Age of Wonders III

Age of Wonders III

Age of Wonder III Two Point Ouch!!!
56 Comments
HighRider101 6 Jun, 2023 @ 12:46pm 
Anyone get a glitch that later in the game it just crashes? Not sure if its the mod I might do more testing but the game crashes for me later in the game and I am not sure if its a spawn glitch or just a game glitch.
archon_silverius 19 Apr, 2023 @ 9:54pm 
Hi, I admire your work here in regards to expanding racial units. They are quite impressive but not quite what I would like for myself though they do have some abilities/attributes that I would like. I know its a big ask but I'm hoping to try and create units myself but can't seem to figure it out. I tried following the steps of the main guide but can't find the right icons like how to adjust stats/abilities or how to make them appear as in game options. I would also like to expand research unlocks for certain races. If you can help me learn how to make these I would greatly appreciate it!
epic meow 7 Jun, 2022 @ 11:45pm 
does this by any chance increase the amount of units in spawners and guarding visit structures? cuz i have tier IV doomstacks on all my spawners by default from turn 1 and i don't know what's causing it.
tazarbill 20 Nov, 2021 @ 5:42pm 
Dude congratulations about your mod. What i noticed was that almost every unit seems more intresting to keep in the army and playing with,try to level and further enstrength it with more medals.It pretty much changes all the gameplay making it way more addictive.So far i was using 1 mod.Chivalrous intentions which adds lots and lots of units to races independends,strucure guards,reward units etc. The 2 things i like most about Chivalrous Intentions is a) adds special units for recruiting if specific buildings you find in the map are inside a city s domain and b) adds alot of depth and variety in units rewards from quests.The obvious question is that since Chivalrous intentions adds all these units im guessing that those units will keep their stats and abilities and ofc when they lvl up they wont be so strong like the units u made.So would be any chance that u could bother to make a patch in the future so C.I. AND 2POINTS be compatible?
super7122 8 Feb, 2021 @ 2:04pm 
I really enjoy the mod man, well done. Your text and everything is working also, something I couldn't quite figure out in my mod :). Cool mod
VindictiveScent 10 May, 2020 @ 8:28pm 
This mod is sooo good, It's just not compatible with the Deluxe Specialization mod, so I have to turn that one off, I really love the tier 4 units.
StormChaser 13 Apr, 2020 @ 11:00am 
Just noticed an error while running in Debug Mode:
[20:57:35][ERROR][GENERATEDLEVEL.SAM]Assertion failed: "false"
[20:57:38]Message: [GENERATEDLEVEL.SAM][GENERATEDLEVEL.SAM]Double resource ID found!
[20:57:38] E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\AOW_UNITDWARFS.RPK-DwarfPikeman-[#0000010500000354]0\2
[20:57:38]vs
[20:57:38]E:\SteamLibrary\steamapps\common\AoW3\CONTENT\Title\PACKS\UNITROGUE.RPK-Human White wolf-[#0000010500000354]1\29
[20:57:38]
[20:57:38]d:\source.aow.steam\creator\ek\source\Debug/EDebugStream.cpp(66): (click to open)
StormChaser 23 Mar, 2020 @ 12:38pm 
Actually, after using it a while I love it and want to take back what I said earlier. This mod makes the game so much more interesting an challenging, it's great! Found that treasure sites still pose a great threat, and the rewards make the effort worthwhile. Kudos!
StormChaser 23 Mar, 2020 @ 7:36am 
Interesting mod! I'd really like to try it more, but I noticed all explore structures have one extra batch of units on top of them, usually much more difficult to beat than what's guarding the place in the first place. I enjoy the idea, it's just that it makes exploring those structures somewhat uninteresting. By the time you actually can safely defeat the initial guards you don't care too much about what's inside.. thoughts? Maybe it's because I'm playing on Emperor with max roaming units..?
Der_Ferb 26 Jul, 2019 @ 7:52pm 
But with some class-race comb some units are complete useless.
For example the highelf Warlord.
The High Elf Red Vanguard is just a better unit than the warlords Phalanx. But that's just not so nice not really a problem.
Regarding of Dreadnought and Sorcerer the weak T4 units could be a slight problem cause of their mechnics to play with summoned and machines. The new T3 are just better to play than the old T3 and T4 units and that leads to playing without machines and summoned units except the T1 and T2 units. But even these cannot stand against the new Units when not fighting with Walls.
Maybe if you have ideas and the will this can be a thing to think about for future updates but dont feel to be forced.

And i have a question, is there a reason why the Warlords scout in most races can't swim anymore?

Overall a really good mod and great work you have done. Hats off!


Sorry if my english is bad i hope my thoughts are understandable
Der_Ferb 26 Jul, 2019 @ 7:52pm 
I really like this mod, for me and a friend of me this mod makes the game more interesting and eliminate something what disturbs me most in the original game.
The obsolete tier 1 and tier 2 units. Maybe in most online games the game doesn't go long enough to play with high tier units but i just play with friends and on relatively hard settings.
But sadly the old tier 4 and tier 3 units seem now obsolete. While The Tier 3 depending on which class-race combination the old tier 4 units doesnt fit anymore.
The new T3 is often better in stats after scaling or on the same level but with more powerful abilities while they are cheaper than the old T4.
The old T3 are cheaper than the new T3 at least.
ulsuin 8 Jul, 2019 @ 1:14pm 
oooo ok thanks
maha_d3nm4  [author] 7 Jul, 2019 @ 5:29pm 
titan unit can be recruit via giant dwelling after finish some of the dwelling upgrade.i forgot name of the upgrade :D
about the attack power for lower level trying to cut it a little bit :D
due to main reason of this mod make lower tier not become obsolete in late game :D
ulsuin 7 Jul, 2019 @ 1:55pm 
how to get the titan?
ulsuin 6 Jul, 2019 @ 1:35pm 
your mod its good
maha_d3nm4  [author] 6 Jul, 2019 @ 5:18am 
thank for the feedback guys,tryingto fix it n glad to know someoone still using this mod :D
Aesir 27 Jan, 2019 @ 5:37am 
Maybe Tier Resource Link isn't set?
Aesir 27 Jan, 2019 @ 3:04am 
Seems racial buildings that add +1 level to tier 1+2 units isn't working with the updated units. Anyone else confirm and or know how to fix this issue?
Icezera 10 Oct, 2018 @ 11:10pm 
As much as I like this, this mod throws balance completely out the window and makes all the other great mods useless. Not only does it make units added by other mods useless because kyou change leveling scaling for vanilla units only, the vanilla units and new units all gain 20+ or even 30+ damage skills.

If you balance this mod and remove the leveling changes so that this mod can work alongside other mods, this would be good. However as it is now, I can't use this.
momokame 16 Jul, 2018 @ 1:52am 
This (and the two-point Oh) is by far the most polised and immersive units mod on the workshop, however the units really are way too OP -- I find them fun if I just completely ignore the vanilla units and use these exclusively though. Thanks heaps!
Ariga 26 Jun, 2018 @ 3:47pm 
The unit are kinda totaly OP way more than class t4 for most of them
That Human 21 Jun, 2018 @ 3:58am 
Looks interesting, you should however add race name in unit names, "Human Royal Guard", etc. To avoid confusion and for consistency.
maha_d3nm4  [author] 4 Jun, 2018 @ 8:32pm 
i already reduce the amount of guard the one guarded the mine and other site but some still remain.i only give the list and the computer the one pick random from the strongest to the weakest one..
Varulv16 4 Jun, 2018 @ 7:19am 
I like this mod for the units but the second I install this mod every bloody mine and all other places get swarmed by a random bunch of units. But a shock serpent unit is ALWAYS there why is that ? I love the units so why ruin the rest of the game for it ?
maha_d3nm4  [author] 2 Jun, 2018 @ 8:22am 
at the moment for farming xp it can be done doing killing roaming unit i make most of them spawn tier 1 and few new elite for hafling,frostling and tigran..
Vvv 1 Jun, 2018 @ 12:27pm 
Hey this is a vry nice idea and I actuallly enjoyed the mod. Great work on this! Now the critict . I wonder if this was tested? A fire elemental for exemple can do 20-30dmg x 3...how will you lvl your units with that? A group of 5 small wisps will wipe out anything meele cuz now u can't 1-2 shot them. The AI always go for your weaker units, and they gang bang you as much as possible, Now you cannot send a single cavalry unit to wipe a caster/archer unit, if you do well you will 10000000% for sure lose it even if you send many. Also now, you think dragons are aweseoms? Oh no no no, 2 pikeman even rookies will take it down after it does its breath. I think that as of now this mod fails to do what it is supposed to do, cuz it is crazy hard to actually make your units alive enough to lvl them up. You must be rdy to save/load 2-3 times per battle to not lose units. Again I know I critic this mod that I rly love cuz of challenge, but vry honestly it is cruelly unbalanced.
maha_d3nm4  [author] 25 May, 2018 @ 9:14am 
i put another update aswell can support all the dlc race and some new unit and some change about neutral unit guarded the site :D
ShadowDragon_79 24 May, 2018 @ 4:51am 
Warlord-units seem more fitting for bandit-camps then dragons, that's certain. :)
maha_d3nm4  [author] 21 May, 2018 @ 6:14pm 
i buff most of the unit in the basic game in hope they not die so easy dealing againt higher tier and mod encourage to use variant of unit such as damage dealer,tank,healer etc no matter about the tier just keep them alive and keep leveling to macth or even surpass the fresh recruit tier 4 :D and atm not support dlc unit..about the neutral unit guarded the site atm im looking for right theme :D
Omni 21 May, 2018 @ 3:54am 
The models are really cool, but the dmg these units do kind of scare me away from the mod. Also this "guard" discussion! Are these units balanced or are u still balancing?
maha_d3nm4  [author] 24 Apr, 2018 @ 9:53pm 
ty for the suggestion n already did the new bandit stronghold spawn all about warlod unit and guarded by alot of manticore and other warlod unit :D and only avaiable only in random map :D
ShadowDragon_79 23 Apr, 2018 @ 12:02pm 
The mod does sound interesting, sadly I already hit AoW's memory-roof (32-bit) ... :/


As for increasing the guards - that's a nice idea, but please try to choose some with the right theme ( once you have the DLCs you'll propably have a wider selection there ) - dragons guarding bandit-camps seems a little bit off to me... ( as stated - not because of the power, but because of the theme )

Some high-level soldiers or maybe even orcs or succubi ( with DLC 2 maybe deathbringers? ) might fit in better there, provided nobody has a better idea. That's just a suggestion ofcourse - after all, it's your mod :) .
maha_d3nm4  [author] 21 Apr, 2018 @ 12:03am 
thanks you..trying to fix it..:D
aenarion1985 20 Apr, 2018 @ 2:27pm 
Great Mod ! It has gotten me back to playing !
Noticed a bug though, it seems when I enter one of the new mythical lairs youve setup I cant move out and if I enter it the game crashes. Once you defeat the defenders you cant leave and you cant go in.
maha_d3nm4  [author] 11 Apr, 2018 @ 10:14am 
i put another update aswell added some new extra overprice unit :D fell free to let me know if find some issues :)
maha_d3nm4  [author] 9 Apr, 2018 @ 10:27am 
i do not own any expansion yet so i created i own dlc unit :D maybe wait unti the game have sale..
yes i modiifed the strength of neutrals unit guarded the site for leveling unit :D i may i ask u while u have expansion can u able recruit mercenary unit in mercenary guild using dlc race??
Teniente Carametalica 9 Apr, 2018 @ 6:02am 
Its just unbalanced. And the fact it doesn't support dlc races is a bumer. But the idea of the mod is really good, it just needs a little more polishing.
JaPhiSo 9 Apr, 2018 @ 2:22am 
Does it increase the strength of neutral units? I get atteacked by 6 stacks of neutrals and most sites are also guarded by 6 stacks. And the bandit camps are guarded by dragon stacks.
I did not increase the difficulty settings.
maha_d3nm4  [author] 8 Apr, 2018 @ 8:10pm 
i modified mostly unit in basic game (no expasion) so only support for human,dwarf,goblin,draconian,orc,elf and gave thier lower tiers some buff so in hope have more purpose dealing higher tiers unit in early and late game aswell added some extra elite and champion unit for each race...sorry for bad english :D
owenbevt3 8 Apr, 2018 @ 12:44pm 
I like the ideas of this mod particualy the more relevent promotions but the Dragonians seem crazy OP my tear 1s (tygerans) are lucky to get one hit in befor being killed by there tear 1s (without medels) and there tear 2s are literaly one shoting me.
maha_d3nm4  [author] 25 Mar, 2018 @ 3:15am 
i put another update plus put extra experiment unit i hope work well :D
Krocodilus 24 Mar, 2018 @ 3:07am 
All humans, dwarfs, elwes, in place of riders left only horses, unicorns or hoga
maha_d3nm4  [author] 23 Mar, 2018 @ 5:19pm 
which one?
Krocodilus 23 Mar, 2018 @ 7:49am 
Unit models disappear
maha_d3nm4  [author] 11 Mar, 2018 @ 7:24am 
thx for eveything i will try to fix it :D
Sherudon 11 Mar, 2018 @ 7:10am 
Seems to have worked, though a nightmares can sometimes get blown up on the strategy map to a super sized headless horseman.
Sherudon 11 Mar, 2018 @ 7:01am 
I'll give test em with the no dlc ones.
maha_d3nm4  [author] 11 Mar, 2018 @ 6:53am 
i put some update i hope fix the problems :D
Sherudon 10 Mar, 2018 @ 11:48pm 
Same for me, empty potraits for a couple of units and crashes if you manual fight with them.
Bloo_blue 10 Mar, 2018 @ 6:06pm 
Good mod, I love arch angel!
Royal guards have no preview in units instructions which may lead to crash when manually fight.Same thing in arcane archers and azure dragon.