Age of Wonders III

Age of Wonders III

Ayalin Premium Defender Mod
71 Comments
n.l.c.thien1998 6 Jun, 2023 @ 5:33am 
hello, i really enjoy your mod, are you planning to do more mods for AoW3 in near future? Some updates on Racial bonus would be great since many mods only focus units and building so far :3
Ayalin  [author] 30 Mar, 2023 @ 12:53am 
Hmm ok just to be sure- you are only using my collection and you have been experiencing a bug from time to time? When does it happen exactly? In game? Because the source seems to be coming from the launcher
GorbadIronclaw 4 Nov, 2022 @ 3:08pm 
I've created small mod buffing AI a lot (+4 def +3 res with neutral fights), +100% xp from fights and adapted your Academician specialisation as different, very cheap spell but giving +1 rank to all produced units. They still tend to die off to say Goblintide event from Chivalrous. I think in that case buffing your garrisons a bit and setting priority to highest might give AI better chance - still to be tested.
There are still events in Chivalrous like Age of Piracy that I've seen at least twice spawning 12 cannons, which no AI will survive when released near capital city and leader is dead. I've reported it to That Human but the stacks seem to be created randomly from all units provided in pool, so no real way to avoid this kind of situations.
Ayalin  [author] 4 Nov, 2022 @ 2:01pm 
hmm maybe, worth testing, but it does delay potentially some important economic / military upgrades for AI cities.
After having a few thought about it, I am feeling that the AI research priority might be the most important thing which can help her being strong. I have started to review that a little bit on my side for my class premium mods, and I also took care when redesigning hero skill tree to choose carefully skill priorities for AI.
There might be also a balancing issue with the invasion events from Chivalrous, I think it's worth giving the feedback to That human as well.
GorbadIronclaw 4 Nov, 2022 @ 1:54pm 
The same issue I'm struggling with - AI dies to invasions from Chivalrous mod way to often. What I will to test is Garrison I costing twice the price and giving archer and infantry units + all garrisons build priority set to very high for AI. Hope it helps with them being wiped out.
rizzoyuen 16 Oct, 2022 @ 10:27am 
@Ayalin :steamthumbsup:Thanks :)
Ayalin  [author] 16 Oct, 2022 @ 7:50am 
no worries all ideas are always welcome!
10 gold is maybe a bit too low, but adding slightly more units sounds good as well. I think it's not that long to do, I will have a look and keep you updated :)
rizzoyuen 16 Oct, 2022 @ 6:04am 
@Ayalin Referring to the decrease of building cost.

if a supernatural phenomenon exist, Ai willing to that outpost investment.

Guard I - Cost 10 , Tier 1 unit x 3 ( Ai's army + 3 is good under my experience)
Guard II - Cost 150, Another Tier 1 unit x 3 (Totally 6 are strong vs roaming groups)
Guard III - Cancel (Mid-game ready have own T3 army)
(Just a propose with my experience. Pls ignore if inappropriate.)

Do what you think to keep your great works :steamthumbsup:
rizzoyuen 16 Oct, 2022 @ 5:15am 
@Ayalin Thank you for your reply.

Agree with u, no-need to touch so many items as a programmer's view (Also MODs problems related to the new race ).

Sorry about that, i didn't know races difference (What a complicated sets of races buildings). IF there is no other ways to give them free, just let it be. Thanks :)
Ayalin  [author] 16 Oct, 2022 @ 4:47am 
Hello rizzoyuen, thank you very much for your kind words:)
There is one big issue with your idea- as you may have noticed, defending units belong to the race of the city. Which means, in other words, that despite the fact they all look the same each garrison building is linked to one single race only.
Therefore, if I were to attach the effect to let's say barracks / temple etc, it means I would need to create 9 different barracks / temple etc for the 9 races of the game and this would heavily hurt the mod compatibility with other mods.
It would also mean that when migrating a city, you would need to rebuild said upgrades every time.
I can look at decreasing their current cost though.
rizzoyuen 16 Oct, 2022 @ 4:31am 
@Ayalin Thank you for all your works :)

Since i always play RMG with the extreme hard settings, found that new defense structures does very minor effects to the Ai's. ( Human player simply build tier 1 range units can solve most of issues)

The reason is Ai will maximize their strength to explore or attacks, rather than defense their own cities when they are no threats on that turn, especially just leave one or two weak units on their outpost, very easy for surprise attacks.

At the early game-time, Ai also rarely build structures, except Walls & Barrack. So my opinion is, can we just give a free unit comes with Walls / Barrack / Temple of each. No-need to build, let Ai's have defense in a passive way.
Ayalin  [author] 27 Sep, 2022 @ 12:54am 
ah, trebuchet would be interesting yes! why not, when I get the time I will add it :)
BladeofSharpness 27 Sep, 2022 @ 12:35am 
Just wanted to say I very much like this little mod. Having up to 3 units supplement the defender is of help, not just against a small marauding army, but against medium-sized invader. 3 units can be a significant defending force as helpers.
I would perhaps have added a 4th level where you have to choose between 2 options, which is always fun. 2 exclusive buildings, one adding 2 extra infantries, one adding say a trebuchet? Choice, choice ... the essence of strategy!
Johash 6 Sep, 2022 @ 8:47am 
i'll try that. btw, do u know any mod of teleporting/ fast travel or anything simillar?
Ayalin  [author] 6 Sep, 2022 @ 7:28am 
Maybe test like myself in a quick game with all mods deactivated except this one to be sure it's coming from a mod compatibility issue, then try to find the one being the problem by reactivating them one by one up to the point where units do not appear (save the game one turn before neutral attacks)... can be a bit annoying to do but we will have the answer at least
Johash 6 Sep, 2022 @ 7:16am 
probabily. now i have to find out which one is causing the problem. thx for ur suport anyway :)
Ayalin  [author] 6 Sep, 2022 @ 5:53am 
Might be a mod compatibility issue- for example, name of unit sets are modified by another mod (that's my first guess).
Ayalin  [author] 6 Sep, 2022 @ 5:52am 
I ran a game playing tigrans up to the point Neutrals attacked my city with Garrison built and one unit defending it at least, I did see the three units spawning at the beginning.
Ayalin  [author] 6 Sep, 2022 @ 5:42am 
Did not see anything suspicious in the data; will do a test in-game.
Johash 6 Sep, 2022 @ 5:06am 
i mean tigran (guess im watching too much GoT lol). im playing with humans (theocrat) and isnt working yet =/
Ayalin  [author] 6 Sep, 2022 @ 12:54am 
Targarian? which race is it or class? The mod works for the 6 base race of the game + halfing / frostling / Tigran.
Does not work with dark elves for example or any race added by an external mod.
Johash 5 Sep, 2022 @ 4:50pm 
yes. i was playing with targarian and a zepelin attacked me, and i just run away from him for 5 turns. no milita its been spawned D:
Ayalin  [author] 5 Sep, 2022 @ 1:55pm 
Did you do the battle past the 1st turn? On the first turn they appear behind the walls, and then only on the second turn they can act/move etc.
Johash 5 Sep, 2022 @ 1:07pm 
i dont know what im missing. i have all 3 guarrison buildings, but when the city is attacked, only the unit that is actualy defending the city appears in battle.
Ayalin  [author] 5 Sep, 2022 @ 4:34am 
Lol thank you for your nice words !:) Be careful though, you need at least one unit to benefit from the other Garrison units (it's considered a battle enchantment by the game)
Johash 4 Sep, 2022 @ 1:49pm 
my goodness, URE A GOD! u dont know how much love and hate i have for this game... I love the thematic of AoW 3 but i hated more losing my a metropolis for a stupid crow, drone, whisp, etc...
THANK YOU SO MUCH!
phatninja63 3 Nov, 2021 @ 10:47am 
I forgot to come back and say it's definitely working, I don't remember what I was doing wrong
Ayalin  [author] 15 Mar, 2021 @ 12:11pm 
Have you seen the spell being available for sorcerer at least?
Ayalin  [author] 15 Mar, 2021 @ 12:10pm 
Hard to tell; a few key points :
If you are using a mod which could modify the spell "Spell of Return" from the sorcerer class then that would be the one. All this mod is doing is setting up the original sorcerer spell to be for all classes instead of being dedicated to sorcerer. But it's a change made on the initial file of the game, I did not create a new file/a new spell if I remember properly.
phatninja63 14 Mar, 2021 @ 9:36pm 
All of them Ayalin your shit is primo! Racial heritage maybe?
Ayalin  [author] 13 Mar, 2021 @ 4:13pm 
Could be a conflict with other mods maybe? it has always worked fine on my side. Also, which expansions do you have installed?
phatninja63 13 Mar, 2021 @ 4:05pm 
:UnhappyMask:
phatninja63 13 Mar, 2021 @ 4:05pm 
It seems the buildings are broken, that or I don't know how to spawn my units, and it doesn't happen in auto combat or auto-tactical combat (if you know what I mean)
Return spell is there and useful though
TheLoneWanderer 25 Apr, 2020 @ 7:50am 
I'd love to see the AI get these Garrisons given to them at the beginning of the game. I wonder if the AI would ever build them, thereby giving them a disadvantage against human players
Shadow1474 3 Jan, 2020 @ 8:04am 
Not a big deal, but it seems that Garrison 1, Garrison 2, and presumably Garrison 3 lack an icon when it appears on the bottom-right tab to sum up what has happened upon becoming your turn. Thought you'd want to know!
That Human 19 Sep, 2019 @ 7:49am 
I was more referring to the Spell of Return, which is unrelated to the rest of what it does. I would prefer that change being in the Sorceror mod and not in this one, so balance changes are limited to just adding this research.

I really like the idea of this mod though!
Ayalin  [author] 19 Sep, 2019 @ 6:04am 
Definitely worth testing for sure :)
BladeofSharpness 19 Sep, 2019 @ 4:07am 
I don't think that would be a problem. By upping the cost, the effects can be upped, and as you have 3 buildings, you can target them so that the 2nd one is for mid game and the third one for late game, or at least provides a rather strong garrison by itself (I'm fine with only tier I and tier II units for garrisons by the way, it represents 'militia', no need for heroes!)
Ayalin  [author] 19 Sep, 2019 @ 3:44am 
But cost need to go up to 100/100 and 150/150 for the second one or something around these values
Ayalin  [author] 19 Sep, 2019 @ 3:42am 
Hello Blade and thank you for the feedback! Well I played with them recently and I must admit they are a bit weak. I was also thinking fusionning the level 1 & 2 together + 1 pikeman unit and increasing the cost a little bit, and maybe doing the level above as giving cavalry + support
BladeofSharpness 19 Sep, 2019 @ 3:38am 
Hi. Some feedback after playing if you will.
I find the buildings weak, for several reason. The cost first. It's not about the resource cost, it's about that given there is no build points carry-over, contrary to Planetfall, then it means 3 turns overall for the 3 buildings. With these 3 turns, I could produce 3 units (at least 3 tiers I and II units). Granted these units cost upkeep, compared to the garrisons, but they are mobile also, so are more useful.
Garrisons, by definition, will only protect their city. And lets face it, except for the lone sneaky brigand or an early game threat, your garrison even if maxxed won't do much!

I very much like the concept though, but I think you should not have taken the road: cheap building, weak garrison. How about doubling or tripling their cost, but having them spawn 2-3 units each for example?
Ayalin  [author] 19 Sep, 2019 @ 3:31am 
Hello Tasty- well, normally I am not changing anything from native RPK so you should not have any issues. If it's happened anyway let me know and I can certainly fix it in a fairly short amount of time :)
That Human 18 Sep, 2019 @ 8:25pm 
I really wish the Sorceror Premium bit would be in that mod and not this one. Was thinking of using this but if it messes with unrelated things I will have to skip it.
Ayalin  [author] 30 Aug, 2019 @ 5:03am 
Sheph 29 Aug, 2019 @ 5:45pm 
I built my mod as an AI buff primarily. The AI factions die so quickly because they only put trebs in their cities/towns. I recommend highest priority and make it cheap. All the other strat games have garrisons.
Ayalin  [author] 29 Aug, 2019 @ 5:05pm 
I did set up the AI build priority to Low- it will build them toward the end I guess. I have not playtested it to this point because I believe it's a player feature mainly.
Sheph 29 Aug, 2019 @ 4:26pm 
Seems interesting. It is quite underpowered compared to Enhanced Garrison, but maybe that's realistic. Does the AI use it effectively? Do they build the buildings?
Vlerk 29 Aug, 2019 @ 9:57am 
Good stuff again :steamhappy:
candywolf 29 Aug, 2019 @ 5:41am 
the main differences are how the units appear spawned/summoned and the mana node enhancements to defences as-well as the lack of need to get the upgrades from this mod as they do not add rank to units and are pure troop defences.
Ayalin  [author] 29 Aug, 2019 @ 2:30am 
actually I just noticed you are the creator of the garrison mod; so just to make things very clear, I did this by myself without any intention of stealing your idea; it took me half a day to do this and I did not use your content at all. If you are ok with it, I can link to your garrison mod in my description page and mention you.