Age of Wonders III

Age of Wonders III

Empire Building Mod Conversion and new features
50 Comments
Fonzosh 2 Nov, 2020 @ 12:28am 
Wait a week or 2, we are in the middle of PBEM and as soon as we are finished I will start the next game with you mod.
Sheph  [author] 1 Nov, 2020 @ 1:06pm 
Let me know. They should be compatible already except for a few exceptions. I have an unpublished mod that makes the compatible but debugging will take time.
Fonzosh 30 Oct, 2020 @ 10:12am 
So this mod makes Enhanced garrison working together with EBM?? I must use it :lunar2019grinningpig: Now the only thing I wish for is getting Racial Princes mod into the mix
Harkewt 29 Jul, 2019 @ 8:03pm 
ah i see:ElvenCourt:
Sheph  [author] 29 Jul, 2019 @ 6:18pm 
Humans Halfings and Elves all have Shadow Hunters. The Elves have the best ones. I think the others are called Shadow Hunter Rangers. They are meant to be counters to all forms, but especially the elementals and high armor monsters.
Harkewt 29 Jul, 2019 @ 4:07pm 
so should we be able to get shadow hunters as any race? or should it only be humans and high elves that get them since that is what you seem to have them as their races
Sheph  [author] 13 Jun, 2019 @ 3:41pm 
GDW is my name on the Age of Wonders forums. I used to ask alot of questions of the resident experts. Unfortunately, it's part of the mod name.
Mr. Rainger 13 Jun, 2019 @ 7:07am 
What's GDW?
Grave Angel 17 Apr, 2019 @ 9:42pm 
Thank you, in advance!
I'll try to test for other issues.
Sheph  [author] 17 Apr, 2019 @ 6:17pm 
That sounds significant. I haven't modded this game in a year so if any other requests exist, please message or post them. I'll aim for next week. Note that the shadow stalkers have been also given to the Undead.
Grave Angel 17 Apr, 2019 @ 7:18am 
What about Rogue leader lvl3 class units?
Succubi present, and Shadow Stalkers are absent...
Sheph  [author] 13 Apr, 2019 @ 9:09am 
I will remove them at some point, but I believe that these other great mods add too much to spend time removing.
Grave Angel 13 Apr, 2019 @ 3:13am 
Nice, as you added dependencies. Thanks a lot!)
Sheph  [author] 11 Apr, 2019 @ 8:59am 
I guess so. It's a limitation with this game that I can't use corrupt the source with it without adding a few elements to override and improve those mods in this base mod. Why not try them? They are great stuff.
Grave Angel 11 Apr, 2019 @ 5:00am 
It really requires Corrupt the Source and Enchanced Garrison. Sad.
Sheph  [author] 7 Dec, 2018 @ 3:22pm 
Updated some files. Masters Guild now heals units in city on strategic map at rate of 33% a turn.
Sheph  [author] 12 Aug, 2018 @ 12:03pm 
This should only require Empire Building Mod. It does not include enhanced garrison for EBM from what I recall.
Wonka Wonka 12 Aug, 2018 @ 9:40am 
I'd like to clear something up. Below you say it requires Corrupt the Source and Enchanced Garrison. On the previous page you said you incorporated Corrupt the Source and made changes & above it says it includes all the features from your other two submods which if I check your workshop history includes Enhanced Garrison.
Sheph  [author] 24 Jan, 2018 @ 3:53pm 
i can upload the non exported version to dropbox?
democracy's little pogchamp 23 Jan, 2018 @ 7:01pm 
Is there a way I could easily modify the priority of this on my own? I need it at 21 for some compat, as I like what the mod does, but it overrides some things I've got in that don't need to be overridden with the current load order.

Obviously I'm not, like, asking for a whole reupload, more if I'm missing something when the package manager says I can't touch an exported .acp. (And, woefully, popping it into notepad++ was not as blatant and user-friendly as I was hoping it would be.)
Sheph  [author] 16 Jan, 2018 @ 4:06pm 
Required:
Corrupt the Source
Enhanced Garrison for EBM
Empire Building Mod
You will notice the biggest changes in the class buildings and integration with EBM. Investing in buildings and mana early will pay off in late game. This mod is for those who like a campaign that lasts at least 120 turns. I usually win if I can make it to 150.
Necros have a strong start as usual but they are still a bit weak after turn 120 due to population issues.
dhraiden 14 Jan, 2018 @ 2:47pm 
It is much appreciated gdwitt; thank-you : )
Sheph  [author] 14 Jan, 2018 @ 10:55am 
It's a cumbersome modding system which is probably why we don't see many more mods. There are 7 races, the undead and many classes. Once change seems to be require access across many different places. I will upload what I have this evening.
dhraiden 13 Jan, 2018 @ 11:30am 
If it is too much trouble, no worries. I will have faith that the changes you made were extensively playtested for balance and enjoyment. Good work!
Sheph  [author] 12 Jan, 2018 @ 2:54pm 
I haven't uploaded it in almost two months. It has evolved significantly, mostly fixing bugs and inconsistencies. You will notice that I haven't spent much time upgrading the in-game tips. Buildings appear to do what they do in EBM, but they are all a bit different. Class buildings are very much different. Do you have any specific requests?
dhraiden 12 Jan, 2018 @ 2:17pm 
Thanks for the reply, gdwitt, and you're continued support for this mod. I (and I'm sure, some not-insignificant portion of the existing playerbase) would love to see the specific changes delineated, however burdonsome...
Sheph  [author] 12 Jan, 2018 @ 11:48am 
That will be a chore. It's quite a long list of relatively minor changes. More buildings and unit level up skills to allow all the classes to succeed against Warlord/Necros that are so common. Not over powered however. Strategic spells all overhauled.
dhraiden 10 Jan, 2018 @ 5:39pm 
Where can I see a list of changes made?
Sheph  [author] 6 Jan, 2018 @ 2:28pm 
I think the evangelists get that as a tier 3 skill. I could easily add it back in for troopers. The evangelists and shamans are tier 3 support units in this mod with decent range and melee abilities and a few special abilities depending on the race. Most of the unit modding has focused on druids, theocrats and dreadnoughts. All the classes have additional bonuses to make the ai extra challenging if they build (and they really do).
Mr. Rainger 6 Jan, 2018 @ 12:49pm 
Thanks for the answer, apparently for this mod you need the ebm but if you rename the hero compatibility version to the same same name as the ebm, the game doesn't tell you that you need it. Also does this change convert and take them away from evangelists? Just looking through my mods
Sheph  [author] 5 Jan, 2018 @ 10:54am 
Absolutely. I use it all the time. You need Heroes, Heroes Compatibility mod and maybe the more heroes submod. I work on this mod every week in my spare time. There are quite a few changes. It may requred the Enhanced Garrison mod, but I can remove that if you find that to be the case.
Mr. Rainger 4 Jan, 2018 @ 6:52pm 
Does this work with the hero compatibility version of the empire building mod?
Sheph  [author] 9 Jun, 2017 @ 7:33pm 
Included in addition are Garrison Command and Corrupt the Source by Gloweye. They've been modded and balanced to great effect. Nakain's Elf Ranger and my Dwarf Ranger are the main new units, but there are several others. I have it especially set up to play on Very Slow.
I don't know the first. Old Man and the Sea: you should ask the creator or Der Mentat over at EBM.
Parker Posey's Mouth 9 Jun, 2017 @ 7:19pm 
How about hero building mod? Old man and the sea?
Sheph  [author] 9 Jun, 2017 @ 7:15pm 
It requires EBM and my version of Enhanced Garrison. I should run with all the mods that are compatible with EBM. I personally like Army of Animated Corpses, Color Banners, MegaForge and the Triumphant Heroes series.
Parker Posey's Mouth 9 Jun, 2017 @ 6:39pm 
Fair enough. I do think this game could use the depth. I guess I'll shut off my other mods, for a test run. See how it is, then maybe introduce things back in slowly.
Sheph  [author] 9 Jun, 2017 @ 3:41pm 
The changes are very extensive and the documentation is limited. If I had more players, I would write up all the changes. I can send you the unlocked acp so you can see all the changes. Overall, the mod is to make EBM more like Civ and Total War. Buildings are far more powerful, cities endure and games last longer without premature faction death.
Parker Posey's Mouth 8 Jun, 2017 @ 10:34pm 
Is there any documentation? This sounds intriguing in total, but I'd really like to know all of what it's changing, so I don't screw up anything else I've got going modwise.
Sheph  [author] 6 Jun, 2017 @ 5:56am 
I decided to leave the enhanced garrison mod as a requirement as EBM won't work right with all the changes I made. It's an incredible mod. Here is what you'll need:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935757804
Sheph  [author] 5 Jun, 2017 @ 11:08pm 
It's easy to fix yourself, but I'll upload a fresh, unlinked copy. You need to open the mod in package manager and uncheck the linked mods. Let me reinstall tomorrow and I'll be able to post this. It's a great improvement over EBM. The mod you're referring to is called "Garrison Command" which I've included and adapted.
Acebrandon117 5 Jun, 2017 @ 1:39pm 
Even with Army of Animated Corpses it still says i need a mod called "GARRISON".
Sheph  [author] 4 Jun, 2017 @ 7:33pm 
In the latest upload I forgot to unlink all the mods that I link it to when I develop. I will upload an EBM-only version soon. If you can't wait, find the excellent mod called "Army of Animated Corpses"
Acebrandon117 3 Jun, 2017 @ 4:13pm 
Im having a problem with this mod it says I need a mod that i can't find. The games says I need Necromancer Infantry Garrison which I can't find.
Sheph  [author] 25 Feb, 2017 @ 9:07am 
Here are the unlocked files for the latest version. Feel free to mod from this:
https://www.dropbox.com/s/e96ly0ihrfxvoxi/TotalConvertEBMGDW20170225.rar?dl=0 .
Sheph  [author] 22 Jan, 2017 @ 6:16pm 
I have been upgrading all the races to have only a veterans hall and 1 racial elite building. I will post this today. The primary new units are different versions of shadow hunters for elves, humans and halflings. Currently they are unlocked by the high temple for humans and halflings. The shadow hunters are actually borrowed with the permission of Nakain, the creator of the mod with the same name.
I created an "Arcane archer" for the elves that recalls a troop I saw elsewhere but lost track of. It is an alternate version of the shadow hunter that has even more powerful anti-magical creature attack. The shadow hunter can hold up against physical and non-physical units.

I have modified many of the units from EBM and even added some old ones back in. I have removed several duplicate units.
I would do a changelog, but I keep irmproving things and it will take hours. PM me if you really really need the list. Or have change requests.
exolith87 21 Jan, 2017 @ 8:40pm 
Hello there, can you list the units added here that are not in the original EBM mod? I was disappointed to realize that the shadow hunters are exclusive to this mod, so I believe. I came across a bug while playing with this mod that causes the veterans hall to only work for the race you start as.
Sheph  [author] 9 Jan, 2017 @ 8:41pm 
Sheph  [author] 9 Jan, 2017 @ 8:40pm 
Major revisions for all of EBM. No longer are there two level 2 barracks. All units moved into 1 barracks and revised. I've revamped unit mix for all but necro and goblins.
Sheph  [author] 25 Nov, 2016 @ 3:35pm 
Yes, Total War pic. I will update it when I find a better match. It conveys the idea that the strategies to win in this mod are more like those you see in TW and Civ.
Richard 25 Nov, 2016 @ 10:48am 
Is that Total war? :D