Age of Wonders III

Age of Wonders III

Class Specializations
50 Comments
Hide  [author] 8 Mar, 2020 @ 6:06pm 
I guess they should be compatible.
Dunadd 8 Mar, 2020 @ 4:24pm 
I mean would it work along with this mod (it's the most popular Age Of Wonders III mod)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=745699351
Hide  [author] 8 Mar, 2020 @ 3:53pm 
What do you mean by that? What is an Empire Building mod? If by saved game compatible you mean activating the mod and continuing an old save I'm not sure. I don't know if the added stuff will show up but I think it should.
Dunadd 8 Mar, 2020 @ 2:39pm 
Thanks for making this. Is it compatible with empire Building Mod? And is it saved game compatible?
skaz88 11 Oct, 2018 @ 8:50am 
I can't seem to find the Witch Hunt spell anywhere in the mod, what pack is it in?
alexej 23 Dec, 2016 @ 7:14am 
Those Phantasm Blademasters are super ugly :D Other than that very interesting subclass so far. Arcane Enchantment is bit stronger on high elves, might be because of their racial shock damage buff. Union guard is 9phys + 6 shock instead of 4
Hide  [author] 22 Dec, 2016 @ 10:13am 
Well, I'm always interested to hear some suggestions.
alexej 22 Dec, 2016 @ 10:12am 
It works with Deluxe Specialization Combination Selection :) need to see units in game to talk about balance or tweaks but certainly interesting so far
Hide  [author] 22 Dec, 2016 @ 9:23am 
It "eats" one spec slot? It is a spec so it uses one slot if you take it, that's true. You can see what the specs bring to the table ingame through the Tome of Wonders.
alexej 22 Dec, 2016 @ 2:46am 
So this eats one spec slot, there is no readme of what spells, skills or units are your specs adding to game? Willing to try but I am at work for 2 more days so wanted to take a peek :D
Hide  [author] 18 Oct, 2016 @ 7:37am 
You have to switch to "Entities" when selecting Unithalflings becuse that package starts on "Settings" on default instead.
Sheph 18 Oct, 2016 @ 7:33am 
Thank you. Which one of those actually modifies halfing unit stats? I've been searching for that for a while. Unithalflings seems obvious, but I can't find it in there.
Hide  [author] 18 Oct, 2016 @ 6:33am 
That's great to hear.
Here you go:
AOW_Classskilldata
Skillrogue
AOW_Unitorcs
AOW_unitwarlord
Unithalflings
Unittigrans
Unitfrostlings
UnitSorcerer
Skillsorcerer
AOW_Unitproperties
Classskilldata_DLC3
AOW_Unittheocrat
Unitrogue
Unitnecromancer
Skillarchdruid
Unitanimist
AOW_Unitimperator
Skilldreadnought
AOW_Structures ( Not sure about that one. It's open but I can't see any changes. Maybe I just checked something there. )
AOW_Cityproperties
Cityhalflings
Cityfrostlings
Citytigran
Skillnecromancer
Unitwraith

Good luck!
Sheph 18 Oct, 2016 @ 6:02am 
I like your work. Would you please list what packs you are using in this mod? I want to make a compatibility mod to play with my other mods.
Hide  [author] 3 Aug, 2016 @ 7:24pm 
*cough* fixed *cough*
Slowly it's getting embarrasing.
Hide  [author] 3 Aug, 2016 @ 10:13am 
Nevermind, I've seen the problem and the update should've fixed it. Thanks for the report.
Hide  [author] 3 Aug, 2016 @ 9:55am 
Well, I don't know why it happened but it seems like all existing necromancer-leaders have "unpicked" the Harvester of Souls spec. So you have to either delete these leaders or go back into them and repick the spec. At least that's what happened to me and only for the necromancer class.
Or what is the problem you're having?
Hide  [author] 22 Jul, 2016 @ 4:46pm 
Yeah, you could say that. I have tried something, I'm not sure if it will fix the bug but it might.
WolfWhiteFire 22 Jul, 2016 @ 5:51am 
Okay thanks, I wasn't sure. So I guess those bone creatures are a lot less useful with that specialization since most of your army has a lesser version of it's primary ability after the reaping.
Hide  [author] 22 Jul, 2016 @ 2:37am 
The ability lasts for the rest of the battle just like eating corpses. I will look into the bug though I'm not sure yet how to fix it. But thanks for the report!
WolfWhiteFire 19 Jul, 2016 @ 12:37pm 
Oh also bug report, if you get the All-Knowing empire quest it can give you specializations from another class. Example, as a necromancer I got royal army.
WolfWhiteFire 19 Jul, 2016 @ 12:26pm 
For the harvester of souls specialization, when you get the reaping and look at the harvest ability, may I ask what the duration is? (X amount of turns, until end of combat, etc.)
Hide  [author] 26 Jun, 2016 @ 5:02am 
It should be, yes. I can't tell for sure as long as I haven't tested it but it should work. Usually the only incompatibility issues you get are missing units but that should be fixed.
WolfWhiteFire 24 Jun, 2016 @ 3:03pm 
Is this compatible with the Deluxe Specialization Combination Selection mod?
Hide  [author] 31 Jan, 2016 @ 1:54pm 
Thanks for the kind words, I really appreciate that.
The mod editor is in it self quite easy to use if you get into it a little bit - especially with the modding guide written by Triumph itself. But the editor has a lot of inconsistencies which often make it a pain to use.
[ELL] 31 Jan, 2016 @ 1:44pm 
Sorry about not replying to you earlier, since that was a fairly warranted question for most mod users, haha... I unfortunately went to sleep shortly after. Anyway, I can confirm that it is working on my end with my mod loadout too, thanks a lot, Hide! You always respond so promptly, it's more than appreciated.

Still loving your mod, adds a layer of fun that I can't do without now! Playing your mod and the others has me interested in seeing how the mod editor works, though I'm wondering if it is a pain to use too!
Hide  [author] 31 Jan, 2016 @ 3:17am 
Okay, I fixed it even though I'm not happy with the way I had to do it but these are just the boundaries of the mod editor or - in other words - its messiness. But it works now.
Hide  [author] 31 Jan, 2016 @ 2:41am 
Do you have the necessary city upgrade to produce those units? I'm not sure about the blademaster now but for the trainable summons you need sorcerer II/III in your city.
[ELL] 31 Jan, 2016 @ 2:34am 
So, after some testing, I only ran into one issue. It seems that (at least with Frostlings) the Phantasm Blademaster doesn't show up. Along with the other trainable summons, they have no image and once trained they simply cease to exist. That's really all I was able to find so far, is there a fix for this possibly?
[ELL] 25 Jan, 2016 @ 5:58am 
Thanks for getting back to me so swiftly! I did a bit of testing myself for about an hour (more testing will be done over the week) and it looks like there really isn't any issues. I haven't run into the !~name~! deal myself yet, but New Dawn does have some localization issues as is anyway. So far it seems whatever you had done before to increase compatibility has worked out. I'll get back to you when I can if I find anything amiss.
Hide  [author] 25 Jan, 2016 @ 5:02am 
Though it seems this is a localization-issue of the "New Dawn" itself.
Hide  [author] 25 Jan, 2016 @ 2:26am 
@ALICE I have only tested it very quickly but as far as I can tell everything works. Every unit is availlable in the tome of wonders. Only the names the New Dawn-additions seem off for me or do they have this " !~name~!" scheme for everybody?
[ELL] 25 Jan, 2016 @ 1:04am 
Hello Hide, I was wondering if the incompatibilities with New Dawn have been fixed at this point? It's hard to choose between the two mods, especially considering all the additions and what not.
Hide  [author] 2 Jan, 2016 @ 10:13am 
With the new update I may have fixed some incimpatibilities. I definately fixed the raider not being available when playing with the variants mod. - I tested that.
Ozz2000 27 Oct, 2015 @ 11:14am 
Hi Hide, I feel terrible asking this but could you return the priority back to its original level? It's created even more conflicts with non-unit based mods.
Hide  [author] 26 Oct, 2015 @ 10:43am 
I just did so though the incompatibilities should only occure if you have several mods with units changes active. - At least if I understand it correctly.
Ozz2000 26 Oct, 2015 @ 6:23am 
Thank you Hide. I realize it's difficult to manage compatibility with mods you did not make. I just was not sure if you knew of a quicker fix.

I would not at all be opposed to you raising the priority of your mod. It has some of my favorite units and it'd be nice to be able to keep them without sacrificing the non-unit based changes (like in New Dawn). Are you willing to raise the mod's priority?
Hide  [author] 24 Oct, 2015 @ 2:35am 
@Ozz2000 As far as I know there is no practical way to get around this imcompatibility. The only thing I could do now is to put the priority of my mod higher than those of the others so that you can use my units but not the correspoding units of the other mod.
Ozz2000 22 Oct, 2015 @ 2:55pm 
Hi Hide, thank you for putting this mod together.

I've noticed that a few other mods create complications for the units included in each class specialization. For example, the New Dawn, Variants, New Support Units, and Racial Reinforcement mods all prevent me from constructing the Elementalist (a beautiful unit by the way). Is there a way to review this bug and improve the compatibility?
Tanaka 18 Oct, 2015 @ 1:32am 
The new Lunar specialization does not work with new mod races such as the Dark Elves. Does the same thing apply here?
str86lol 15 Oct, 2015 @ 2:10am 
I haven't seen any issue with the variants mod myself
Achilles1337FTW 13 Oct, 2015 @ 1:28am 
Nice work, looking forward to how you add stuff for Necromancers and Rogues.
Uber-n00bie 7 Oct, 2015 @ 1:16pm 
Love this mod -- fits in seemlessly with the vanilla specializations both gameplaywise and visually right down to the icons. No incompatabilities here, although I don't use the variants mod. Looking forward to seeing anything else you decide to add here.
Hide  [author] 30 Sep, 2015 @ 3:07am 
@auboy105 I am happy you like the mod. Unfortunately I really can't tell if there will be conflicts with other mods. Apparently it conflicts with the variants-mod but I don't know the reason for that. I tried to fix it but to no avail. I guess as long as the other mods don't include new units it should work without problems but that is only my quick estimation - it may also work if there are custom units included. Just try it out, I suppose.
Tanaka 28 Sep, 2015 @ 10:59pm 
This is great thanks! Will it conflict with any other specialization mods?
DracoLunaris 19 Sep, 2015 @ 9:52am 
theres some kind of incompatability with the varients arsanal mod that makes raiders nort be in the game(you can do the reserch but the unit isn't listed in the tomb of wonders or buyable). not shure if you can actualy do anything about that but you can that would be great.
Kazeck 18 Sep, 2015 @ 5:41pm 
Looks really cool, and besides the bug already reported it works fine.

I'm eager to see new options, especially ones like this with their potential for truly unique strategic choices (in terms of sphere choices)
Hide  [author] 18 Sep, 2015 @ 11:25am 
@The_Dawg Okay, thanks for the report. I think I got this. Should be fixed now.
The Dawg 18 Sep, 2015 @ 10:16am 
I Got mounted army in the research page without haveing horse lord you might want to fix that
Kazeck 17 Sep, 2015 @ 3:15pm 
Sounds awesome gotta check this one out.