Age of Wonders III

Age of Wonders III

V-Mods: Ultimates reworked
22 Comments
Timujin 17 Jan, 2021 @ 2:28pm 
@Varegi
Do you prefer to play with these settings, or play without the ultimate spells altogether?

How could I edit them myself if I wanted and upload to steam maybe?

Some of these still seem a bit too much even. Perhaps they could be lessened even more?
Particularly the Warlord one.

Warlord - Maybe just expert or at most veteran rank with no pop negative? Or at least make T4 only bronze or silver at most. I like the idea of maybe just +1 and quick learner too
Rogue - Maybe no negative happiness
Sorcerer - Maybe -25% casting cost with +50 casting points
Necro - 10-15% chance?
Theocrat - 20% weakness all around seems alright
Dreadnought - Decrease movement to 4?
Arch druid - seems alright
BOT 10 May, 2020 @ 12:15pm 
And oh yeah, forgot to mention about the t4s, maybe they only need to pop out at silver?
BOT 10 May, 2020 @ 11:19am 
Right on, if +1 rank feels too weak, maybe it could add another skill or something too?

And also appreciate the awesome work, and hope you're staying safe :)
Varegi  [author] 10 May, 2020 @ 9:16am 
+1 rank maybe, quick learner wouldn't be as easy. I'll check it, maybe.
BOT 10 May, 2020 @ 7:32am 
Hello, don't know if you're still modding, but would it be possible to change the auto gold for existing units on global assault to something else?
Maybe just +1 rank, or a lesser version of quick learner?
Spoon Man 11 Apr, 2019 @ 8:55am 
Thank you for making me no longer afraid to play against Rouges or Theocrats
Varegi  [author] 31 Mar, 2019 @ 2:33pm 
@Vlerk

Thanks!
Vlerk 31 Mar, 2019 @ 10:57am 
Great mod bro, Age of Deception annoyed me so much and Global Assault was always to stronk !
pipo.p 30 Mar, 2019 @ 11:35am 
Thank you for fast answering. These cities aren't metropolis yet! I'm sorry, I should have read again the mod instruction before exploiting those old screenshots I took. If there is any hard-coded limit in the game, I didn't stumbled on them yet.
Varegi  [author] 30 Mar, 2019 @ 10:16am 
@pipo.p

in the mod description:

"Warlord, Global Assault
Only non-support units produced in Metropoles are produced as elites.
Caster's Metropoles suffer a -100% base population penalty."

Are the conquered/founded cities not metropoles? Perhaps that is the issue.

If this doesn't answer your problem, it could be a hard-coded limit in the game. I didn't find anything indicating any city limits when I just now checked out the contents of the mod.
pipo.p 30 Mar, 2019 @ 7:18am 
Hello, this mod works fine, except that I get what seems to be a limitation in the number of cities that can be affected by the Warlord's ultimate spell, Global Assault. As it seems, the last cities I conquered/founded can't be targeted by this spell. Now, I possess 17 cities and dwellings on this game.

Before I report a bug on the Paradox forum, I'd like to know if your mod can be totally considered as safe for this matter.
Varegi  [author] 26 May, 2018 @ 8:35pm 
@Hieronymous

Thank you! I know right.
Hieronymous 24 May, 2018 @ 1:50pm 
Love this mod! Age of Deception and Armageddon were such a pain in the ass...
Varegi  [author] 13 May, 2018 @ 6:07am 
In Global Assault I mean.
Varegi  [author] 13 May, 2018 @ 6:06am 
You're welcome. Not sure if I should've changed the T4 restriction though... It felt right before I released the update...
nobalkain 13 May, 2018 @ 6:03am 
Like the update. Thanks for continued work on this :)
Varegi  [author] 13 May, 2018 @ 5:57am 
Buffed Wild Hunt some and returned Great Mobilization defense bonus back to +2 to not make it the next worst thing. Probably Wild Hunt is now comparably better than Great Mobilization, but Dreadnoughts still have an edge on many other things... see changenotes for details
nobalkain 13 May, 2018 @ 5:04am 
I think if Wild Hunts Upkeep was decreased it would make it a bit better, but yeah I agree its almost not worth casting.
Kestral 1 May, 2018 @ 11:33am 
Very nice. Balance looks much improved here, with the most annoying powers toned down. Glad to see the Strong Will being replaced as well - spirit damage gets to be pretty useless when so many targets are immune.

I feel like The Wild Hunt was always a kinda crap ultimate and could actually use a boost. (The Floating thing is bad...by the time you get your ultimate you have Advanced Logistics and plenty of roads to get around with on land, and you can't use it to go over water because then everything dies when The Wild Hunt is inevitably disjuncted by the AI and you suddenly can't float anymore).
Varegi  [author] 28 Apr, 2018 @ 11:31am 
@jamie_van

Haha. Very clever.

This mod is born from 400 hrs of frustration that doing that is futile against the AI and certainly against a player. They will just put it back up in a few turns. Also disjuncting costs a shit ton of mana at the level we're talking about and the disjunct is never certain. It also wastes you 2-4 turns depending on your casting points. And when you've wasted like 800 mana disjuncting some spells of course you love it when your leader gets hit by the critical failure dmg just before a big fight. Here's some numbers about disjuncting:

Base failure chance: 50%
Greater Disjunct bonus: 25%
Minimum success chance: 5%
Maximum success chance: 95%

Assuming 100 integrity is base and 5% success chance at full integrity and normal Disjunct, a Greater one would have 5-30% chance at full integrity.

Why am I even wasting energy here though.
jamie_van 28 Apr, 2018 @ 7:53am 
One could always use the Disjunct spell.
nobalkain 25 Apr, 2018 @ 6:01am 
Like the changes, thanks.