Age of Wonders III

Age of Wonders III

AOW Revamp
20 Comments
Grathocke 3 Jan, 2016 @ 9:53am 
I am noticing that the human militia and rider don't appear anymore once the upgrade path is chosen. I've tried both and they just aren't there. It used to work fine, but not anymore.
Cat-Lunatic 16 Nov, 2015 @ 4:46am 
Also uh, Tigran pronouciation isn't Tigeran, its Tigran. Thought you should know.
Ozz2000 2 Nov, 2015 @ 9:02am 
I'm glad you were able to find it Juz! And thanks again for all of your work. It's turning out to be a brilliant mod!

Just a quick request about the Elven Race Command: can we reincorporate the casting point boost somewhere in the Deity level? It's a huge asset in late game for Archrdruid or Necromancer Elves who need to cast potent spells & high level summons to keep ahead of production-based classes. Let me know what you think!
Juz  [author] 1 Nov, 2015 @ 5:45pm 
Ahhahahah the Draconian one was bugged, will be fixed next upload.
Juz  [author] 1 Nov, 2015 @ 2:25am 
I've encountered this problem now too.. Which mods did you disble? I may be able to fix this with a priority change.
Ozz2000 30 Oct, 2015 @ 7:30am 
Thanks Juz. I got it to work after deactivating some mods. It displays both inside and outside of combat.

Cool, that sounds good.
Juz  [author] 29 Oct, 2015 @ 11:30pm 
It should be shown all the time, how it works is any unit with the Summoned Status will get the bonus. It won't work on things like raise militia however because those units are not considered summoned.

That one was sort of a buff heros vs fight heros one and I wasn't super sure on what do with it. And yes it is very situational. I will change it but probably not to inflict despair. It will be more satisfying though.
Ozz2000 28 Oct, 2015 @ 8:09pm 
Hi Juz,

Thanks for letting me know. I'll keep looking for any mods that conflict with the summons based race command rewards. I think I got confused because I didn't see it in the worldmap view. Is it only shown in combat?

You've done a top notch job reconfiguring the race governance in general. I like how you allow a support-enhancing upgrade for humans on the champion level. I think it'd also be great to use inflict despair in the place of brain rot, because inflict despair synergizes well with human spirit attacks and brain rot is largely situational (partial reduction of casting points is cool, but doesn't play much of a role in dungeon or non-hero-party fights). Can you consider that adjustment?
Juz  [author] 27 Oct, 2015 @ 4:47am 
I just ran a game Ozz2000 and got level 3 Path 2 Racial command on Tigerans and it appears to work for me. I get the Bloodhtirsty Ability on Summons, it works in combat.

I haven't had any mod conflicts but it may be possible a mod you're running is conflicting. Maybe try deleting a redownling the mod perhaps? I'm not quite sure really.
Juz  [author] 27 Oct, 2015 @ 4:24am 
Thanks for all the comments GuineanWarlord, it has been a lot of work and a fair bit of though put into most of the changes.

The doc file will ecentually be updated with ALL the changes, it's just a slightly boring a tedious task so I've been putting it off.
Ozz2000 26 Oct, 2015 @ 11:12am 
Hi Juz,

Again, thanks for your fabulous work.

For some reason I do not see the Summon based race governance upgrades applied (fire protection and extra damage for Draconians, and the Bloodthirsty upgrade for Tigrans) on my newly summoned units. Do you have any insights on this?

Best,
Ozz
GuineanWarlord 25 Oct, 2015 @ 11:56pm 
I wish you the very best in all your efforts.
GuineanWarlord 25 Oct, 2015 @ 11:53pm 
But really, I know the pain, its HARD balancing the choices. And then not only balance, but having it have a consistent theme, logically consistent, with a natural flow.

THEN the tedium of the actual work in the cells.


Which is all to say, way to go on the effort Juz. I'm going to bed, but just wanted to give a comment before I did.

P.S.
I LIKE the doc file. personally, I wish all modders did, but I know Im not that cyber-tidy myself. But I'm with a couple of them, where their info isnt readilly available in the tome of wonders... ya.
GuineanWarlord 25 Oct, 2015 @ 11:33pm 
I did notice that the "new units" section is missing mentions of at least the Elder Sphinx. And noting in there again the mention of the goblin golem and juggernaught might not be a bad idea. Just so all the info is in one place.
GuineanWarlord 25 Oct, 2015 @ 11:33pm 
Hey, I've seen your mod before, and while I've yet to play it, after reading through your doc file I wanted to give you some positive feedback.

I REALLY liked what you did with the racial command giving benefits to things like summoning and the like. It is LOGICAL, but also clever, in forcing players to make nice with certain races if they want to overcome certain weaknesses. Well done.
Also, the not infrequent use on general requiste requirements such as"infantry"or "support", instead of "orc shock trooper fearsome" (vanilla), was a good move, in my opinion. That lets YOUR mod be functional with OTHER mods like the variants mod and the like that add other units. Not saying you shouldn't have ANY specific unit mentions, but each one needs to be a choice, knowing it blocks the chance for other mods, or future ones, coming in there.
Juz  [author] 25 Oct, 2015 @ 4:51am 
Yes, I'll do all the races at some point.
Noin Trongaz 25 Oct, 2015 @ 3:32am 
Will you also work on halflings?
Tanaka 22 Oct, 2015 @ 12:46pm 
Nice I also like the changes to upgrades as I also always picked the same ones
Hastur, the Unspeakable One 17 Oct, 2015 @ 5:27pm 
Brilliant mod! Since AoW3 is primarily about combat, many players will choose the combat-oriented race upgrades instead of the economic ones in the vanilla game. With this mod, players will be forced to carefully choose each upgrade to make the most of their army makeup, and vice-versa.