sep, 2020 @ 7:12pm 
@AlexNewbie I'm sorry, I don't know what you mean. In general though Inns are not particularly viable for spamming specific units.
AlexNewbie 4 Sep, 2020 @ 2:40pm 
can here spam a Deathbringer unit?
Mutante de uma Figa 28 Dec, 2018 @ 2:27pm 
Allright, friend. I was trying to get every goblin variations to my army and the only one I couldn`t get was Goblin Martyr. If I could find a mod to produce or summon them, it would be great. My solution was starting over choosing goblin theocrat foes, so I can get them via True Resurrect.
olafungabunga  [author] 26 Dec, 2018 @ 2:13pm 
@Mitante de uma Figa I've tried my best to balance it out, but the algorithm that determines what's on offer has some really odd preferences. While I'm very sure that I've added all racial class units to the - hypothetically - available units, I can check on the next occasion when I open the code. Though the problem is most likely out of my reach.
Mutante de uma Figa 26 Dec, 2018 @ 1:29pm 
I've built over 100 Inn's and I can't get a single Goblin Martyr. Is this a bug? The game never, ever gives me a Goblin Martyr, and I'm in turn 186.
Mason Redux 15 Jul, 2018 @ 6:53am 
@olafungabunga
Its working fine.. the problem was another mod ^^
olafungabunga  [author] 9 Jul, 2018 @ 6:14pm 
@BERSERKER What makes you think that? I've been using that same mod with this one all the time and had not a single issue with it. In fact, so far I don't know a single mod that this one is not compatible with^^
Mason Redux 9 Jul, 2018 @ 9:50am 
I wish i could use it but it looks like its not compatible with "Racial Class Unit Reskin" mod :steamsad:
BelovedMonster 26 Mar, 2018 @ 7:24am 
Thank you for the explanation! Also I think then it is not a big issue as I usually not buy units from inns so early in the game.
olafungabunga  [author] 26 Mar, 2018 @ 5:55am 
@BelovedMonster You're right, in my testing I only reached one Inn during the first 15 turns, so I didn't notice^^

I tried to increase the chance for racial units to balance that out, but even small increasements suddenly made class units at Inns fairly rare (even in the lategame!) and since that is supposed to be this mod's main function, I don't think there is much more I can do about that.
It seems like we just have to live with the algorithm's love for certain unit types^^
BelovedMonster 22 Mar, 2018 @ 6:48am 
At first I also thought that other mods are maybe interferring (like the corrupt the source mod), but I tested it without mods and I have the same issue. I just did another test to be sure: the first two inns had a) 3 engineers & 1 hunter, b) 3 hunters & 1 engineer.
In total of all my testruns I had almost only engineers & hunters; exceptions were: 1 or 2 elven bowmen, 1 dwarven crossbowmen, 1 scoundrel
Maybe it is related to the fact that all inn-encounters were during the first 1-20 turns of the game??
olafungabunga  [author] 21 Mar, 2018 @ 4:06pm 
@Jaden Thank you :-)

@Akinaba Glad to be of service^^

@BelovedMonster That's very odd, I've never had that happen during my testing. Can you tell me with which mods and settings that occured?
BelovedMonster 21 Mar, 2018 @ 6:04am 
After about 8 different inns in different maps, I only got 2 unit types in inns to recruit: engineers and hunters. Is that normal? Btw I like the idea of the mod...
Jabber 19 Mar, 2018 @ 8:58am 
always wanted that!
SonictheSith 12 Mar, 2018 @ 10:38pm 
Great work
SonictheSith 12 Mar, 2018 @ 10:37pm 
not an expert but ive had no issues with this mod and cleanse the sourse running
olafungabunga  [author] 6 Mar, 2018 @ 3:28pm 
I've been wondering that too, but unfortunately I have no idea. It depends pretty exclusively on whether the Corrupt the Source mod changes the Inn (Visit Structure) entry or not.
Midnight Mage 6 Mar, 2018 @ 10:02am 
Would this be Compatible with the corrupt the source extensions mod?
Dunadd 6 Mar, 2018 @ 8:16am 
Ah right - thanks - will try it next game i play after i finish current map
olafungabunga  [author] 6 Mar, 2018 @ 8:07am 
I'm only 85% sure, but it seems that Inns save the unit sets they choose from in a save file too, so while it will not break your savegame, it will also not be effective sadly.
Either way you're welcome :D
Dunadd 6 Mar, 2018 @ 7:19am 
Will this work with saved games reloaded, or only with new games? Either way thanks for making it!
olafungabunga  [author] 4 Mar, 2018 @ 7:57am 
Yes, for the testing I didn't want to disable all other mods I had installed (part laziness and part curiosity)^^
This mod should be compatible with every mod that does not alter the original Inn (which I assume is a large majority).
Compatibility even goes so far that every mod unit that is internally added to the racial unit sets can also show up at the Inn, which is how a unit from the Empire Building Mod stumbled in there :D
leon feargus 4 Mar, 2018 @ 7:44am 
The Draconian in the screenshot is from a mod, is it not? So did you add modded units to inns as well and is this mod compatible with others?
olafungabunga  [author] 3 Mar, 2018 @ 6:50am 
Oh, I see now that the lower part of the description is very unclear, I'll fix it asap. What I mean is the amount of units that can be bought at a particular Inn during a game, not the amount of Inns spawned by the RMG which I did not fiddle with^^
(If you want that though, I think there already is a mod to increase the amount of generated structures in general :-) )
Richard 3 Mar, 2018 @ 5:29am 
So there will be more inns generated on world map?
olafungabunga  [author] 3 Mar, 2018 @ 5:08am 
It was quite a bit more complicated than I had originally thought - basically I had to put every single class unit manually into the list for inn recruitment, so that took about a few hours in total. The larger part was finding out how it all works, troubleshooting, testing and tweaking the parameters to get sufficiently mixed unit combinations, which took many hours more.
In total I'd say somewhat between 15 and 20 hours, or a week of working on it on and off.
HoboTed 3 Mar, 2018 @ 4:41am 
How long did it take to make the mod