Age of Wonders III

Age of Wonders III

Recruitment Camps II
37 Comments
Eevee.exe 16 Feb, 2024 @ 5:32am 
a little late here but are the camps suppose to replenish troops, im on the GOG version as i own the dlcs over there so i dont know if thats affecting anything but so far it dosnt seem like the camps replenish.
CapitaineYolo  [author] 5 Mar, 2023 @ 11:33pm 
@Rebel Raven Not at all ^^ the camp creating unit needs to be built out of your city. you can tell which is which by their price.
Rebel Raven 5 Mar, 2023 @ 3:10pm 
It's probably going to be a silly question, but what are the steps to creating the camp creating unit?
I have this mod, and the resource conversion spells mod.
Homer 4 Feb, 2023 @ 3:21pm 
Units recruited from a camp made by a produced ghoul unit (or a captured enemy 'camper' unit that I Ghoul Cursed) are not registering as Undead.
They have the 'Ghoul' trait, with the accompanying modifiers, but not the 'Undead' trait, with its modifiers. They don't benefit from Necro empire upgrades like Vampiric Hunger, which gives infantry/pikes the Life Steal trait. They also are affected by various morale modifiers which should only affect living units, like preferred terrain and base happiness.

Having these units drink from a Well of Souls makes them properly Undead, with all the appropriate modifiers. Necro upgrade 'Harbingers of Death' also makes these units properly Undead when left in the stack with a Hero.

Enemy AI are producing these 'camper' units, but I don't think they ever actually use them to build camps. I suspect they're just flush with gold and building whatever units are expensive - I don't know how the AI prioritizes unit production.
CapitaineYolo  [author] 22 Dec, 2022 @ 1:44am 
@Homer I don't have a Patreon bc I mostly mod for myself and wouldn't feel comfortable asking for money for a product that's always unfinished :D
CapitaineYolo  [author] 22 Dec, 2022 @ 1:42am 
@Homer Thank you a lot I appreciate your kind words ^^ I haven't implemented anything related to experience yet, so that's why those buildings and the warlord spell don't work. As for Mystical City Upgrades, the units can indeed be produced in one city and activated in another. I'm still thinking about how to restrain the player from doing this without complicating things much more than they already are - the whole recruiting process and the MCU activation via spell on top of that are quite convoluted already, but I assure you I don't see an easier way..
Homer 21 Dec, 2022 @ 7:01pm 
@CapitaineYolo

Mon Capitaine, you are a gentleman and a scholar. Works pretty well so far.

Noticed a few things:

Units do not need to be produced in a city with a mystical upgrade, as long as they are recruited from the camp in a city that has the upgrade, they benefit from it. Works for me.

Units recruited from camps do not benefit from normal city buildings that increase unit xp rank, (Arena, Guard House, Shooting Grounds, Laboratory, Rider's Hall, and racial T3 Building) regardless of where the unit was produced or recruited.

Warlord spell Global Assault, supposed to promote all units and all units produced thereafter to elite rank, does not affect units that are recruited from camps after the spell is cast.

On the whole, love it! You got a Patreon or anything?
CapitaineYolo  [author] 12 Dec, 2022 @ 9:50am 
@Homer there you go, let me know if you find any bugs
CapitaineYolo  [author] 8 Dec, 2022 @ 1:08pm 
@Homer I'm working on it ^^
Homer 8 Dec, 2022 @ 11:49am 
Love this mod so far. Works as advertised. Works super well in combo with Resource conversion Spell mod. Hope to see upgrades from specialty buildings added!
GorbadIronclaw 12 Jun, 2022 @ 3:15pm 
Hi, is it compatible with Empire Building mod? I try to make it work but seems it's conflicting with at least one of the other mods I have installed.
CapitaineYolo  [author] 30 May, 2022 @ 9:43am 
@SkaarsSmashKikou No, there are no Camps that spawn Settlers ^^
SkaarSmashKikou 28 May, 2022 @ 2:23pm 
Quick question, do settlers units can be spawn in them?
bearhiderug 26 Apr, 2022 @ 8:37am 
If you ever get around to it, I personaly would like to see how the ai utilizes these t1 builds early game.
I appreciate it and look forward to getting some T1s pumped out to garrison in forts and stairs =]
CapitaineYolo  [author] 26 Apr, 2022 @ 2:52am 
@bearhiderug They could, but I dont think they will because certain values need to be right for that. To be concrete, I would have to raise the new units values to match their cost so the AI will build them and also raise the lay down camp abilities value so the ai will always use it rightaway. I can add that to the TODO list, but right now I dont have the time to be actively working on the mod. Hope you enjoy anyway ^^
bearhiderug 25 Apr, 2022 @ 5:08pm 
AI can use this too right?
=]
Doctor Badass 27 Jan, 2022 @ 10:26am 
nice mod good job
avenger711 16 Jan, 2022 @ 2:54am 
If you tried to implement my idea about x2 and x3 naming it doesn't work. I checked cats and humans in Eng and Ru localizations. Only standart names for all options.
CapitaineYolo  [author] 15 Jan, 2022 @ 7:00am 
Added all missing races
CapitaineYolo  [author] 9 Jan, 2022 @ 9:41am 
Added High Elves ^^
avenger711 7 Jan, 2022 @ 7:59am 
CapitaineYolo  [author] 7 Jan, 2022 @ 6:25am 
Where can I view all the changes of BM?
avenger711 7 Jan, 2022 @ 6:08am 
BM beside integration of "Racial Units Reskin" improves so many things that I consider it as a standart beside Age of Wardrobe and Decadence (often used in maps).

BTW this reminds me HoMM and it's "buyig all units" mechanic. I guess it can be partially recreated by building an Inn-like structure which will refresh it's units.
CapitaineYolo  [author] 7 Jan, 2022 @ 4:33am 
@BERSERKER I wont add units from other mods and would like to polish some more before adding more races because the bigger the mod becomes, the more work it is to change things.
CapitaineYolo  [author] 7 Jan, 2022 @ 4:27am 
@avenger711
1) medals are also possible.
2) You dont need that much production to benefit. Its more about making the most of the production you have by wasting less.

To go with your Elven Archer example: A City with 60 production would spend 4 Turns to produce two elven archers (2*80 production) and waste 80 production in the process. If it produces two elven archers at once for 160 production, it will take 3 Turns and only waste 20 production.

3) I dont play with the balance mod so I wouldnt know :)
avenger711 7 Jan, 2022 @ 2:34am 
>I already implemented it for the three DLC specialisations

What about medals?

In fact this mod gives more profit for the races with cheap units (good luck in reaching 160 prod points for doubling Elven archers) and specializations with ability to reduce the costs.

There're some changes in units' costs in Balance mod (Halflings, Orcs). So x2 versions may cost not x2 if BM is active. But for me it's pretty minor issue.
avenger711 7 Jan, 2022 @ 1:57am 
Chivalrous Intentions? LOL. I use it but I think it's overloaded with T1 units which duplicate functions of existing units and it's not actual for the players to produce them. There're some exceptions like Tigran Epsilon Warrior which can be spammed in early game 1 unit per turn just because it costs 50 instead of 60 for Sun Guard. Or Halflings' archers if you don't want Jesters. But I doubt these units are interssting in middle or late game where multiple production becomes actual.
Mason Redux 7 Jan, 2022 @ 12:25am 
what race will be next? frostlings? :-)
how hard is it to add units from other mods? :-)
CapitaineYolo  [author] 7 Jan, 2022 @ 12:09am 
@avenger711 Good idea on the naming convention!
CapitaineYolo  [author] 7 Jan, 2022 @ 12:09am 
1) Thats a technicality. For now I'll just do the racial ireg, inf, pike and archer units for all races, maybe do x2 versions of support and T2 cav later
CapitaineYolo  [author] 7 Jan, 2022 @ 12:07am 
@avenger711 2) Yeah I thought long and hard about that one, but it thankfully is possible. I already implemented it for the three DLC specialisations :) All you have to do is spend the end of turn inside the cities' domain with the units and the upgrades will apply. (for scales of fortune, embrace darkness and spiritual freedom). I'll work in the structure upgrades eventually, but the other races will come first
avenger711 6 Jan, 2022 @ 3:07pm 
I like cats ant Tigran Sun guard is strongest T1 unit in the game. Massing them must be good. 2 Problems I see.
1) Minor. Some races have T2 pikemen and Tigrans have T2 infantry
2) I think imposible to fix, Camp units are not affected by "secret: structure upgrades like Ancient Ruins or Crystall tree.

Localization can be done using naming formula like <Dictationary unit name> x2 or x3.
Mason Redux 6 Jan, 2022 @ 12:19pm 
thanks :-)
CapitaineYolo  [author] 6 Jan, 2022 @ 11:19am 
@BERSERKER they're in
Mason Redux 6 Jan, 2022 @ 4:44am 
it would fit great :-)
CapitaineYolo  [author] 6 Jan, 2022 @ 4:43am 
Sure I like them too ^^
Mason Redux 6 Jan, 2022 @ 4:42am 
maybe orcs? :-)