Age of Wonders III

Age of Wonders III

Enhanced Garrison
78 Comments
HjAa 28 Oct, 2021 @ 12:12pm 
Ahahaha ok I see how you're thinking. It sounded a bit overkill at first but then I don't know how often I'd actually stand and regenerate in an enemy domain. It's quite mean combined with poison domain and similar!
CapitaineYolo  [author] 27 Oct, 2021 @ 10:52am 
The idea behind that one is that since the excess food is stored in the city, there is little left for raiders to take and feed their armies. Maybe I overdid it a little by having it stop regeneration outright ^^
HjAa 27 Oct, 2021 @ 7:31am 
Very cool ideas here, though the Store House preventing regeneration doesn't make any sense to me.
StormChaser 13 Apr, 2020 @ 10:48am 
Just ran the mod alone in Debug Mode, getting this error:
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
[20:43:36][ERROR]Unit Property Wind Ward Unit Property has no Icon!
StormChaser 23 Mar, 2020 @ 12:08pm 
Thanks for your reply @CapitaineYolo, I have a mod that I lost the source files also, so I know how that is.. No worries, the mod is still quite useful and is an autoinclude for me :) Cheers
CapitaineYolo  [author] 23 Mar, 2020 @ 8:40am 
But the most glaring issue I couldnt solve is, that once a city is captured, the garrison immediately works against its former owner.
CapitaineYolo  [author] 23 Mar, 2020 @ 8:36am 
@StormChaser Hey ^^ nice to hear you enjoy the mod. I left the game and this mod in an unfinished state a good while ago, being aware of some of the issues you bring up. I did at some point try fixing the wrong units spawning for some races (frostlings are not the only case). I never bothered with necros, because I myself never played them. Now that I think of it again, the best way of doing it would probably be to add a global spell that turns all the garrison units undead at the end of every turn.

The useless builder was meant to go hand in hand with another mod of mine, which gave it a purpose in constructing barricades among other things.

I dont think it is possible to remove the summoned tag on the garrison units, but could alter the empire upgrade to exclude them.

Unfortunately I dont have the mod files anymore, so fixing them would require either starting over from scratch, or making a new mod on top of this one (meaning it requires this one to be enabled in order to work).
StormChaser 23 Mar, 2020 @ 6:56am 
Hi, I use your mod a lot and it's great! Really helps with not having to hold up precious units cooped up in cities.

Just a couple of issues:
- Frostling infantry defense spawns a draconian unit, also the 1st "defense unit"
- that builder looking thing that does no damage and runs in a corner to hide, only adds more time to a fight, it's not just useless but pretty annoying to deal with every single fight, it'd be better if it just didn't exist.

And some more complicated issues are with Necromancer players, who not only doesn't benefit from spawning living defenders (that get morale debuff from Banshee or Blight Elementals), but Necro also doesn't have the equivalent benefits from structures like Hospital and Public Baths.

Lastly, destroying these summoned units can grant player +5 casting points if dedicated to neutral with the proper empire upgrade. If the Summon tag could be removed this would be solved.
Dunadd 2 Dec, 2019 @ 10:36am 
I see - from trying it , it seems it only works for making a builder unit summonable for campaigns, so basically doesn't work for them. Still very nice for random maps and PVP though. Thanks again for making it and for the reply.
CapitaineYolo  [author] 2 Dec, 2019 @ 3:50am 
@dmcf Yeah I made it for PvP on random maps and havent tested it in the campaigns.
Dunadd 30 Nov, 2019 @ 1:48pm 
I take it this isn't meant to work for the first campaign? Only for random maps? (not complaining, just asking - would be nice if it worked for the campaign, but can understand that might require lots more work you don't have time for, or just be impossible)
carewolf 11 Aug, 2019 @ 7:50am 
Does this really require both DLCs, or have you just not tested it without?
CapitaineYolo  [author] 16 Mar, 2018 @ 5:05am 
@SeeR I see you play with EBM. This Mod wasnt updated recently, but the EBM-compatible version managed by gdwitt was. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935757804&searchtext=enhanced+garrison
$eeR 15 Mar, 2018 @ 7:20pm 
I am stil having the problem that it says im running an older version of the mod , which is quite unusual considering u said u updated it ?



$eeR 11 Mar, 2018 @ 9:59pm 
Did this one revert to an older version just recently ?
Dunadd 14 Feb, 2018 @ 12:35pm 
Any chance of making a version that's comptabile with the Unit Compatibility version of Empire Building Mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=794257523&searchtext=empire+building+mod
Dunadd 13 Feb, 2018 @ 10:46am 
Ah right - thanks!
CapitaineYolo  [author] 13 Feb, 2018 @ 3:33am 
This is the base version. The other one is compatible with DerMentat's Empire Building Mod.
Dunadd 12 Feb, 2018 @ 6:52pm 
Which of these mods should i use? This one or the one with the red circle with a number 2 in it?
Sheph 25 May, 2017 @ 9:27pm 
I think the best solution for intercompatibility would be to make a line of human bonus buildings then make the normal bonus buildings unbuildable. Can you do this? if not, I can, but I would like a copy of the unlocked acp file. gdwitt at gm.
Sheph 25 May, 2017 @ 5:50pm 
Alternatively, can these be research spells that autocast ONLY in the cities?
Sheph 25 May, 2017 @ 5:45pm 
For the sake of intermod compatibility, can you think of a way to link the spells being cast to nonracial buildings? i agree might be too much to add three new special garrison buildings. The public library and irregular building work fine with EBM.
CapitaineYolo  [author] 16 May, 2017 @ 2:34am 
-AOW Structures: No current changes. I once tried to make mana nodes give extra defensive effects to cities, but its easier to just make a building, which requires those nodes to be present.

-Which CityGuard groups? I couldnt find them myself.. Its been a while yknow :P

-UnitDraconians was my goto testfield for the summon spells. No current changes either.

-because laziness

-I tested necros recently. I dont know why, but it does work and even gives them ghouled units. .
Sheph 15 May, 2017 @ 9:55pm 
I think I have found all the compatibility issues. But I'm not sure I found all the changes. Please clarify:
--What did you do with AOW Structures other than the new CityGuard groups.
--I couldn't find any changes in AOW_UnitDraconians from Vanilla
--Is the bathouse spell the only change in SpellTest
--AOWUnitProperties: Are all the changes confined to Abilities Cast DLC3
--Why do humans seem to have all the summon spells?
--Do the summon spells work for Necromancers? I didn't see anything set aside for that "race".
CapitaineYolo  [author] 15 May, 2017 @ 11:17am 
yep, the ai does know how to use the custom abilities its given during TC. However, it may not prioritise building the garrison buildings. you can change their priority from low to high though.
Sheph 15 May, 2017 @ 8:03am 
Thank you. Does the AI use these capably in defense? Their inability to defend cities was one of the biggest complaints about the game. They like to venture out with their full stack, causing little bandit parties to take out their capitals.
CapitaineYolo  [author] 15 May, 2017 @ 6:34am 
https://www.dropbox.com/s/nwxum8u70dw92my/enhanced%20garrison%20rpks.png?dl=0

message me when its done, Id like to try it out ^^
Sheph 14 May, 2017 @ 11:37pm 
I would like to integrate this with my version of EBM. Can you point out which rpk files have been changed? Even better would be an unlocked version of the mod. gdwitt at g-m a l
CapitaineYolo  [author] 12 May, 2017 @ 3:35pm 
As for the store house: yep, pretty much every city has it early in vanilla, because for its cost its just too good not to build. The cost increase makes it only pay off in cities you really plan to develop into metropoli.

Cant regenerate does benefit necros and dnoughts. Whether thats good or bad depends on your opinion on the factions strength. Its nothing gamebreaking either way, atleast not more than some of the countless exploits in the game :P Could you check, whether it blocks support units healing on the strategic map aswell? (It shouldnt.)
idanbhk 12 May, 2017 @ 1:41pm 
The store house cost increase seems really problematic, as it changes one of the most basic buildings that every city would probably have. Also, can't regenerate gives a huge advantage to necromancers who just don't care.
Dunadd 2 May, 2017 @ 10:44am 
I don't know as i only saw them when they were AI players' cities - but it seems very, very unlikely since i've done assaults on 12 different AI controlled cities - 8 orc warlord, 4 Tigran necromancer, and they all summoned human swordsmen and/or archers. The chances of all 12 of those cities having originally being human seem very low.
CapitaineYolo  [author] 2 May, 2017 @ 10:05am 
@dmcf garrisons are tied to the cities race. did the ai defend cities it took from humans before?
Dunadd 1 May, 2017 @ 7:17am 
I am using lots of other mods right enough - Empire building (heroes version). Hero Development, Racial Reskin, Racial Heritage etc
Dunadd 1 May, 2017 @ 7:16am 
well the AI as tigran necromancer definitely doesn't in my game , nor as orc warlord - all human units.
CapitaineYolo  [author] 1 May, 2017 @ 4:06am 
@dmcf https://steamuserimages-a.akamaihd.net/ugc/822314403754311166/4872F51445C6664BBC5126CEEE7E3268DD29D082/

I just tested the mod as tigran necromancer and got the correct units.
CapitaineYolo  [author] 29 Apr, 2017 @ 2:31am 
Try playing as tigrans yourself. Do both the AI and you get the wrong units, or only the AI?
Dunadd 28 Apr, 2017 @ 7:19pm 
AI Tigran necromancer player defending his city also summoned human archers - i suspect it's bugged for most races so they summon human units instead of own race. Elves seem to able to summon elf swordsmen ok though.
Dunadd 27 Apr, 2017 @ 12:30pm 
They also summon human longswords instead of orc swordsmen
Dunadd 27 Apr, 2017 @ 12:13pm 
Orc AI players when they go to summon units definitely get human archers instead of orcish ones at any rate.
CapitaineYolo  [author] 27 Apr, 2017 @ 7:56am 
I can look into it if you tell me the cities race, which unit was summoned and which one should have been summoned. I need precise information of what happened.

Builders are always human bc they are tied to a non-racial building. Its no major issue, since there is no difference between races for that unit.
Dunadd 27 Apr, 2017 @ 7:51am 
There are some bugs though. When AI attempts to summon swordsmen to defend a town, it summons a human builder instead. And summoned units from enhanced garrison always seem to be human. Any chance you'll get time to fix those bugs? The Summon Trebuchet from the Workshop building works though
Dunadd 17 Apr, 2017 @ 6:36pm 
Does seem to work pretty well
Dunadd 13 Apr, 2017 @ 6:42am 
It's nice - thanks for making it. I think the swordsman summon may summon a human builder instead though - but maybe i'm confused about that too
CapitaineYolo  [author] 13 Apr, 2017 @ 5:56am 
@dmcf: the abilities to summon the defenders is given to your units at random. the text doesnt match, but the icons should. its not very polished i know, but it works.
Dunadd 12 Apr, 2017 @ 6:40pm 
Actually maybe it does but in a very weird way - e.g my storm sisters were able to summon a catapult to help in the defence of the city
Dunadd 12 Apr, 2017 @ 6:37pm 
It's a nice idea - but unfortunately this mod doesn't seem to work - at least definitely not along with Empire building mod. You get text coming up saying "human archer" , "trebuchet" etc for the additional garrison units it's meant to provide when playing as elves and defending a settlement. Text is for wrong race and no additional units are actually there though.
Dunadd 7 Apr, 2017 @ 9:33pm 
Looks good. Is it compatible with the Empire Building mod?
CapitaineYolo  [author] 11 Mar, 2017 @ 6:12am 
@gdwitt: taking a break from modding atm, so unsure but:
-vanilla ai makes use of the garrison, but newly generated cities dont spawn with the buildings i believe.
-the mod itself is pretty simple, but huge due to the fact that i had to make two spells per unit, which are identical, save for the unit that is being summoned. Youll find the spells under "Active Abilities - Cast DLC3"
-To edit Properties dependent on City Size, open CityLogic.rpk, go to settings -> City Sizes. you can even add new City Sizes from the looks of it.