Age of Wonders 4

Age of Wonders 4

Preserver Culture
72 Comments
Mr.Horakhty 15 Apr @ 3:04pm 
Damn... didn't know they said that. It is sad to see modders leave but understandable.
Professor H. Farnsworth  [author] 20 Mar @ 4:31pm 
@Loveless1987 Yeah, I'm sorry, but I was a tad gutted when the Developers said they wouldn't support the modding community with functionality.
I would have had to do things that blocked other mods and/or accept terrible implementation and I simply couldn't be arsed to spend days trying to get something simple to work, because the Devs hardcoded.

Not sure if they have changed the approach (I doubt it), but should they, I might pick up modding for this game again :).
Loveless1987 20 Mar @ 3:55pm 
Its a shame this mod was abandoned. It had a pretty cool concept. The Guardians of Nature and Protectors of the Forest society trait mods at least add some features.
i am pro at total war 11 Nov, 2024 @ 4:48pm 
is this mod ever gonna be updated?
joel.west 1 Aug, 2024 @ 5:28pm 
NOTE - in balance pinned folder the mod developer stressed that the units of this culture are NOT about physical melee damage, rather about magic and ranged physical damage

that may sound like a huge debuff but on the other hand unlike all other cultures preserver culture unlocks FOUR tier 3 units, including my own favorite storm sister support unit

===

the tier 3 tree kin shield unit has significantly more def/resist/HP than the eternal guard shield unit

==

heavy charge attack was removed 2024 Feb in wolf game update except for giants & warbreed, see combat section in

https://forum.paradoxplaza.com/forum/developer-diary/dev-diary-29-wolf-update.1624885/page-4

tier 3 wild riders still have heavy charge after both wolf and mystic (current) game updates
Dunadd 6 Apr, 2024 @ 12:55am 
@fja12856 not noticed that so far. Might be a different mod causing it
Stepover34 5 Mar, 2024 @ 4:53am 
If you update this mod could you add more units or a separate mod similar to expanded cultural units for this mod
fja12856 29 Jan, 2024 @ 5:38pm 
Game keeps locking during combat, has anyone else noticed this happening with this mod.
Xiphos Fraznoir 15 Nov, 2023 @ 5:40am 
Will this be updated
A Big Hairy Monster 9 Nov, 2023 @ 9:48pm 
Very borked with the latest DLC, sadly. All sorts of unit display issues.
orange 28 Oct, 2023 @ 11:51am 
scout units have a tiny a posing man where their head is
Shadowing 22 Oct, 2023 @ 9:50am 
Free city preservers spawn without units
Shadowing 14 Oct, 2023 @ 12:40pm 
Been locking my fights with eternal guard in infinite loop.
ChaklunDodo 9 Sep, 2023 @ 5:24am 
Hi, just completed the game with this mod and enjoyed it a lot, looking forward to further development. My complaints is about plant units, they are excessive in my opinion, and it is better to take them away.
Dunadd 15 Aug, 2023 @ 9:57am 
Does this still work after the update? Don't want to play online unless I'm sure this mod will still work
A Big Hairy Monster 14 Aug, 2023 @ 1:17am 
Ty so much for making this! Why there arent both pure and combo cultures for every element idk.
Dunadd 29 Jul, 2023 @ 10:40pm 
What do you need to build or research to be able to recruit waywatchers?
Dunadd 27 Jul, 2023 @ 11:27pm 
Absolutely awesome mod! thank you for making it!
Cookiesnm1lk 23 Jul, 2023 @ 7:22am 
i'm also encountering this endless combat bug. pls fix.
High Summoner 18 Jul, 2023 @ 12:21pm 
Loving the balance updates! Currently running into the same bug as @DracoLunaris - can't use autobattle if you have a shield unit with interlocking shield around.
DracoLunaris 17 Jul, 2023 @ 10:01am 
pretty big bug: interlocking shield wall has no cool-down, and does not end turn, causing the ai to spam it endlessly (on enemies for some reason) and preventing the turn from ever ending. This breaks both autocombat and combat vs enemy Preserver cultures
Konfuzja Mag 12 Jul, 2023 @ 6:06am 
hi there, i really like the mod, love the idea of purel nature culture, especially on the plant side of things.
I can't finfd information about optional cavalry for preserver units. Which Preserver culture unit gets a mount after taking one of special mount body trait? Also is this mod compatibile with "more body & mind traits" mod, specifically it's added mount traits?
Professor H. Farnsworth  [author] 6 Jul, 2023 @ 4:22pm 
@Eharper256 Tome units are always more powerful by default in terms of damage and defensive stats. I do like Expanded Cultural Units, I also think some of the units are too overtuned so my aim is to provide decent roster of units, but without outshining Tome units.
That let's you pick and choose your playstyle much more than an arbitrary restriction, because they couldn't be bothered to focus faction on certain strengths which becomes hilariously obvious when you look at the base files.
This faction leans heavily towards ranged units, it has some decent support units and a probably overtuned battlemage, but their melee is not.. good.
Better supports, melee and cavalry are found in tome units :).
eharper256 6 Jul, 2023 @ 2:40pm 
That's a shame, I like how different the restricted roster currently makes factions; for example Dark forces you to consider whether you want focus all on offence like it's units imply, and Industrial really has an agenda to obtain better DPS units from tomes.

If you cover all the bases, unit research becomes much less desirable. But you do you.
Professor H. Farnsworth  [author] 6 Jul, 2023 @ 2:28pm 
@Eharper256 Probably not going to make a standard 6 roster no, it would be far too limiting as the focus of the faction is ranged with a bit of magic, however, that makes for poor playing if you don't have some units that can hold the line and then you'd be limited to just 1, maybe 2.

Racial units do not have to necessarily be the same as your race though. Skeletons, Bone Golems and similar are racial units, they just don't come with flesh and blood. Similarly Forest Sprites are racial units, they're just magical in nature (and should honestly probably cost mana rather than gold).
eharper256 6 Jul, 2023 @ 12:36pm 
Will you be considering a version to play if we're not using Expanded Cultural Units, following the vanilla 6-unit roster?

I'd also with Mthis in that since your Culture gets your racial bonuses (esp. with other mods like innate racial traits), you probably should avoid having non-racial units in general.

Despite that, though, I'm interested to see where this goes and will keep an eye on it.
Professor H. Farnsworth  [author] 5 Jul, 2023 @ 6:58am 
@Mthis I'm glad you are enjoying it! Yeah, I know it may feel a wee tad odd considering none of the other factions do this, but it's the best one can do to also preserve some of the distinctiveness of the Warhammer faction. I may move the plant units to tomes at later dates, but for now they stay.

I've.. Hit a few road bumps when it comes to modelling and it took a lot of effort to overcome them, but I should hope that in late july-august or so, I can upload the City models.
Swag man 12 4 Jul, 2023 @ 3:34pm 
Love to play as the wood Elves in Total Warhammer 3, so im excited to try this mod out too haha
Mthis 4 Jul, 2023 @ 1:20pm 
Now that this has gotten a few more updates i must say i quite enjoy it! I like this Cultures presumed playstyle, strangely good for close formations and archers. However i still (again entirely personal opinion) feel the Branchwraith and the Dryads should be tome related. I get this personal feeling all the 'magical' units that arnt your race should come from Tomes.

Again however, amazing work. Cant wait to see it when its further along still.
Professor H. Farnsworth  [author] 1 Jul, 2023 @ 3:52pm 
@medhathobo Can't label it as Warhammer though and currently, just using the names of the units, 'cos I had to provide some name and it was easier for me while making the units to know what they were based on ;).
medhathobo 1 Jul, 2023 @ 1:48pm 
Not being sour, I think bringing in cultures from other franchises would be fun, and making it easier to search for by labeling it as a warhammer fantasy culture at least in the description would be a good idea.
Professor H. Farnsworth  [author] 1 Jul, 2023 @ 9:07am 
@medhathobo Good news! That’s because I am a major fan of WHF. There’s no need to be a sourpuss like that.
Olorin 1 Jul, 2023 @ 2:26am 
? Thing is that you can use any form you want, not just Elves lol
Great mod anyway :)
tjimagineer 30 Jun, 2023 @ 6:37pm 
@medhathobo. I agree it seems at little close.
medhathobo 30 Jun, 2023 @ 4:38pm 
Wow, may as well just call it Warhammer Fantasy Wood Elves if you are going to make it that close.
Professor H. Farnsworth  [author] 30 Jun, 2023 @ 2:24pm 
@Doze14 Thank you, though it's still very much a work in progress :).
Doze14 30 Jun, 2023 @ 10:34am 
This is awesome.
Professor H. Farnsworth  [author] 30 Jun, 2023 @ 9:28am 
@Erenion It does not change it for me nor does this mod change any of the game resources related to cities. It's another mod you have installed that alters them.
Erenion 30 Jun, 2023 @ 9:00am 
Building the t3 town hall changes the background of the city image. Is this intended?
Professor H. Farnsworth  [author] 29 Jun, 2023 @ 4:40pm 
@Shadowing This mod does not touch undead modularity or wightborn in anyway.
Shadowing 29 Jun, 2023 @ 11:50am 
You ĺack civilian clothes causing some undead to spawn bodless
Professor H. Farnsworth  [author] 29 Jun, 2023 @ 6:55am 
Balance Update has hit giving abilities to a host of units alongside a new name for the culture rather than the placeholder name, together with a bio, lore and description of the culture.
Professor H. Farnsworth  [author] 28 Jun, 2023 @ 3:08pm 
@Archa <3 I aim to provide funsies for peeps.
Archa 28 Jun, 2023 @ 10:20am 
Thanks for your excellent work ^^
Professor H. Farnsworth  [author] 28 Jun, 2023 @ 7:48am 
@Swkauhn Stags for sure, bears... Are already coming with a DLC so I'll leave those out (yes, it includes polar bears ;) )! Sisters of Thorns ride them after all, though a quick solution is to give the horse some horns and call it a Stag. Can't remember if Wild Riders also have Stag Mounts, I believe it's just horses.

I shall put it on the ever expanding.. To-do list :).
Zin 27 Jun, 2023 @ 9:20pm 
@Professor Farnsworth Knowing that you're basing it all on TWW makes sense now. I mean Forest Dragons were a thing in WFB for the Wood Elves at certain points, but not at all in TWW. Back when every elven faction had dragons.

As for the stuff about the units and the balancing of things. You could do things like giving the various Melee units Regeneration. Or if you don't want to give straight regen, you could do a similar thing to the Attunement where they gain Regen whenever you cast a spell. Since the units you did keep from the WE roster are the ones that are essentially flankers/meat shields, giving them something to increase their survivability at the cost of their offense I think would be fair.

You could even do it where the Life Culture gets regen/extra benefits while in Forest Terrain.
Professor H. Farnsworth  [author] 27 Jun, 2023 @ 7:08pm 
@High Summoner & @Pontifex Maximus
The melee units will never be en par with all the other factions. They are not meant to be as strong. They will never be as strong. It would detract from the entire point of the faction which is to focus on Ranged Infantry units/Supports with a lesser extend on Battle Mages.
Are those where they should be? Probably not - there's a beta tag for a reason. You can suggest balance in the balance discussion where I don't have to shift through comments and that's the end of that.
Professor H. Farnsworth  [author] 27 Jun, 2023 @ 7:02pm 
@Raziel Vandal They use the high for the time being, I am working on making 4 unique models for their cities including districts :).
Raz ζ 27 Jun, 2023 @ 5:38pm 
@Professor H. Farnsworth
Nah I know that, was just curious which of the vanilla styles they use for cities like whether they use the feudal or high style
swkauhn 27 Jun, 2023 @ 5:37pm 
I was just thinking we need stags or bears to ride :)