Age of Wonders III

Age of Wonders III

Extra Special
41 Comments
HousePet  [author] 7 Jan, 2023 @ 1:28am 
No, you just attach it to the existing spells.
The game will use any applicable targeters when you select a target hex.
skaz88 3 Jan, 2023 @ 12:50pm 
Do I need to make a new spell? I made a targeter and effect but I still can't change any mana nodes........
HousePet  [author] 2 Dec, 2022 @ 9:38pm 
Yes, the SR nodes just have different identifiers.
Just duplicate all the effects and write a second targeter for the SR versions.
skaz88 2 Dec, 2022 @ 8:31pm 
Is there a way I can make the change mana node spell work in the Shadow Realm? The Cosmos specialty pairs really well with Shadow Elves......
HousePet  [author] 2 Jan, 2022 @ 1:46am 
Eh. I'd have to rebuild the mod completely to be able to do anything with it.
Champion Cynthia 1 Jan, 2022 @ 11:20pm 
Perhaps it's too little too late, but I made some personal edits to this mod, and I'd be happy to share them with you. Add me if you want to talk about it.
HousePet  [author] 2 Jun, 2021 @ 2:12am 
All the Shadow Realm Nodes have different identifiers.
I should be able to make a quick compatibility patch for that though. I just don't have time at the moment. :/
skaz88 30 May, 2021 @ 9:09pm 
....I am, actually.
HousePet  [author] 30 May, 2021 @ 5:30pm 
This is one of the mods I lost the source files for. Although this is possibly the easiest one to perform a reconstruction on.
Although I'm surprised that it isn't working. Perhaps you are trying to use it in the Shadow Realm?
skaz88 28 May, 2021 @ 4:26pm 
This might be a little late at this point, but the create mana node spell doesn't seem to be working, I can't target any mana nodes.
Anarch Cassius 23 Jun, 2019 @ 11:49am 
Okay, that makes sense. I'd go with Warlock or Demonologist for Occultist though.

I actually really like the Spiritualist as a follower of the AoW2 Spirits, that explains the name.

I don't think all Theocrats follow the All Father. I think that's just a popular faith for the flavor texts and the most common faith in the Commonwealth. They can have any elements and alignment and I figured many of them follow ascended Wizard-Kings. That said the class does have a very Abrahamic religous feel that doesn't work for all concepts and the Spirits seem something else besides Gods.
HousePet  [author] 22 Jun, 2019 @ 9:35pm 
(Stupid character limit.)

The Hunt Master and Spiritualist are like Archdruid and Theocrat, but they have had their unit sources flipped, so the Hunt Master builds units, whereas the Spiritualist summons them. They also have other twists, so while the Theocrat follows the All Father, the Spiritualist focuses on the Spirits from AoW:2/SM.
Roman Republic is a good guess for the Magistrate. Its main mechanics are no city specific spells, they are all global Policy spells (a bit like Planetfall Doctrines). And combat is more about crowd control effects.
HousePet  [author] 22 Jun, 2019 @ 9:35pm 
Alchemist mixes life and death and uses transmutation mechanics. Combat would involve acid and turning enemies into gold. Units range from the AoW:2 Abomination to undead flesh golems.
Adventurer Lord is a Warlord/Rogue hybrid, so its like a very disorganised/mercenary army. Their T4 unit is basically a mini Hero.
Occultist uses population as a resource for summoning demons. These demons will then have to eat a friendly unit to tier up.
"Scholar" will probably be the trickiest one to design/balance, as its about taking the best of magic and technology and making it into Art. They make up for a lack of brutish strength with tactical skills.
Anarch Cassius 22 Jun, 2019 @ 5:39pm 
Huh, and here I was thinking Merchant Prince from your hints.

Magistrate and Alchemist I could see, though I'm not entirely sure how they'd work. I'm assuming a Roman republic style for the Magistrate and the Alchemist mixing tech with magic.

Adventurer Lord might work, but not sure what makes it unique.

Occultist seems a bit generic. Hunt Master sounds very like Druid and Spiritualist very like Theocrat. Scholar works but I like the idea of a Wizard better in that niche. I'd focus on ones that have clear distinct niches if you ever get around to them.
HousePet  [author] 21 Jun, 2019 @ 9:46pm 
Yes, Plural. I am terrible with thinking up designs and not having time to get them made...
Magistrate, Adventurer Lord, Alchemist, Occultist, Hunt Master, Spiritualist and I can't remember the name of the last one. It was something like Scholar, but I think it sounded better.
Anarch Cassius 21 Jun, 2019 @ 9:18pm 
Extra classes *designs* plural? Now I'm curious.

Good luck with Steam, if not I can help with building from scratch. I want to get in AoW3 modding. I know someone who can maybe help with icons too.

I also noticed there's like 2 or 3 other Specialization mods on the workshop, so adding to the Specs may not be as big a deal as I feared. I still like the idea of a Wizard class but I would love if the Specs mattering more.
HousePet  [author] 9 Jun, 2019 @ 6:24pm 
I do have a design for Survivalist around. I just haven't got around to implementing it.
(Partly because I also need to check if I can trick Steam into updating a mod that I've lost the original files for...)

I hadn't considered Merchant as a Spec. Possibly because I've got some extra class designs that would cover that.
Anarch Cassius 14 May, 2019 @ 12:52am 
Also another side idea... looking over the old Skills I saw most were folded into other new larger Specializations or made class abilities. Some of the few that weren't and didn't make good fodder for the Wizard were Merchant and Survivalist. Survivalist is pretty well covered in spirit but existing Specs, and in rules could fold well in with Merchant... so the idea I had is roughly, in no particular order:

Economist

Merchant - increased income 10%
Supply Lines - reduce upkeep by 10%
-Golden Age spell
-Enchanted Roads spell
???

There's too many old spell to be handled by even a full class and these two almost fit the Spec better than their old Earth assignment.
Anarch Cassius 14 May, 2019 @ 12:45am 
Fair enough. Overall you did really capture the feel of the school.

I agree the Specs are small, but Cosmos is only missing a few old spells. I really do like how the Spec system expanded Summoner and Enchanter though.

Interesting idea for the Specs, though that brings up compatibility with other mods that add Specs.

I had another ides for introducing old spells inspired by the Wizard and Cross Class spells mods.
Basically in this idea Wizards would act a lot like AoW2, get a class selection of old spells of all elements, and be able to take a Spec for some Sorceror overlap spells. Likewise I'd want to offer some of the new Spells as something like Elemental Generalist but I'm not as sure about how to handle that, or the inherents for the cross class Specs.
HousePet  [author] 13 May, 2019 @ 11:41pm 
Arcane Recharge is just the reverse of Banish Blast.
Meta Magic should always be able to work in both directions. :D

In some ways the reason it feels a bit disjointed is the small number of things in each Spec. When you only have 4/5 spells to work with, its hard to present a theme and not make them all small variations on the one effect. Throw in Sorcerer having some of the old Cosmos spells and its a really tricky puzzle to solve.

Should I ever get enough spare time, I'm intending on making a mod which ups all Specs to have 7 or 8 things in them. That should help sort out the theming and missing spells. My original plan was to remove a couple of spells from Sorcerer and have them get a different spell depending on what Specs they pick. Power Leak was going to be available to a Cosmos Master Sorcerer. Given the number of extra spells I would have to write for that, that would end up as another separate mod, if I even managed to write it.
Anarch Cassius 13 May, 2019 @ 11:08am 
Damn, was really hoping for Spell Ward. Am a modder myself but new to AoW3, if I ever see a workaround I'll let you know. I still think Power Leak has a lot of potential and would just need some balancing.

Cosmos isn't just a what doesn't fit, or at least what doesn't fit produces a coherent category. Anti-magic, magic control, and meta magic. Like I said I think a lot of you new spells are great, I just miss the classic spells and was hoping to see some. Star Blade and Enchant Weapon together could work but I have some ideas about how to fit in to another mod idea.

Reality Leak seems similair to Summoner's Aura and makes me want Power Leak. It's not bad conceptually. Cosmic Insights is fine, it's the Happiness thing I found weird and now I'm thinking that may just be an AoW3 thing I'm not used to seeing everywhere.

Arcane Recharge is the one I find really out of place. I just think a direct heal is generally out of theme for Cosmos and a bit boring.
HousePet  [author] 12 May, 2019 @ 9:52pm 
Spell Ward isn't possible.
Power Leak seemed like it might be too powerful or weak, as it would strongly depend on the number of Nodes, so I decided not to do it. An alternative option would be to reduce all players Mana incomes, but with no way to scale it with their total income, it wasn't going to work reliably.
Enchant Weapon would be too close to Star Blades.

I had to spin the theming a bit for Cosmos, as previously it had just been 'anything we want everyone to have and anything else that doesn't fit other Spheres'. That doesn't work for a selectable Specialisation. So I went with a more 'Magical Things' theme. So Arcane Recharge and Reality Leak are there to support the use of Magical Origin creatures. Cosmic Insights is a reversed version of Power Leak; giving you increased benefits from Nodes.
Anarch Cassius 12 May, 2019 @ 1:43am 
I really love what you did with Enchanter and Summoner. Some of my favorites from Shadow Magic and it's nice to have them again. Though for some reason the graphics for them didn't look right until I also put in the Beastmen mod. Cosmos was fine.

Mechanically I think a lot of the Cosmos spells work but it'd be nice to see the missing classics like Enchant Weapon, Power Leak and Spell Ward.

Arcane Recharge, Cosmic Insights and Reality Leak seem the most odd or out of theme.

On the other hand Astral Armor is perfect and Magic Eye is a nice stand in for City Spy. Banish Blast is also pretty appropriate.
HousePet  [author] 9 Oct, 2018 @ 2:28am 
Added a link to Deluxe Extra Special to the description.
HousePet  [author] 14 Sep, 2018 @ 5:08pm 
I haven't tried Deluxe Specializations, so I don't know what isn't compatable.
But if you are asking about being able to bundle multiple of my specialisations into one, it would make more sense for the other person to code it.
skaz88 14 Sep, 2018 @ 9:41am 
Is there any chance of a compatability patch between this and Deluxe Specializations?
HousePet  [author] 14 Aug, 2018 @ 10:33pm 
Yes, if someone goes to the effort to manually combining them.
Otherwise, No.
vyugov97 14 Aug, 2018 @ 8:23am 
Hello, is it possible to combine magical specializations like in the mod "Deluxe Specialization Combination Selektion"?
SaibaX 10 Oct, 2017 @ 3:54pm 
Personally I see a small issue with the Summoner. Other than that this is a very well crafted mod.

If I may offer some advice, "Strengthen Summons: All creatures you summon in your domain get +1 rank." Should be slightly nerfed as there are several strats that can be used to exploit this. I would recommend only giving +1 rank to tier 2 and below summons.
VORTEX 9 Sep, 2017 @ 8:39am 
Классно смотрится:steammocking:
HousePet  [author] 12 Feb, 2017 @ 11:26pm 
Helpful.
I had thought the risk of such a failure negligable since the drive was barely a year old.
vondraco 12 Feb, 2017 @ 10:52pm 
Backups are more than what you do when driving an automobile.
HousePet  [author] 10 Jan, 2017 @ 4:44pm 
Data recovery impossible. :(
HousePet  [author] 9 Jan, 2017 @ 12:49am 
The drive that this mod was on has died, so fixing the graphics up has been delayed while I get the data recovered and computer restored.

Does anyone have any balance suggestions? I kinda just made up the numbers, so its unlikely they are all good.
Kris Magi 3 Jan, 2017 @ 5:36pm 
Nice addition. Thanks for your work.
A_Gamer_Who_Games 3 Jan, 2017 @ 4:08pm 
Great idea, we definitely need more classes and these come most welcomed :)

Cheers!
alexej 15 Dec, 2016 @ 4:43am 
Interesting, shame we have only 3 spec slots :D I would like 5 for example :)
HousePet  [author] 14 Dec, 2016 @ 11:52pm 
Updated this with the Enchanter and Summoner specialisations.

Next update should be balancing adjustments and vfxs.
So please send suggestions.
HousePet  [author] 2 Dec, 2016 @ 12:39am 
Sorry what? This isn't a class.
Necroburn 1 Dec, 2016 @ 7:14pm 
is there a magic missiles spell?

how about an arcane version of immolation, puts a DoT on all enemies.

how about a summon that has static shock?

We also need to look at what class building upgrades you'd get.

Star Seeker's Observatory: unlocks rank 1 class units

Astrolarium: Unlocks Rank 2 class units

alexej 20 Nov, 2016 @ 2:19am 
Looks good so far