Age of Wonders III

Age of Wonders III

The Old Man and the Sea
119 Comments
Airi 8 Jun, 2023 @ 4:38am 
to clear some things up: the mod DOES work currently for me (and I can't live without it lol), but I've also experienced the "crashing upon game generation" sometimes (when it does I just keep retrying until it works).
I've been using it alongside Chivalrous Intentions, PBEM balance mod, Ayalin's mods, and... a lot more.
Demiurge 27 Jan, 2023 @ 12:13am 
what? where's that compatability patch?
elijafire 26 Jan, 2023 @ 12:10am 
Crap, compatability patch no longer available so dull without sea things.
elijafire 10 Jan, 2023 @ 6:21am 
I love this mod! Wish Triumph would hire you guys to do AOW IV!
Eomolch  [author] 25 Oct, 2021 @ 11:37am 
Hey Gladen, thanks so much for making a compatibility patch for my mod and even answering comments here for me basically.

I have to admit I never really had the motivation to update this mod after the poseidon patch dropped - especially since for the most part it still worked fine. It was always on my radar to eventually look into, but never got there. Maybe around Christmas I'll find some time for modding again - if I do and have some questions along updating my mod, I'll get in contact with you ;)
Gladen 20 Oct, 2021 @ 8:27am 
@Frikster

I understand the concern about mod usage. I may reduce the number of mods and only standby with the main mods where Dark Elves would be removed which is -2 mods. The system with stackable mods is not ideal perhaps I realize. The main reason is it's a lot of work to make things compatible with each other since the issue is in the random map generation which is the biggest part of the game which many players still enjoy. The most popular mods "back in the days" were often this mod, Corrupt the Source, Dark Elf among others. To make them work together with other big mods like Wasteland Expansion and Shadow Realm Expansion was one the main targets to bring life into mods that were made before 2018.

I think it's absolutely worth trying the mods, it's well worth the time investment despite that I'm involved in most compatible patches around and given you an opinion that is somewhat biased. :)
Frikster 20 Oct, 2021 @ 2:39am 
@Gladen

The only reason I ask is I notice the patch requires 9 mods itself. I'm hesitant to install a ton of mods only to make one mod work which itself exists to fix another.

Hence wondering how severe the issues are. But random crashes are bad enough for me, which sounds to me that if I want high quality marine content I shall need your patch and thus the accompanying 9 dependencies. Thank you.
Gladen 16 Oct, 2021 @ 10:54am 
@Frikster

It does but can crash upon generation of map in some settings. I created a compability patch for this mod, fixed a few things that was conflicting with random map generation like Oyster Reef and added unit description for some units in this mod that never had it. Then made a compability with all sea content towards Shadow Realm Expansion.

I would gladly share my resources and knowledge with Eomolch to fix broken stuff, but its not up to me to decide this. In general no one is forcing you to use a patch. Enjoy mods and have fun
Frikster 14 Oct, 2021 @ 4:51pm 
"Originally, The Old Man and the Sea mod was done in 2017 and left since then. The author Eomolch made an interesting mod that filled the seas with new water content and increased the involvement of naval units to be more relevant. However, the mod suffers greatly from issues since the main game was patched up to version 1.8 making several parts of the mod outdated and become malfunctioning. Especially since the developers added their own Water Fortress making some of the features in the original mod a bit redundant. Along with the arrival of Oyster Reef's as well, it broke the water content further, as well as breaking the continent settings in the random map generation."

^ Got this from a patch page for this mod, but I have to ask: does the mod work even without the patch?
ALEXNTFOX 13 Jun, 2020 @ 11:02am 
@Eomolch make compatible for empire build mod please
Timujin 6 Jun, 2020 @ 11:58pm 
Is this compatible with Empire Building and Chivalrious Intentions mods?
BOT 10 May, 2020 @ 12:24pm 
First I'd like to praise this mod as pretty rad.
Second, I also can't seem to settle water cities.
Third what did ever happen to the decodence compatibility patch?
Dunadd 22 Mar, 2020 @ 4:31pm 
Also P.S don't suppose there's any chance of a compatibility patch to make the elf corsairs from the Chivalrous Intentions mod work with this one? Currently because both edit the harbor building and it requires a harbor to recruit corsairs, you can't recruit them while using both mods.
Dunadd 22 Mar, 2020 @ 4:29pm 
Generally like this mod a lot. The one thing I don't like is the Triton Lords , as when playing single player against the AI it recruits as many as it can possibly get and sends them onto land. They can be beaten. but it's difficult and kind of ruins the atmosphere if no matter what class or race of enemy you fight they have lots of Triton lords. My suggestion would be make them unable to leave the water, and maybe nerf them a bit, as even for tier IV, thunderstorm, projectile reflection and static shield at elite seems a bit much along with fire and lightning resist (maybe remove their fire resistance). That's a minor grumble though. Thanks very much for making this.
Haste Berry Pie 10 Feb, 2020 @ 3:09pm 
I am fairly new player, and this has been my first time on an ocean map, which isn't the best time to be using a mod...but hey, lobby was available and thought I would give it a try.

I now understand that ships are repaired 20% per turn only on harbor hex; however, hovering over actual harbor hex, it states all ships in city domain are repaired 10% per turn. Perhaps this is referencing the vanilla mechanic that was never changed?

I can see how experienced players would recognize this right away, but for inexperienced players (like myself), this could be confusing.
Loken 19 Nov, 2019 @ 9:35pm 
I have the same problem as Grave Angel. Gonna have to unplug this cool mod until it gets some love.
Grave Angel 1 Nov, 2019 @ 2:20pm 
Unable to found a city ontop of a maritime post or maritime fortress, nor with settler or a tugboat.
Tested with all mods turn off, and no luck too.
4erep 22 Sep, 2019 @ 11:41am 
is this compatable with the empire building mod?
Noone 19 Jul, 2019 @ 9:15am 
anyone care to share decodence patch?
Xan_Kriegor 14 Jun, 2019 @ 12:49pm 
it's still safe for use, just that random maps won't use the content of it without decodence.
Dragon of the South Wind 29 May, 2019 @ 12:10pm 
Thats the old man and the sea + decodence compatiblity patch thats missing btw
Dragon of the South Wind 29 May, 2019 @ 12:10pm 
Also wanting to use this, but with the compatibility patch gone, is it safe? Are they both just compatible now or was the mod deleted by accident? :(
Xan_Kriegor 1 May, 2019 @ 6:27am 
does anyone still have the compatibility patch for decodence? the link's dead and i fail to recover my deleted file from the bin. thanks in advance
BelovedMonster 27 Apr, 2019 @ 1:44pm 
Hi all. A poll has been launched to rate the 20 best mods of AoW3 as of 2019 and this mod is among them! Please vote for (or against) the selected mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=37
More info on the Steam forum: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1680315447978004673/
M I D N I G H T R I D E R 5 Nov, 2018 @ 2:35pm 
Tier 2 Nynevian Archer has Cosmic Bolts dealing 12 damage x 3 of every element... is this planned?
M I D N I G H T R I D E R 5 Nov, 2018 @ 2:29pm 
Tier 1 Kelpie dealing 30 damage because it has Tidal Wave and Charge and the Drowning effect makes it even worse -> please fix
illerayn 22 Jul, 2018 @ 6:26am 
Hello.
First, thanks for creating this mod, I really like playing with it.
Then, I have a question : how do you found a city on water with your mod (or on your structures), I can't seem to make it work, even with the human race. Is there something to do to make it work (like activating the optional options (which I don't know how to add in the game :steamsad: )).
Anyway, thanks for this mod.
Zartas 22 Jul, 2018 @ 5:34am 
is this compatable with the empire building mod?
Icezera 14 Mar, 2018 @ 6:24pm 
Also unable to found cities on maritime port or fortress. Is there something else we have to do?
ilidan584 1 Feb, 2018 @ 6:04pm 
how do you found cities on water? It doesnt show up as a option
BelovedMonster 1 Dec, 2017 @ 11:06am 
Hi all,
A poll of the best mods of AoW3 is being organized and this The Old Man and the Sea has been selected among the top 20.
You can rate it and the other 19 mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=27
More info on the Steam forum: https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/1488866180593890331/
DasTactic 14 Aug, 2017 @ 8:27pm 
Love the mod but am finding the ships underpowered due to Tier 2 and 3 costs and build times. As they don't leave the water and can only heal at harbours they have a limited strategic value other than their vision range. Their survivablity is low once the gap is closed. And it would be good for the Galleon to have a second ranged attack while the cannon is reloading. I also feel they should have meaningful physical protection such as 50% so that their ram attack can be better utilised. At present the ships work well as scouts but not really as a protective force to stop enemy sea-borne invasions. Hope this feedback helps. :)
ronehjr2262 4 Aug, 2017 @ 11:18pm 
I don't regard the knights a problem to play against, I just like some variety of units to play against. the lat game I played a draconian warlord that had the ability to produce manticores invaded me with 3 stacks, with 10 of the units being knights.I did some scouting and 2 more stacks were coming, wiht nine of the units being knights. Fortunately I had 3 flame tanks to oppose them. Does the ai over value physical protection?
Nookie 29 Jul, 2017 @ 2:26pm 
In my recent game I am getting spammed by the kinghts as well. Don't see it as a problem personally, jsut wanted to add 5 cents =)
Eomolch  [author] 27 Jul, 2017 @ 2:42am 
Hi rohan5600, I agree that the knights will need some nerf (or changed to T4 along with increased costs), though so far I never had the problem of the AI spamming them. Maybe a simple increase in cost (and therefore in production duration) will do.
ronehjr2262 25 Jul, 2017 @ 4:05pm 
I like the idea of the nynevian dwelling but the knights are OP and the ai over produces them to a ridiculous extent.
Eomolch  [author] 30 Jun, 2017 @ 3:13am 
Hi poman.rolanski, I think that mod only works with vanilla mystic city upgrades. But maybe if you ask the mod author he will be so kind to make an extension covering the mystic city dwellings from my mod.
Pomancin 29 Jun, 2017 @ 12:47pm 
I wanted to build a coral reef shield thing in an archon dwelling and it wasn't showing.

I have the mystical dwelling upgrades mod
Filthy Pollo 🐔 31 May, 2017 @ 8:08pm 
Eomolch, take your time and we can wait thanks :)
Eomolch  [author] 31 May, 2017 @ 3:24pm 
Hi Filthy Pollo, there definitely will be an update for the mod to account for the 1.8 patch but I just don't have the time to go through with it at the moment. Sorry!
Filthy Pollo 🐔 31 May, 2017 @ 11:18am 
No update?
Euzekiel 3 May, 2017 @ 8:03am 
Thanks for a nice mod. It might need to be updated for version 1.8: Citing Hiliadan from Triumph´s forum: "For other mods with issues, you probably need to contact their authors so that they do a small edit in their mod to say to the game that the mod works with v1.8 (it’s a quick edit, very simple)."
Filthy Pollo 🐔 2 May, 2017 @ 3:37pm 
Patch 1.8 is out, you probably remove tugboat and add another ability for embarked Builder, it would be enough.
HjAa 17 Apr, 2017 @ 7:50am 
Amazing! Glad you agree with some of my points and I do see what you mean in how the dwelling creatures should have some advantages to stand out. I think this will be a good compromise. So, what units do you need descriptions on (in case someone else were working on some of them already)?
Eomolch  [author] 17 Apr, 2017 @ 3:27am 
Hi HjAa and thank's for the feedback. I have made some changes now where I had to agree with your remarks:

- base production of the dwelling is now 60. merfolk dwelling has 70, but also more expensive units so it should be good.
- the Kelpie is very strong, true. but it is also a dwelling unit and those need to stand out a little if they want to earn their spot within the army line-up of a player, with ordinary racial and class units being much easier to obtain. I did increase the cost of the Kelpie however (and actually of all Nynevian units), so together with the production decrease this means you can't ditch out a Kelpie per turn now unless you have the armory or achieve very high morale for the dwelling
- added the 20% shock weakness to the nynevian trait
Eomolch  [author] 17 Apr, 2017 @ 3:27am 
- changed the archer default attck
- priests keep their inflict drowning for a similar reason that I didn't nerf the Kelpie: they don't necessarily need to follow racial rules as dwelling units (and they don't, since they also obtain their support ability on elite instead of having it right from the start like racial supports). I had swapped the inflict drowning with inflict shocking, but it simply felt weird this way, so now it is back the way it was

Apart from this I would be delighted if you wrote the unit descriptions! :steamhappy:
HjAa 14 Apr, 2017 @ 2:10am 
Hi there, Eomolch! Have had this mod for a while, but just now actually got my hands on a Nynevian dwelling. Here are my initial thoughts:

-Base production of the dwelling is very high. A fay dwelling has 50 base, dragons have 70 and I would consider the dragon dwelling the most powerful one. Nynevians have 80 base and can add on more with the armory. I suggest lowering base to at least 60. I believe that's still a bit high, though.
-Kelpie is very strong for a t1 unit. Compared with any other t1 with physical resistance, its hp is very high. It has inflict drowning, which could be compared with inflict immolation and no other t1 would have such a strong infliction until they at least reach a medal. I would suggest lowering its hp to 20 or less (Still more than wisps and lost souls, which have 60% physical protection) if you want to keep it a t1.
HjAa 14 Apr, 2017 @ 2:10am 
-Maybe I have played too much Pokémon in my day, but I think lightning weakness would be suitable for the race, without making them underpowered. Their physical protection is already a powerful trait.
-Like most support units, I think the priestess should obtain her inflict on expert or higher level. She can already get it by transforming into a Kelpie. Compare with inflict immolation for draconian or dwarven priests.
-Archers have the melee attack as standard attack, which feels a bit weird with their name, and is slightly inconsistent with other irregular units (eg scoundrels).

This aside, I very much like the idea of the race and I'd be happy to start working on the unit descriptions, if you would like me to.
Dunadd 11 Apr, 2017 @ 12:41pm 
well change it then :-) Paint it black or something (kidding - thanks for making it)
Eomolch  [author] 11 Apr, 2017 @ 12:14pm 
I think that if I had read about Kelpies first and then created the mod they would be black now. But since I made the model first and then investigated how I could use it it stayed white ;-)