Age of Wonders III

Age of Wonders III

More Racial Tier 3s
60 Comments
Dragon 10 Nov, 2021 @ 6:54am 
any chance to add in Archon and Tiefling units?
Acnolowgia 6 Oct, 2020 @ 8:36pm 
Lol, love the bit at the end of the Frostling Ascetic description: "Can also fly thanks to harnessing Unlimited Power (note, power may not in fact be unlimited)"
Guilty44 21 Aug, 2019 @ 8:05pm 
i have the mod and did not see any in the human faction slots
LevelSix_SYSTEM 22 Jul, 2019 @ 2:06pm 
Would LOVE if you could either patch to work with Legendary Racial Units (evolves Elite Tier 3 into stronger Tier 4 of same mob), or if you could just edit this mod to allow for the added units to evolve
✝ Gamlingwine 19 Feb, 2018 @ 1:29pm 
My only complaint after using the mod, is that the icons have placeholders, which sorts of break immersion.

I wonder if it's complicated to put some quickly made iconised-screenshots instead of such placeholders? shouldn't be too hard.
✝ Gamlingwine 17 Feb, 2018 @ 11:12am 
I like elephants in warfare, and I like Orcs. This is then a beauty to behold.
Друманин Дрин 28 Jan, 2018 @ 12:39am 
Is that balanced mod?
Corset Lebelle 28 Nov, 2017 @ 12:59pm 
be nic ei fthey had actual pictures not the symbols espclau when you have them in an army with the odl units
Nemesiux 1 Oct, 2017 @ 3:26am 
hi can you do the same mod as this but for the base game?
Avadon 5 Nov, 2016 @ 9:17pm 
Many of these units are lacking sound effects when they attack.

E.g. High Elf Deadshot when letting loose arrows from their bows.
Shade 3 Jul, 2016 @ 9:03pm 
I love the mod but, im just a not a fan of the high elven units you made (-/cry, my favorite race too). The deadeyes look like tigrans/egyptions and does not even benefit from racial government +Damage upgrade for archers, etc. And I have never found a use for the blademaster - its just to damned squishy! If your taking suggestions, at all, id make the deadeyes actually look like high elves, benefit from racial governance, and make blademasters get like, something so its not just butchered late game with a passing glance.

I love all the other units, mind you. Ascetics are one of my favorites for sexy frostling shenanigans, and dwarven farmers are hilarious. Good work overall!
Godzillamancer  [author] 15 Jun, 2016 @ 10:19am 
There isn't anything called a Leviathan, or any units with Swallow Whole, in 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.
jacekpiekara 18 Mar, 2016 @ 1:46am 
Mod is great (I really like Goblin DR and Elf DE and Draconian CM) but what about icons of units??? They are awfull and do not fit into units look!!! Anyway mod is fine and without discussion improves the game!
Jabber 23 Jan, 2016 @ 11:09am 
Too much ariety, man. Shoulda live only one additional t3 it will bw more then enough
PsychoXOblivion 18 Jan, 2016 @ 4:00pm 
Love just about every mod that adds in new units. This one especially since theres a good diversity to them all. But the Goblin Death Rider with Global Assault active=best city defender ever.
Wonderben 17 Dec, 2015 @ 7:58am 
Hi there, nice work, most of the units are cool and have good graphism design :) About graphism, can u take some time to remove the spells/skills icons that u set instead of a nice picture reduction from every units (its uncool to have those icons when u mix those troops with those from the game) thx by advance for this ;)

One last thing is about the dwarven farmers => triple combat-chickens throw + speed debuff + herohunter IS totally broken man... I suggest a skight buff to stat and replacing this skill to be a attack only one time per round (like crossbow/musket)

Cheers
Godzillamancer  [author] 6 Dec, 2015 @ 2:39pm 
I've used it with almost every other unit mod on the workshop and it seems to work pretty nicely with most of them.

Also, mostly figured out the issue with unit sets so it won't have things evolve into the new tier 3's. Should have another update and balance patch out soonish.
Athreon 6 Dec, 2015 @ 11:27am 
ANy chance that this will see an update to improvate compatability? I'd absolutely love to use this mod, but as I use several other unit mods, I'm worried it may break something.
PsychoticSoul 23 Nov, 2015 @ 5:45pm 
You Can create a new unit set, say Core_MODdraconian_special, with your new units, instead of editing the existing one. Same deal with link data, copy the 'draconian unit link data' line, and make your 2nd one only contain your 2 new units (amybe name it like "more T3 draco link data', its the main thing that can cause conflicts if other unit mods edit the same thing.

If you want to make your new units show up in sites, make a copy of core draco all group set, and put only the new unit set in there.(IE, core_moddraconian_special) As this set is merged, the new one won't cause issues.

That said, if you didn't touch the human link data or sets no idea why the cav has the evo problem.
Godzillamancer  [author] 23 Nov, 2015 @ 3:32pm 
Yeah, Humans are in the Warlord pack because initially I didn't know how to create custom models and you cannot load class unit models into the base race packages (which I needed for the Swashbuckler). So, I should probably tidy that up at some point.

I mostly edited the new units into the Core _RACE_ Special unit sets so that they would spawn in places where you get tier 3's of that race now. Otherwise I'd have to find every place in the structures/spawning/etc and add them manually correct?

I think the most elegant way to fix it would be to create new evolution categories to direct the Hatchling and Human cav to that are limited to the subsets I want. That way the Tier 3's will keep spawning correctly and the evolving units *should* evolve correctly. Not sure how much it would mess with compatibility though, which is why I did it how I did.
PsychoticSoul 23 Nov, 2015 @ 2:58pm 
Part of my thinking for the below reasoning is because this is exactly what happened with the draconian hatchling being able to evo into the cryomancer and wyrm, which I can actually see and confirm in the package manager.

I assume, but cannot confirm, (because maybe my package manager is screwing up and I can't see what you did for humans) that you did the same for humans. The issue lies in the cavalry referencing 'human cavalry evolve category' to determine evolves. That category consists of the line 'core human special unit set'. Since I assume that was edited to add the swashbuckler and monk, that is my theory on why the cav evolves into them. Should be fixable by creating a new unit set for each unit you make instead of editing and also making a 2nd link data line rather than editing the first - the link data thing is for all races, to increase compatibility, not decrease it.
PsychoticSoul 23 Nov, 2015 @ 2:53pm 
@Godzillamancer:

Did you put your new human units in the AOW_unithumans pack? I assumed you did, but can't actually find them there .... I can find all your other race units though.

I would say that the reason for the cav problem is that you edited link data and unit sets: IE, for elf you edited elven link data to add your two new units, as well as core elf special set.

Weirdly though, Although I can see where you put your units for elves, draconians, dwarves, halflings, etc, opening your package in the manager I can't see the human stuff, therefore the stuff in the next post is using assumption/theory.
Godzillamancer  [author] 23 Nov, 2015 @ 1:36pm 
I'm working on an update for this, hopefully to rebalance and fix some of the issues. I've just been waiting for the dust to settle a bit and test everything before committing.

I'm going to be nerfing the Dwarven Farmer, possibly replacing them with another unit entirely, and taking a look at some of the other ranged units (Probably removing the shock damage on the Elf and some of the damage on the Cryomancer) I have a few other tweaks and fixes like making the Wyrm not default to its breath weapon.

I'm not sure why people think the Solar Warrior is better than the Phalanx? Granted its a bit more defensive, and I'll probably tone it down so it gets 1 less defense, but it does a full 4 less damage and never gains tireless so... I dunno. I like it, but I'm open to suggestions here.

Haven't really been able to fix the class data thing though without kludging together some other shit that'll break compatibility in half. :( If anyone knows how I'm more than open to learning.
Tanaka 22 Nov, 2015 @ 4:50pm 
PsychoticSoul were you able to work out the issues?
buzzshiza 21 Nov, 2015 @ 10:15pm 
Really enjoying this mod; finding myself rolling stacks with just various Tier 3's instead of always going for a 4 at some point. Great humor in the descriptions, artwork for the units themselves, and overall concepts (Draconian Cryomancer is particularly inspired).

I hope you're able to get the custom icons included at some point, just to give it the polish the rest of the mod obviously has. :D

Noticed the camera on the unit details screen seems to be focused in too much on some of the units (like the Bear Lord), making the left one barely on the screen and the right one not visible. Small thing, just wondered if that might be an easy-ish fix. Nice to admire the handiwork of the unit design after all! (though that can still be done on the Battle map)

Thanks so much for this fabulous addition to the game!
PsychoticSoul 17 Nov, 2015 @ 5:10am 
Behind the Human cav evolving into non-knight units is another issue -> editing the class link data also gives the mod compatibility issues -> the mod will run with any other mod that adds racial units, so long as they do not also edit the class links, but if both mods edit the class links (which also caused the human cav issue), then they would be incompatible... in short you can only run 1 mod that edits the same class link data.

@luqe: I agree that most of the ranged units, most especially the dwarf farmer, are overpowered, but I have little issue with the melee units. (Except the solar warrior... its better than the tigran phalanx...)

Been trying to sort out the cav and compatibility issues myself as the author appears inactive (and also nerfing said ranged units...)
Luqe 8 Nov, 2015 @ 2:53pm 
new units are pretty overpowered.. now that tier IVs are finally balanced (through revamping buildings and race governance) this one makes them totally useless.
Uber-n00bie 23 Oct, 2015 @ 4:20pm 
Really liking the new units in this mod, and looking forward to the next update. :)

@Rusery From what I've seen and tried out, I agree with most of your points (like a Gladiator not being on a horse). But disagree completely about the Human Priest. This kind of game encourages playing as more than one alignment or class type over multiple playthroughs (opposed to limiting yourself to one type). And units with forced alignment make the game far more varied and strategic imo. Being able to have it all at once (like unlocking all specializations for one leader) is boring to me.
Des 23 Oct, 2015 @ 2:52pm 
I hate when units are forced into alignment like the Human Priest. Your Human Monk is like this and since i only play necro its kind of meh for me. The Monk unit shouldn't be able to summon minions like this unless they have some pretty good downside too. Would have appreciated a Human Knight more methinks.

Gladiator looked to be mounted but i don't understand why. Should they not be good melee ground fighters?

Solar Warrior is pretty OP vs most other units in its class. First strike polearm units are generally weaker because they have the upper hand over most T3/T4 units (being mouted or flying).

Frostlings from what i understood was that they are rather frail but extremely adept at magic. Frostling smasher is weirdness but cool idea here.

Death riders is a good idea and looks great too. I havent been able to try these out.
Tanaka 21 Oct, 2015 @ 12:59am 
Any update?
Godzillamancer  [author] 16 Oct, 2015 @ 1:00pm 
Yeah, there's a category I added the tier 3's to. It'll be a bit tricky to work around and retain compatibility, but I'm working on an update that should hopefully solve that and some other outstanding issues.
PsychoticSoul 16 Oct, 2015 @ 4:27am 
Yep, I've run into the cav evolving into swashbuckler too.

Best guess is that there is a 'list' of things that cav can normally evo into (like the drac hatchling).
Said list used to only contain the human knight, but godzilla added to it, maybe accidentally.
Tanaka 13 Oct, 2015 @ 8:32am 
Causes parsing errors in debugger
Godzillamancer  [author] 13 Oct, 2015 @ 7:39am 
How is it bugged? @auboy105
Tanaka 13 Oct, 2015 @ 12:32am 
Human swashbuckler is bugged
Furin 12 Oct, 2015 @ 3:44am 
I have found another strange thing, that might or might not be intentional. While playing human I noticed that the cavalry is randomly upgrading to swashbucklers and monks instead of knights. That means, with stables of vigor, you can get fast healing, terrain ignoring monks and swashbucklers.
Furin 11 Oct, 2015 @ 3:16am 
I have started a halfling rogue campaign with your mod today. I managed to recruit a wyrm from a dungeon and it looks amazing, did you make that yourself? I really like it!

One thing I noticed though is that in battle the wyrm does not start with the walking ability (assigned to 1) as default, but with his breath attack (3). This means you need to manually change it every round in the battle, if you want to move. Not much of a big deal, but I have never seen that bug(?) before. Do you maybe know why?
PsychoticSoul 9 Oct, 2015 @ 2:14am 
Kinda have to agree that the farmer is over the top.... Full Seeker triple shot ability on a dwarf unit...(mounted no less) which has a Kiting effect to boot?
LOBO 8 Oct, 2015 @ 2:11pm 
Dwarf farmer? Really? I've almost subscribed to this...
Auris 8 Oct, 2015 @ 2:15am 
Great additions been a lot of fun. If you have time just a request to change the HE Blademaster icon, from what i was playing last night its like a skeleton on fire D: Wrym has to have a mention as a spectacular addition .
PsychoticSoul 7 Oct, 2015 @ 5:23am 
Ah, the item forge, no wonder.

I do foresee an issue with this though: The AI never builds the Item forge, so units moved there are effectively player-only.
Godzillamancer  [author] 6 Oct, 2015 @ 10:05am 
So, I have it set up so that one Tier 3 comes from the tier 3 Racial unit structure and the other is tier to the Item Forge. Tinkerer, Swashbuckler, Spell Blade etc. have been moved to the Forge.

I am glad to hear the Deadeye fix worked. My theory is that the Dark Elf mod and I were using some of the same slots so I moved the Deadeye around a bit.
PsychoticSoul 6 Oct, 2015 @ 4:53am 
Except that i now have the following problem:

Elf is the only race for which i can build both of your T3's
For Human and halfling, I can build your 2nd t3 (dashing hero/monk), but now no longer the tinker/swashbuckler.
For the other races, I can only build your first T3

Something else odd as well: The human race issue above is for a new game. However, in my existing game, I had multiple cities with a hall of chivalry then I updated your mod. some of those cities can produce both swashbuckelers and monks. Some only monks. And for new games, only monks.
PsychoticSoul 5 Oct, 2015 @ 11:22pm 
If you did something when you added the 9 new units, it also fixed whatever problem i was having with the Deadeye.

I can build it now.
Eomolch 5 Oct, 2015 @ 4:15am 
Thank's a lot, it worked! :)
Godzillamancer  [author] 4 Oct, 2015 @ 8:01pm 
In the ContentEd, open Skin_Mammoth and Skin_Elephant.

Open a new CLB, copy the Elephant mesh, then add Skin_Mammoth and Skin_elephant as a dependency

Go to the rig of the Elephant and set it to Skin_Mammoth - Mammothrider Rig

You then need to find the Mammoth Mesh for the rider. I believe it is Frostlingicescraper_Blin, and add it in.
Eomolch 4 Oct, 2015 @ 11:52am 
Any chance you can tell me (here or in a pm) how you did the elephant rider? :) I was trying to create a mumakil for a lotr map of a friend the other day and I only got it to work with a mammoth, not with an elephant and much less with an elephant with a saddle ...
PsychoticSoul 2 Oct, 2015 @ 9:03pm 
Ah.. Well i'm running a crapload of mods:

Hero development + triumphant heroes + tombles/tombelina
Black dwarves
Dark elf template + Shaithas Dark elves
Age of Wardrobe + Extended Settings
No path of Decay Fallen Angels
Quo's Lunar Spec
Revived Magic Phase I + II
Heart of the Underground
Archon's return
Warbreed Replace (doesnt actually do anything because it loses in priority to variants arsenal)
The Dragon Mod
Archons Return


Ballista
Variants Arsenal (this mod, btw, is where the comments about other swashbucklers come from)
Extra support units
-> The above 3 mods I have tried to disable to see if they cause conflicts, but I still cant build deadeye even with them off

And ofc, This mod.
Godzillamancer  [author] 2 Oct, 2015 @ 8:18pm 
What else are you running out of curiosity? I could take a look and see if I can narrow down if there is a conflict. Depending on what it is the fix could be really easy.