Age of Wonders III

Age of Wonders III

Marine Expansion Mod
68 Comments
CookieMagic 11 Mar, 2023 @ 5:33pm 
is this compatible with PBEM Single Player balance mod?
elijafire 31 Jan, 2023 @ 6:13pm 
Nevermind old man is broken and the patch requires 9 other mods I don't use.
Franziskus  [author] 28 Jan, 2023 @ 2:07pm 
@elijarfire: I personally don't know of any problem but I can't say with absolute certainty.
elijafire 26 Jan, 2023 @ 12:21am 
Is this compatible with Old Man and the Sea?
Janitor of Shadowland 29 May, 2020 @ 9:42pm 
Giant sea serpent may be too powerful to be wandering the map early on. Love the new ships, regardless. The man-of-war's broadside is particularly my favourite! :blissful_creep:
StormChaser 13 Apr, 2020 @ 10:55am 
Nice mod, but I just ran it in Debug Mode, getting these errors:
[20:49:15][ERROR]Assertion failed: "!IsLocked()"
[20:49:18]Message: Can't request a value while locked!
[20:49:18]Source\ERand.cpp(836): (click to open)
BladeofSharpness 17 Sep, 2019 @ 9:06am 
yes, this is what I thought. That's ok though I already have sea serpents and a menagerie of extra sea units from others mods. But I'll appreciate more loreful ships
Franziskus  [author] 17 Sep, 2019 @ 9:04am 
@BladeofSharpnee : If you add this mod during an ongoing game you would be able to build the new ships. However, wouldn't see any giant sea serpent because the devil's reefs are only be created in the initialization phase of the game.
BladeofSharpness 16 Sep, 2019 @ 12:15am 
Do you think adding your mod during a game would add the extra units? I know that mod updating themselves are doing that so...
Franziskus  [author] 20 Jul, 2019 @ 8:03am 
Hi Ankhseram, sorry to hear that your strategy were overwhelmed by the "more unfriendly" habitants of the sea. However, I think you should give the mod a second try for the amount of evil sea monsters is determined ramdomly every match so that you have a good chance to meet much friendlier seas in your next match. Then search and destreoy all devil's riff as soon as possible to avoid those large hords of serpents. And if you have discovered that the sea is too dangerous for a simple crossing build enough strong escourt vessels first.. And as a last tip: priests (or similar units) do very well in preventing you from being assasined.
LevelSix_SYSTEM 18 Jul, 2019 @ 2:20am 
All this Mod does is thwart you from EVER entering the water... Think it wasnt even past turn 30 when I started to send flyers to scout and land units to disembark when i get jumped by 'Ninja Assassin' Kraken/Serpents.... The very same turn i board boat I would get killed by FULL stacks heavy with Tier 4 Serpents, it didnt matter whether i was at top, bottom, or sides of landmass... and it was a decent size landmass so NO WAY they should have that much movement to get there...

Thought this would make the game have a sea battle element but UNSUBSCRIBING
Franziskus  [author] 13 Nov, 2018 @ 12:43pm 
Finally I succeeded in adding the missing scenario. :steamhappy:
Franziskus  [author] 29 Aug, 2018 @ 9:06am 
Thank you
dizzy 24 Aug, 2018 @ 10:44pm 
Nice mod! Lotsa fun
scottkbeers 1 May, 2018 @ 11:39pm 
Ok thanks..
Dark Elf Shadow Warlock 1 May, 2018 @ 8:05pm 
Since the update, I haven't gotten an "out of sync error" in the hour that I have played. So far so good.
Franziskus  [author] 1 May, 2018 @ 1:24pm 
Hi scottkbeers, sorry for my late answer. Unfortunately I have no idea how I could solve your problem. I personally use the "Old man and the sea" mod together with this one but I haven#t any problem. So I don't know from any incompatibilities between this two mods. To be honest I don't understand how your issue can occur. I would understand if all of my new icons wouldn't be sign up properly because all of them are on the same image but only one? It's strange. :steamsad:
scottkbeers 28 Apr, 2018 @ 9:19am 
Could you please answer my bug report please??? You know the guy just 2 comments down from your last post.. 3 months and you have not responded..
Franziskus  [author] 28 Apr, 2018 @ 1:05am 
HI ChrisRayDHD, I'll try to publish a quick fix this week end but since I cannot test it (no test case available) I can only hope that i it will lead to solve your issue. The point which confuses me is that you play it it for a while without problems but now you have them although I haven't changed anything in the last month.
Dark Elf Shadow Warlock 15 Apr, 2018 @ 3:19pm 
Hello, I've been playing with this mod for a while with my bro without any problems over lan until just recently. Now whenever we play on a random map with resource structures, the game goes out of sync at the start of a manual battle or after auto-combat. The reason why I post here is because we tested to see if this out of sync error happens without mods, and tested if it happens with just this mod enabled. We discovered that if we have this mod enabled and have Resource Structures generated, then the game goes out of sync in battle against independents at structures. This is not a bug report, but any input would be appreciated!
scottkbeers 20 Jan, 2018 @ 4:48pm 
Hi! Umm.. yes well I have a bug to report.Im usen the goblins and there is no pic for the pest boat at all just a circle with nothing there... seams like besides that all is working though.. I am usen Old man and the sea aswell but I heard or read on here that should be compatable?
Franziskus  [author] 20 Jan, 2018 @ 2:28pm 
Great! :steamhappy:
Smoker 19 Jan, 2018 @ 11:47am 
It's fixed now thx a lot :D
Smoker 14 Jan, 2018 @ 7:28am 
Sorry bud it's not fixed :( Anyway don't worry too much is a minor problem. Thx a lot anyway man good mod.
Franziskus  [author] 13 Jan, 2018 @ 11:43am 
Smoker, I've uploaded a new generated dds-file. Please check if that fixed your issue.
Smoker 11 Jan, 2018 @ 11:30am 
It's weird, the whaler and the ghost ship have the icons, bud in the other ships are missing. The sea serpent don't have the icon. Heavy ram, Set battle sails and Inflict leacking don't have the icons neither. Thx for your time Franziskus.
Franziskus  [author] 10 Jan, 2018 @ 1:46pm 
Oh Smoker, that`s bad. I'll look after it although I cannot give you to much hope that I can solve it because I have no mac. However, could you tell me if all icons (the ships , the new abillity icons and the icon for the giant sea serpent) don't show up or only that for ships?
Smoker 7 Jan, 2018 @ 2:58pm 
Thx Franziskus for the mod. The icons of the ships don't appear for me, neither in the manual, in the battle reports or in the construction list of the city. It's a minor problem bud i can see in your screenshots that you have the icons... do you know why? I have a mac..
A_Gamer_Who_Games 13 Dec, 2017 @ 7:28pm 
:o
updates
Franziskus  [author] 10 Dec, 2017 @ 9:54am 
Thanks for the advice. I'll consider it in my next (and last) update which I plan to publish before Christmas.
tor_makir 7 Dec, 2017 @ 8:00pm 
The human Man-o-War is far too weak. Its supposedly T4 but even T3 Galleons can beat them with a bit of carefulness and planning.
Franziskus  [author] 3 Dec, 2017 @ 5:26am 
Thanks a lot.
A_Gamer_Who_Games 3 Dec, 2017 @ 4:39am 
lol, abit late but these are some awesome new ships ;D
Franziskus  [author] 6 Nov, 2017 @ 12:26am 
Just a brief info to let you now that appx next weekend I am going to publish my update to version 1.9 which will add 4 new ships (flagship, privateer, artillery ship, partyship) and several still missing descriptions. :steamhappy:
A_Gamer_Who_Games 6 Oct, 2017 @ 4:58pm 
Ahh awesome! Don't know why I didn't think of that :p
Also thanks for the sneak peak! Cheers for the work ;D
Franziskus  [author] 23 Sep, 2017 @ 12:36pm 
Thanks for your comment A_Gamer_Who_Games :steamhappy:. Yes, youcan get a ship from another race. Since the race of the town determines which ship it build you can can build other races' ship if you own a habour town of another race. E.g. if you as a non Orc leader conquers a ork town with a habour you can use that town to build fire ships. By the way ,later - when I have finished my work for part 2 of the mod the tigrans will be able to build privateers which can board enemy ships.
A_Gamer_Who_Games 15 Sep, 2017 @ 9:42pm 
Awesome mod ;D
Always wanted more naval combat in hame and this adds just that.

Though I have to ask, is there any way of getting a ship from another race?

Cheers for your work on the mod!
VORTEX 9 Sep, 2017 @ 8:44am 
Ммммм вкусненькое блюдо ты где:steammocking:
Avadon 3 Sep, 2017 @ 10:43pm 
Well I understand the significance of "frost aura" to the ghostly phantasms upon a dammed ship, but....frost aura is pretty much unbalanced in itself. Just take a look at the Shadow Stalker with "frost aura" to see why it's so horrible to deal with. That is just one example, since you clearly have some sort of reanimation going on with a withering curse and a fear and something else.

Sorry my german is rusty...
Franziskus  [author] 3 Sep, 2017 @ 4:28am 
@Marquis de Sale: First - Thanks for your feedback. Second - could you please explain why does you thing that the ghostship is notoriously overpowered? I have made some test matches and my impression was that's strong against embarked units but rather weak against real combat vessels like a galleone or so.
Franziskus  [author] 3 Sep, 2017 @ 3:52am 
Upps: sorry the last comment is the answer of Avalon not Marqius de Sade.
Franziskus  [author] 3 Sep, 2017 @ 3:50am 
@Marquis de Sade: the main crew of a ghostship consist of lost souls which are very connected to the cold temperature. They have 40% frost protection and their melee attacks do frost damage, too. Further a ghostship typically sails in a cloud/aura of mist. This together let me assign the rost aura to the ship. Finally it fits also because the frost sphere normaly is very connected to the death why almost all death related units have either frost protection or do frost damage.
Avadon 2 Sep, 2017 @ 9:00pm 
Why did you give the Ghost Ship frost aura?

/facepalm
Marquis de Sade 2 Sep, 2017 @ 9:55am 
Some ships are notoriously OP, such as ghost ship...
Franziskus  [author] 13 Aug, 2017 @ 7:56am 
However, because of the randomization at the start of every game you can never determine how dangerous this time the sea world will be.
Franziskus  [author] 13 Aug, 2017 @ 7:52am 
Yes, the sea has become more dangerous and sending unprotected troop over an unknown sea can be very risky. Here it seems you have let give 1 or more devil's reefs a long time to produce and send their dangerous inhabitants. Now I can only give you the tip - before you send your troops over the sea buid a real fleet of strong combat ships (galleons, man-o-war etc.) to convey them. Further should you search and destroy the remaining devils reef to stop them from producing more undesirable sea creatures.
sea52501 7 Aug, 2017 @ 6:39pm 
I can't seem to get a fleet to survive with this mod. When I move embarked armies or full fleets away from their harbor, stacks of Giant Sea Serpents and baby krakens attack in waves until I am destroyed. Has anyone else experienced this?
MEGABIQUETTE 29 Jul, 2017 @ 8:29am 
@Franziskus: We play with a lot of mods and only yours have that issue :(
Franziskus  [author] 29 Jul, 2017 @ 7:11am 
@MEGABIQUETTE: I don't kmnow that issue but I also don't understand the relation to my MOD for I haven't changed anything relating to comunication. IMO it's rather a (individual) steam issue.

@ALL: I think you'll find a ship with "Boarding action" skills within my next release.
MEGABIQUETTE 28 Jul, 2017 @ 6:21am 
Hi, when playing online with a friend I got an out of sync error popping up. Is it a known issue?