Age of Wonders III

Age of Wonders III

Variants Arsenal
89 Comments
DJTron 25 Mar, 2018 @ 5:48pm 
So, this mod looks VERY interesting and i really want to try it out, but I'm not entirely sure what it does. Does it automatically change the units to the new variant and lose the ability to make the old version, or does it just give you more choices that you can potentially mix together?
Yemen of House Lemon 29 Oct, 2016 @ 11:35am 
don't apologize for not updating the mod, life happens, and anyone with half a brain knows the risks involved with any mod
Tanuith 24 Oct, 2016 @ 3:44pm 
Ah unfortunate but still is a good mod alltogether. I Understand that life usually tends to conflict and is obviously more important. Thanks for what is here already anyway.
Ross Feratu  [author] 21 Oct, 2016 @ 7:45pm 
Unfortunately its no longer supported. Sorry I didn't reply sooner. I only really jump in if its a problem I can fix. I might remove the Time Witches to be honest. They were highly experimental, but this is the first time in a year I've heard of this issue, but real life has sadly consumed all my modding time. Sorry.
Tedious Crow 19 Oct, 2016 @ 3:01pm 
This mod is no longer being worked on.
Tanuith 17 Oct, 2016 @ 4:38pm 
Have you added unit descriptions by any chance by now? I realize its a minor thing and having no experiance in modding, or coding, or game making, I do not really have a leg to stand on as of yet by asking this, but mods with units that have descriptions like placeholder or another example mods message TLDR tend to really bother me for some reason I have no idea why.
Yemen of House Lemon 15 Oct, 2016 @ 11:32am 
i have a problem with the mod that completely broke my game. 3 of my armies are affected by temporal loop and can barely move on the tactical map. it has been several turns, but the effect has not gone away. it must have had something to do with the time witch i fought
< blank > 27 Jun, 2016 @ 2:51am 
So.. i disable all mods.. All races (warlord) scouts, hunters, berserkers are not displayed, but only their weapons..
< blank > 26 Jun, 2016 @ 5:09am 
yes. I'll try to figure what it interact with..
Ross Feratu  [author] 23 Jun, 2016 @ 6:27pm 
That sounds like a weird intereaction with another mod, if anything. Are you uing multiple mods?
< blank > 23 Jun, 2016 @ 4:24am 
Hmm.. I just placed mod and all Warlord units (berserker, ferral besrs., scout, Monster hunters etc..) lost their animations..
Tedious Crow 15 Jun, 2016 @ 11:05am 
It is not this mod.
Neoseer88NLD 15 Jun, 2016 @ 8:11am 
Maybe a stupid question, but we have a bug with 1 creature coming out of somebody mod. It's a leviathon, when it gets the swallow whole ability the game crashes. Anyone knows if it's out of this mod or some other mod, so we can contact the author of that mod. Already thanks for the help.
hiliadan 5 Jun, 2016 @ 9:49am 
Hey Garresh, I saw you popped up in the official forum, great that you're back! I'd like to talk to you about a new race being developed where some of your very good ideas could be used. Please check here: http://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Shadow_Realm_Community_Expansion#Racial_units I send you an invite to discuss on Steam.
Tedious Crow 20 May, 2016 @ 7:33pm 
Thanks!
Ross Feratu  [author] 20 May, 2016 @ 3:51pm 
https://drive.google.com/open?id=0B2lzsRiUp5b5WmpjWWJEVWZwMm8
Try that. It's in an archive so just unpack it and throw it into your UserContent folder. It'll load just like a regular mod, but will be fully accessible and editable. Have at it.
Tedious Crow 20 May, 2016 @ 11:18am 
Yeah, that sounds pretty intense. It takes all afternoon just to try the racial variants with unit mods. Making them seems like it would take much longer. In anycase, if you'd let me know how to get your mod's data I'd love to try sticking it together with some others for me and my friends.
Ross Feratu  [author] 19 May, 2016 @ 7:50pm 
Playing Heroes of the Storm lately, but modding was just a bit too much work in the end. I think I was averaging like 8-10 hours of work per new unit(well, per racial set. 8 hour for the combined frostling, orc, goblin etc.). It's more involving than you'd think! Mostly because of new particle effects, balancing, and doing all the associated new abilities and junk. Also, since racial variants of units existed(Tigran Hunter, for instance), I had to either make secondary abilities specific to that race, or redesign a second unit to work within that context. Basically, I burned out on spending all day at working programming, then coming home and spending several hours each night(or a good chunk of a weekend at least) cranking out new units, abilities, particle effects, etc.
Tedious Crow 19 May, 2016 @ 7:45pm 
Matter of curiousity, what are you playing now? Are you working on any mods for other games?
Tedious Crow 19 May, 2016 @ 7:44pm 
Well I don't entirely know what I'm doing, but I'll give it a try. Thanks.
Ross Feratu  [author] 19 May, 2016 @ 7:42pm 
@Black//Hat
Actually, it's totally doable. The only issue is steam release mods aren't importable and able to be strung together like that. Also, there's more than units themselves so it's somewhat more time consuming than just a copy paste job. That said, I know of a few people who've done just that, asking mod devs for unlocked copies and just copying their favorite bits and pieces together. Honestly, if you wanna give it a shot I'd gladly upload a copy to dropbox or megaupload or something. I'm not really developing this anymore(unfortunately) and I see no harm in sharing. But even with that it may become a rather involving matter to do those edits.
Tedious Crow 18 May, 2016 @ 7:07pm 
Ah, that's a shame. Thanks for the quick response. This is probably dumb enough that you haven't though of it, maybe. Is it possible to create a 'cheap' solution by taking the data and changes from your mod, and adding them to another mod's data and changes, then republishing that as a single mod, or 'combined' mod Variants + X mod.

Or have you thought of that already?
Ross Feratu  [author] 18 May, 2016 @ 6:30pm 
@Black//Hat I can tell you what's causing it, but I haven't found a way to fix it unfortunately.

Essentially in the game files are a registry of unit lists for each race, and class, along with other things which all tie together. Unfortunately, each list is technically stored as a single element. More unfortunately, 2 mods cannot overwrite the same element. What this means is that your game is loading both of our unit lists, and then choosing to completely discard one based on priority. I've talked to a few others about potential solutions, but none of them are really workable as far as I can tell.

Sorry.
Tedious Crow 17 May, 2016 @ 7:57pm 
This mod seems amazing from what I've played of it so far, but I have a problem. I'm also running this mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=534656715&searchtext= ) which, among other things, allows you to multiclass. Before I added your mod to the mix I could research and produce units from multiple classes at once, which was awesome. Now I can still research them, but there is no option to produce units from the second class in my cities, (yes I built the necessary class buildings).

Would you be able to tell me what's causing this, and if there is a way to fix it? I'd really appreciate the help. Thanks.
Gnolam 25 Apr, 2016 @ 12:10am 
Ok thanks
Ross Feratu  [author] 24 Apr, 2016 @ 3:35pm 
Nope. They're unlocked concurrently. So every variant is available alongside the base unit. They can be mixed in, etc.

Try Iron Legions with Musketeers. =P
Gnolam 24 Apr, 2016 @ 12:43am 
Also, does this replace the base units
Gnolam 24 Apr, 2016 @ 12:41am 
Garresh, You have a good youtube channel!
Ross Feratu  [author] 22 Apr, 2016 @ 9:27pm 
@Aya Shameimaru (4 days)

Double checked it, and yes I remember now. I had a choice with that unit between making them an infantry with extra ranged progression, or having them get no melee progression and full ranged progression. I opted for the latter because I didn't want them to be good at everything, and because this setup gives them a high power blunderbuss volley followed by a cooldown period just like musketeers.
Ross Feratu  [author] 22 Apr, 2016 @ 7:21pm 
Uh. Lemme double check. I forget if I gave them Archery intentionally or a bunch of passive ranged damage increases, but their ranged damage should be increasing comparable if not better than their melee damage. I wouldn't worry about it, but I'll get back to you.
Aya 22 Apr, 2016 @ 4:47pm 
Ross Feratu  [author] 12 Nov, 2015 @ 3:50pm 
Interesting. I'll see if I can try to debug it this weekend. No promises I'll fix it then, but I'll do what I can and get back to you.
PsychoticSoul 12 Nov, 2015 @ 12:09am 
Please don't edit existing class link/race link data(this appears to cause conflicts), make new ones instead.
IE, instead of putting the human conjurer in the 'sorcerer human' class link (which caused a conflict with the battlemage unit from Shaithias DE mod), make a new class link entry only for the new unit.

This mod also conflicts with the Ghost dragon mod, which also adds new class units, and I think for the same reasons, It's just the other class link/unit set entries that are conflicting. (draconian ones mostly)

As another example, in the Aow_unittheocrat pack, under unit sets, the ghost dragon mod adds units to the 'theocrat draconian', and 'theocrat human' race unit link data. Variants arsenal does the same thing, which I think causes a conflict, but Variants arsenal wins on priority.

I think it worked with the dev mods (and pretty much all the mods that add racial, rather than class units, because they don't touch the class links in the Class unit packs,
Ross Feratu  [author] 11 Nov, 2015 @ 4:15pm 
Uh. Not sure how. >_>

Could you say which mods are conflicting? I've had it work with some of the dev mods, and I can take a look at a workaround.

Also, I'm not entirely gone. Just busy with IRL. I'm still monitoring for bugs and complaints so I'll do what I can!
PsychoticSoul 11 Nov, 2015 @ 1:34am 
@ Garresh

If you ever come back, can you please make this mod compatible with other mods that add class units?
Dexter25 17 Oct, 2015 @ 9:19am 
really enjoying your mod! Keep up the good work!
Ross Feratu  [author] 13 Oct, 2015 @ 12:42pm 
They work alongside the original units. They're actually meant to supplement existing forces, not replace them. So yes you can have Iron Legions in the front with musketeers behind them.
Noob Van Noob 13 Oct, 2015 @ 9:39am 
wait, do the units replace the old ones, or can you still field the older units? (like still have musketeers alongside iron legion?)
Ross Feratu  [author] 5 Oct, 2015 @ 3:49pm 
Adding new classes is, by far, the hardest thing you could do as far as modding is concerned. I wouldn't start there, but I think it's doable...
Shocky 5 Oct, 2015 @ 4:53am 
Had to laugh a little bit when I saw your youtube video, I made the same unit, legionary (abilities was like yours based on softening up targets with pilum), but instead of replacing any or adding units on by default unit lists;
I was thinking of adding new units to new class depending on how difficult that is, dunno if triumph got a 100% tutorial on that, or cop out and take the easier approach and it as 2 tier/level specialization.
Ross Feratu  [author] 4 Oct, 2015 @ 4:10pm 
Will do! Bout to put out a small balance update for rogue units. Sadly no new units this weekend. I spent my weekend using the mod tools to playtest some proposed balance change discussed on the forum. Ah well.
ozumocowboy 4 Oct, 2015 @ 10:41am 
Keep up the good work!
Ross Feratu  [author] 1 Oct, 2015 @ 6:28pm 
Literally just select an element, ctrl C, and then select an empty cell in another package, and contrl V. Just copy it to an empty cell twice then delete the first copy so it properly generates a new id
Tanaka 1 Oct, 2015 @ 5:38pm 
Well how do you copy from one package to another? All I have seen is the ability to add a package? How do you copy from one package to another if it is all in your own package?
Ross Feratu  [author] 1 Oct, 2015 @ 5:26pm 
Not sure. Either way, you only need to copy twice if you're copying from one package to another, to prevent overlapping ID's. But when doing anything weird you want to copy twice to be safe yeah.
Tanaka 1 Oct, 2015 @ 5:11pm 
You mean when adding other mods? I am still trying to figure out why units keep multiplying themselves when I add unit mods to my mod?
Ross Feratu  [author] 29 Sep, 2015 @ 1:41am 
You only have to copy twice if copying to other packages.
Tanaka 29 Sep, 2015 @ 1:18am 
Not sure if this had anything to do with the problems I had before but did you copy twice and delete the first copy with your units? I am assuming yes since I have not had any assertion bugs with your mod?
Tanaka 25 Sep, 2015 @ 12:45pm 
Thanks Tombles this seems to work!
Tombles  [developer] 24 Sep, 2015 @ 11:08pm 
auboy, is your mod a higher priority than Garresh's? You need to make a mod, link it to Garreshes so you can mod his stuff, then give your mod a higher priority, so you override his settings with your own.