Age of Wonders: Planetfall

Age of Wonders: Planetfall

Mysthawk's Additional Units
87 Comments
FearGasDamamask 26 Jun, 2024 @ 12:06pm 
love your mod. thanks. love the idea as well
Mysthawk  [author] 11 Nov, 2022 @ 3:22pm 
I'm not actively updating the mod anymore, since I stepped away from playing Planetfall, so I am not sure what mods as of late might be an issue. However, the Dvar units in this mod are the only ones that use any modified vanilla tables/code, as all the other units either use generic tables (which shouldn't conflict) or utilise custom abilities/coding I made myself (which again shouldn't conflict).

Hope that helps? If you find an issue with a mod I can update the description to reflect it?
garrenteedatkatsu 10 Nov, 2022 @ 11:24pm 
Any Incompatible mods? Thanks
Epic The Incandescent 23 Dec, 2021 @ 9:47am 
it sorta works. Ive seen the ai use them and ive had runs where the ai just ignored them outright.
Mysthawk  [author] 23 Dec, 2021 @ 12:29am 
No, it applies to the AI as well. But, it hasn't been updated in a while so I don't know if it works still.
骨烩拌饭 18 Dec, 2021 @ 1:31am 
Is mod only for players?
Epic The Incandescent 3 Oct, 2020 @ 8:55am 
Needs Shakarn troops too. Neat idea though
Mysthawk  [author] 16 Sep, 2020 @ 2:36pm 
Unless the developers have added something that breaks my mod, it should work fine since it adds new units and abilities only. If it is broken, let me know and I can push out a quick patch for it. 2020 has been a terrible year so things have been put on hold for the most part.
Wahoo....., 14 Sep, 2020 @ 5:06am 
outdated?
Mysthawk  [author] 1 Jul, 2020 @ 8:19pm 
So, I am aware that another mod author has started up a collection of units and is updating/playing more regularly than I do. For the record, I think this is awesome and definitely what the community needs. That said, I will continue to support this mod and adding new content (usually aligns with expansions) but I am expecting that most people will not be using this in the future as I do not update much/often.

Anyway, now that that is out of the way, I've tweaked some things to do with the Vanguard and added a Tactical Operation. I'll have a couple new units out soon too, so if you feel like keeping an eye out for that then awesome. :srfist:
PSPSoldier534 3 Apr, 2020 @ 11:04am 
Nice! Additionally, I would consider removing the Elysian Aerial Transport from the production list as well and instead granting the player a tactical operation that deploys one during a battle (the Elysian Support Beacon is sort of rendered obsolete once you can produce these). The Elysian Support Beacon on its own works really well though, since due to its own lack of weaponry and the long cooldown to call in an Elysian Aerial Transport there is a nice long-term risk-reward dynamic going on, since it doesn't contribute much to the battle immediately, but its targeting support ability doesn't render it totally useless when waiting for reinforcements.
Mysthawk  [author] 2 Apr, 2020 @ 11:12pm 
@PSPSoldier534: Thanks for the feedback. :) I've actually already had those two things in the next update, though, as I realised after playtesting the live version that it did cause some issues. Trying to give people time to finish games off, though, between updates, so the next one should be soon(ish) depending on how I go with what I'm experimenting with. Trying to find a way to deploy more units by drop pod without having it tied to a hero skill. :)
PSPSoldier534 2 Apr, 2020 @ 9:35pm 
This mod is excellent, though I would recommend removing the Elysian Mobile Infantry from the production list as their stats are comparable to the regular trooper but they cost no upkeep rendering the basic trooper redundant. Also I would recommend locking the Elysian Orbital Shock Troopers behind either a tech or a building or something since they feel like a higher powered unit and having them available right from the start sort of diminishes the value of the other trooper types (except maybe for garrisons or if you're REALLY short on energy income for upkeep which is a niche situation).
darkelfe186 13 Mar, 2020 @ 1:11am 
Maybe it's worth adding the Jet Bike Syndicate, how does a T1-T2 unit? Moreover, in the campaign from the DLC this unit is available, although it cannot be produced
njfinny 10 Mar, 2020 @ 11:32am 
ok, no worries, thanks for the reply
Mysthawk  [author] 10 Mar, 2020 @ 12:15am 
@njfinny: That's a bug with the way that mods are handled by Paradox if the version ID gets too far ahead. Unfortunately, I can't roll back the mod for you to a previous version. Sorry for the inconvenience. It's a bit odd that you say that, since I've actually been playing on an older save with the new update myself, but that might be the way that it's handled as the mod author.
njfinny 9 Mar, 2020 @ 1:11pm 
the recent update causes my save to crash is there anyway to roll back to the previous version?
Mysthawk  [author] 8 Mar, 2020 @ 10:54pm 
I've updated the mod with some Vanguard units. Also, the workshop picture is incorrect and I am unable to fix it at the moment; it keeps replacing what I want with that image.
Hawkens 20 Feb, 2020 @ 8:48pm 
I really like the mod, now only if someone could make a mod for more xenoplague based units, would love to see a zombie like one.
Green Raven 19 Feb, 2020 @ 9:29am 
Hey Mysthawk, I have a question for you... Im sending you a friend request, I hope you accept! Thank you in advance!!
Mica 4 Jan, 2020 @ 4:13pm 
Maybe some early or more advanced armored units for the Vanguard? I feel like they are the ones to use lots of tanks and ships and airborne units (mechanical that is).
Taliesyn 26 Nov, 2019 @ 6:27pm 
So any luck with the weapons bug?
Mysthawk  [author] 29 Sep, 2019 @ 8:00pm 
I've been away for a week since the bug was found, so I'm only just now able to start looking into it properly. I'll have a fix incoming as soon as I work out what the heck is causing the weapons to disappear. In terms of a content update, that is also slow, as I am trying to see how adding new models goes which is taking quite some time.
PapaFenn 28 Sep, 2019 @ 4:04pm 
yo what about my kir'ko
tjimagineer 26 Sep, 2019 @ 1:52am 
the venom harrier needs the animal or mounted tag
primeambitions 25 Sep, 2019 @ 9:25pm 
if the issue is with the vanguard mod, that needs to be fixed considering the mod author advertises using it in this mods description
Theobald 25 Sep, 2019 @ 1:10am 
Stop using Vanguard's Units and Heroes mod and they'll get their attacks back
primeambitions 24 Sep, 2019 @ 1:34pm 
when will the next update be? most of the unit skills seem to work, but their primary weapons are still not there. it's a cool idea, but without a primary attack they're kind of useless. the ai even is aware of this and doesn't make them because of it. (and i wish they DID make them, cause i'd massacre an ai army that can't fight back)
Mysthawk  [author] 19 Sep, 2019 @ 1:49pm 
Working on some new units based on feedback from the community. Just trying to make the skills works the way they are intended to. Most of the units in this mod have completely brand new skills after all. :)
Ran 19 Sep, 2019 @ 9:45am 
It would also be awesome if you added some secret tech-specific units as well!
Ran 19 Sep, 2019 @ 9:44am 
I also have the problem with units without weapons. Really hope you'll add to this mod, it's really good!
WarriorOne1 19 Sep, 2019 @ 6:21am 
Any plan to add more new Units?
Vitamin-J 13 Sep, 2019 @ 11:28am 
This is really great stuff. Look forward to more of your work!
Richard in a box 12 Sep, 2019 @ 12:12pm 
My name is Commander Shepard, and this is my favourite mod on the workshop.
Mysthawk  [author] 12 Sep, 2019 @ 12:54am 
Hmm, I'll have to look into what is conflicting. I don't use that mod. I'll let you know when I find out.
primeambitions 9 Sep, 2019 @ 10:50pm 
i am experiencing a bug where none of the units have any weapons. they have all their abilities, but they cannot attack
Theobald 9 Sep, 2019 @ 9:45pm 
Yep it's the one.
Yoonie 9 Sep, 2019 @ 9:17pm 
so i did more testing and the problem is with only the Vanguard hero's and units mod. idk why its conflicting but i hope that helps you
Yoonie 9 Sep, 2019 @ 9:11pm 
i have the same problem as Theobald. The mods i have on beside yours are Vanguard hero's and units mod, Extended Commander Customization and Vanguard standard issue (commander customization). So its conflicting with one of those hope that helps :D
Theobald 9 Sep, 2019 @ 8:50pm 
Favorited them and sent an invite, quicker that way !
Mysthawk  [author] 9 Sep, 2019 @ 1:38pm 
@Theobald. I've never encountered that bug before. I'll try replicating it, but what other mods are you running?

@Lord Doc. The main point of having them as a T2 is that yes they are powerful initially, but they curve off into the late game (particularly if you are running a Domination victory). I am aware the ability to add mods to the unit can at times break the game balance (I know a few combinations that are just silly). But that said, I'd prefer to keep the cost down and leave it up to the player to choose if they want to make them more powerful or not.
Theobald 9 Sep, 2019 @ 12:28pm 
I'm getting a weird bug where your new units don't have their names in the building list (they go as "Assembly - " for example) and are missing some skills (their base attacks to begin with, all of them). Could be a conflict maybe ? A mod order issue ?
Lord Doc 9 Sep, 2019 @ 12:04pm 
@Mysthawk Oh right didn't see that, I must say though that after playing with them, these stalwarts are really powerful and maybe should be tier 3 instead of 2 for the sake of balance?
Mysthawk  [author] 8 Sep, 2019 @ 3:59am 
@Lord Doc, the Ironclad Stalwarts should come with Fortification Tools by default, so they have the upgraded trenches the moment you build them.
Lord Doc 8 Sep, 2019 @ 2:36am 
@Mysthawk, First of all thanks for your amazing mod, it's jolly good fun. Second would it be possible for your Dvar Ironclad stalward to benfit from the fortification tools? Because currently they don't and it's a bit counterintuitive.
Mysthawk  [author] 6 Sep, 2019 @ 1:53am 
@acv55555, Are you referring to a Vanguard APC? I'm afraid that's not a unit from my mod. That is from James009's Vanguard mod, which I only linked here because people ask me for Vanguard units but I'd rather not get in on their turf. You'll have to ask them about it.
acv55555 5 Sep, 2019 @ 7:19am 
The APC's ability to deploy mobile soldiers isn't being recharged by abilities which recharge the once per battle abilities, i.e. the PUG or the Network Link unit.
Mysthawk  [author] 3 Sep, 2019 @ 1:05am 
@Boogieman - Probably once I play them and find out what they need, or if someone gives me two or three units that they think the Kir'ko need in their roster (roles that they don't currently have). Feel free to post in the suggestions thread. I read everything in there and assess how easy/hard it is to implement/create the skills.
Boogieman 3 Sep, 2019 @ 12:50am 
When will the Kir'Ko get some love?
Mysthawk  [author] 30 Aug, 2019 @ 6:12am 
They'll build the units. Most are on medium priority so they shouldn't get spammed out.