Age of Wonders III

Age of Wonders III

Regiments
146 Comments
Komandir Kronos 7 May @ 8:55am 
Hello everyone, the game for me always crashes in a battle with 36 or more units. Does anyone know why that happen?
razvedchiki 14 Mar, 2023 @ 9:10am 
is the mod compatible with the chivalrous intentions mod?
Fresh Prince of Solaire 21 Sep, 2021 @ 8:29pm 
@LyKaizZ Guvenoren made a regiments type mod for planetfall, and it even works with modded factions too

Granted it's more than a year later, so maybe you've moved on. I'd just like a Regiment submod for the Shadow Elves and the Nomad mods, or it'd be nice to have it for the Tiefling/Archon race mod too, but I dunno how it works.
LyKaizZ 26 Feb, 2020 @ 4:51pm 
this mod is so cool , can you make this on age of wonders planetfall too ?
Move2Bastyon 16 Jan, 2020 @ 4:41am 
This mod has issues with the Frostling Ice Queen, my recommendation is to disable the mod for any large battles where the Ice Queen is involved, and then re enable the mod for any other battles. Hope this is helpful to anyone who is wondering why some battles lock up
Kalsb 7 Dec, 2019 @ 4:39pm 
If we're making requests, I'd also like it if this could work with EUaH.
Defender Of Super Earth 5 Dec, 2019 @ 4:08pm 
Are you still modding? Is there any chance you could get this to work with Chivalrous Intentions? Such a good mod would be sweet if you made the two work together thanks.
S0uL-7 20 Oct, 2019 @ 11:57pm 
Ahh, nothing more satisfying than having your Eldritch Abomination tentacle crit slap an entire stack of T1's halfway across the map XD
pipo.p 30 May, 2018 @ 3:38am 
@Sleepy: I too have priests amongst civic guards.

Moreoever they seem to be associated with a bug: when a independant (treasure site) civic guard is killed after having been enfeebled by my goblin blight doctor, they don't have a tombstone and they keep display their stat on hover (combat log says that they are dead, and then they fail the doctor's attack test). The UI is wrecked (the mouse looses it's right click), and even the autocombat can't work (the wheel turns with no result). I have to brutal quit the game. (Reproductible)
Dunadd 12 Feb, 2018 @ 8:11pm 
Any chance of a compatibility patch to make this work with the No Nostalgic Sounds version of Racial Heritage Mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=885317715&searchtext=racial+heritage
Mormel 27 Sep, 2017 @ 12:37pm 
hey, my human civic guards suddenly have priests in them????
Faustian Device 24 Sep, 2017 @ 11:25am 
How is this still getting comments.
hiliadan 24 Sep, 2017 @ 9:56am 
A poll will be launched to elect and rank the 20 best mods of AoW3 as of 2017. In order to shortlist the 20 mods, I opened a discussion here: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1473095965290519438/ Please share your favourite mods there. Please also comment on the mods already listed so that we can see which are the favourites to be in the shortlist.
I understand from the comment that this mod is causing crash so maybe not the one to recommend, but maybe you have other mods to recommend. :P

@Zakeraka: check your User Content tab in the launcher.
Zakeraka 25 Jul, 2017 @ 3:07pm 
Anyone know how to enable this? I can't find anything for it and It doesn't show up in-game.
Faustian Device 1 Jun, 2017 @ 12:23pm 
No, thanks, but I'd love to know what happens.
Ceres Clouds 31 May, 2017 @ 12:08pm 
Anyone want to take the plunge and run one of those generic 4gb memory patchers, see what happens? ;)
Faustian Device 31 May, 2017 @ 11:30am 
There is a 4gb patch for Medieval 2.
Wonder if this game needs something similar.
Ceres Clouds 31 May, 2017 @ 11:25am 
Yeah I was talking to a very helpful someone about this and they mentioned that although they'd love to update the engine and move to 64bit, it's resource and time intensive- it'd require a lot of trial-and-error testing because frankly, when you do that, a lot of stuff will straight up stop working like it should, and you never know what's gonna break! Bearing in mind they almost certainly have a big project in the works (I don't know shit so dont ask!), it's unrealistic to expect a major engine/optimization update in the near future. It's deffo something they've discussed in-house though, so don't lose hope!
Inviktys  [author] 31 May, 2017 @ 10:42am 
There is a wide variety of units that cause the crashes, when I was doing my tests it was with Goblins and Hobbits, the other strange thing is that I got different crashes for different units. I do hope the engine can be updated though
Ceres Clouds 31 May, 2017 @ 5:16am 
This wasn't even with Goblins/Hobbits by the way- Tested with humans, dwarves, elves and orcs.
Ceres Clouds 31 May, 2017 @ 5:15am 
Damn, fair enough! Hopefully future patches will give the engine a little more oomph to fully utilise modern hardware- as it is, I simply cant use regiments. I tried turning down settings to low for a large battle, and it worked- until I zoomed out, crashing the game instantly D;
Inviktys  [author] 30 May, 2017 @ 9:09pm 
They would be have to be at vanilla sizes of 12 and 8
Faustian Device 30 May, 2017 @ 7:21pm 
Decrease the number of goblins and hobbits?
Inviktys  [author] 30 May, 2017 @ 7:20pm 
Sadly no, when I tried updating this mod a few months ago I ran into the same issues. Certain units (Goblins and Hobbits) cause crashes and it's an issue with the mod putting a great deal of strain on the engine.
Ceres Clouds 30 May, 2017 @ 11:36am 
Regularly getting an 'Assertion failed: :"(FPropertyCapacity-FPropertysize)>=1024*16"
: Message: Source\REShader.cpp(1601) error when using regiments and initiating large battles (3 armies a side), any idea if there's a config file I can tweak to fix this? Running an i7 4790k & Gtx 1060 6GB (MSI). Thanks!
Inviktys  [author] 18 May, 2017 @ 8:48am 
@Rohzdear

I'd be happy to help in any way that I can. Shoot me a friend request so we can talk
Rohzdear 18 May, 2017 @ 12:58am 
Hi! Really like the mod. It seems that AoW3 modding is sort of dead at this point, which is a shame.

I wanted to create my own compatibility patch between Regiments and Empire Building Mod by using your instructions, but it seems that i've failed miserably.
If you could make such a patch or explain to me how would I go around making one myself I'd be extremely grateful!
Deaxsa 19 Mar, 2017 @ 3:36pm 
Hi there, love this mod, but is there any chance you could reduce the size of some of the 3-man wedges? 3 ice queens take up almost 4 hexes.
Inviktys  [author] 17 Feb, 2017 @ 9:13am 
Hi Pimpin Pippin,

Short answer, no.

Trying to tune it up last fall I ran into many issues. Some units will crash the game and while I was able to fix 2 or so, most issues were in areas I couldn't get at.

Regiments was always resource intensive and as the game was updated and polished Regiments broke.

Sorry for that :-(
Pimpin Pippin 17 Feb, 2017 @ 6:06am 
Any upcoming updates in year 2017?
Great mod :)
Inviktys  [author] 11 Sep, 2016 @ 10:55am 
Hey Havoc, Glad it helped! I will try to get a patch out for it soon but a lot of bug fixing is in order and has delayed the release of the update.

Huzzah, same as above. I am going to remove that part, I hadn't even realized that one had released but it will be fixed.
Havoc 11 Sep, 2016 @ 10:45am 
Hi Inviktys, thanks for the reply and tips! I followed your advice, disabling all mods bar regiments and it worked absolutely fine. I then enabled mods until I found the problem which was "Extra support units" mod which makes total sense, as theres no compatability patch for it!

Disabled and working :)
Huzzah 11 Sep, 2016 @ 6:48am 
Out of curiousity, are you going to fix the issue with the Civic Guard unit? I still see priests.
Inviktys  [author] 10 Sep, 2016 @ 7:08am 
Hi Havoc! Could you please send me a list of mods you use with and if you can try this as well

Using only the Regiments mod
-Start a new game with all parameters set to the smallest level, small map few monsters, etc. (faster generation and faster turns)

-2 human players (you'll control both, again faster turns) have one as dwarves and the other as whatever you want

-build the units instantaneously by pressing ctrl + alt + c and type in PHILIPS or LEEUWENHOEK. These are cheat codes that everything in the queue instaneously or research instanteously.



This should take maybe 3-5 minutes to test so it's real quick. If it still crops up as not using the formations that's something on my side (sometimes mod deployments don't transfer everything well) if it does work that means it's a patch that I'll need to work through.

Likely it is a patch that hasn't been updated in a long time so please send your mod list as well and we will get it working! Thanks for the update!
Havoc 10 Sep, 2016 @ 1:43am 
Love the mod but seems to only work on certain units? Goblins show correctly but my own dwarf pikemen/axement/crossbowmen only have the standard 8, and my boar riders only have 3. I use other mods but have the required compatability patches also installed...
Inviktys  [author] 6 Sep, 2016 @ 7:56pm 
Thank you @Faustian Device!

I fixed a bug causing crashes on Goblin Marauder armies, if you experience similar crashes please let me know. I have solutions that should fix them.
Faustian Device 4 Sep, 2016 @ 10:05am 
Good luck at school, @Inviktys.
IamLegend 4 Sep, 2016 @ 7:15am 
thanx
Inviktys  [author] 3 Sep, 2016 @ 8:25am 
Expect Big Reg v.2 sometime today or tomorrow
Inviktys  [author] 3 Sep, 2016 @ 8:25am 
BigReg v.2 is a success so this will cut down immensely on compatibility patches time. The 2nd version uses a priority 19 mod that replaces regiment sizes with big reg. Then when lower priority mods draw from regiments they draw the modded sizes not the base regiment. This means I only have to make patches for Regiments.
Inviktys  [author] 3 Sep, 2016 @ 7:48am 
Hello everyone. I apologize immensely for the period of no contact. I have just settled in at school and am now able to start working on the mods again. Issues to be addressed

- Updating main mod
- Converting Big Reg to patch
- Updating patches
- New Patches
- Maintenance

Markliuz Da Jesterly : The mixed troops was an attempt at an ingrained officer mod, but that didn't work out so I fixed the regiment mod. That bug has to do with pathing. In each hexagon a soldier will run to his assigned place in the formation, if he can't reach it (when another unit is in that spot) he will keep running. I don't know how to fix it because it would be in the AI section.
Markliuz Da Jesterly 14 Aug, 2016 @ 4:25pm 
Theres a bug apparently that prevents you from doing anything if the troops doesnt come to a full stop, as this occasionally happens when units get too close to eachother and starts running in place.
Arca_Bibliophile 5 Aug, 2016 @ 2:15pm 
How goes the compatiblity patches?
Markliuz Da Jesterly 19 Jul, 2016 @ 3:36pm 
There seems to be some sort of inconsistency with human units, in civic guard troops there are priests appearing.
Poet 1 Jul, 2016 @ 9:19pm 
Can you make a patch for Variants Arsenal ?
amdi37220 29 Jun, 2016 @ 11:10am 
Damn, well nothing to do about it then
Inviktys  [author] 29 Jun, 2016 @ 7:32am 
Hi amdi37220. I have tried making such a mod, however that value is hardcoded and I cannot change it with the tools we were given.
amdi37220 29 Jun, 2016 @ 6:05am 
hey inviktys, first i'd like to thank you for making this amazing mod (and the others), and i want to ask if you're planning to make a bigger armies mod? so you could have maybe 10 units in a army instaed of 6? or make a mod so you could set your army up before battle?

keep up the great work its awesome!
(sorry for bad english)
iChymerra 12 Jun, 2016 @ 3:01am 
Hey Inviktys. Sorry about late confirmation, but Zaelon's "City Development Mod" is the one Mod I've beeb using that's mixing up with Regiments.
Faustian Device 9 Jun, 2016 @ 10:09am 
High school German trumps lazy Deutsch friends who rarely teach x.x
We usually play it (DoW) with UA, lol.