Age of Wonders III

Age of Wonders III

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Possible to Augment Heroes Mid-game?
I noticed that while its possible to change class and race, their skillset does not update retroactively.

Tried switching one of my allies heroes from Necro to Warlord as they were suffering a major oversaturation of necro's, but he did not receive any of the upgrades and has remnant necro skills.

I don't suppose there is anything that can be done about that? The only thing that comes to mind is giving him a load of extra skill points and pray the AI can make some coherent adjustments.

The hero in question is only level 3 so the upgrade bonus/deficits aren't going to be that noticeable. I'm more worried that his spell-set will be all wonky. I'm also very curious how the game logic will handle this on the next level-up.
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Showing 1-11 of 11 comments
Gladen 16 23 Jul, 2023 @ 8:50pm 
It can certainly be done by creating some sort of "package" of exclusive skills with all the hero skills from each of the class to be researched for heroes. Sadly it will apply for all heroes

But this requires that each of all heroes in whole game gets the same package of hero skill. Say at Level 7.

See mods like Empire mod from Der Mentat or Ayalin mods. Their solution is of course to restrict and divide separate paths of different skills for Dreadnoughts for example to specializes in.

Another solution might be to adapt specialization like in this mod for leaders

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518106579
spaceweezle 12 23 Jul, 2023 @ 10:18pm 
Thanks for the info, Gladen. Can't say I'm all that jazzed about doing it that way, but its good to know what can be done.

I think I'll just ride with it. I have since been paying attention to what heroes are offered, making the necessary changes and then rolling back. It's crazy how many Necro heroes my ally ended up with. All but the leader is necro 6 in total..

Follow-up question if I may:

I may have made the mistake of customizing a leader using a Malevolent base. Just through the in-game options. I'm not sure how that actually works but it turns out my ally is pretty evil, which is not very cool.

Don't suppose there's any way to change her morality in an existing game? I know you can set it in the rpk, but this is slightly different as she's a custom leader. Maybe profile or save-file editing?
Gladen 16 23 Jul, 2023 @ 10:33pm 
A Malevolent if I remember correctly is to make sure that a.i leaders do evil things for Shadowborn leaders.

A Benevolent a.i leader would prefer good things to boost peace keeper skills required for good alignment.

A neutral a.i tries to stay neutral to benefit from greyguard.

This is due to the morale penalty otherwise.

I do not think it can be altered in mid game. Maybe it can if you apply it midgame and update mod to Benevolent so he does opposite things ally.
Last edited by Gladen; 23 Jul, 2023 @ 10:35pm
spaceweezle 12 23 Jul, 2023 @ 10:47pm 
Yeah I understand how the morality works, I just don't understand what potential there is for things like behaviour types to carry through from a leader base.

I gave her Creation adept to stimulate benevolent alignment growth and no negative alignment skills. Still she is somehow quite evil. Makes me think the behaviour type or morality does carry through from whichever base you use for custom leaders.

In desperation I tweaked the base leader to be Benevolent, though hopes are slim that will actually do anything.

Damn it to hell, I can't believe I screwed this part up lol.
Gladen 16 23 Jul, 2023 @ 11:47pm 
The potential is a huge buff or a huge penalty. Having a malovent leader that is Grey guard for example can make that player lose a game since it does not gain double damage from crit unless neutral which is the whole point of playing neutral in the first place.

But then a.i might survive. But it does not offset weaknesses by using creation adept.

It will most likely get a chunk of evil boosts, priority of declaring war with independents instead of vassal cities etc.
spaceweezle 12 24 Jul, 2023 @ 12:18am 
I think we have a communication breakdown here. I'm not interested in what defines behaviour types or the strategic/tactical dynamics involved. I know how this works.

My question was whether or not behaviour type carries through from a leader *base* to a customized leader and if so what can you do to govern/change it.

Seems we've already concluded we can't do anything about it. I still don't know the implications of using a Malevolent leader as a base for a new custom leader. By the looks of it, it uses the same morality as the base you use. That or its completely random.

I do know for a fact that leaders always follow their designated morality as set in the rpk record. Going by my ally's behaviour she is using a Malevolent base. This really sucks.
Gladen 16 24 Jul, 2023 @ 1:04am 
I see. The point.

I thought you created leader through the mod editor. I dunno if it perhaps preset on "Malovent" which is unfortunate if it's in the game. My guess is that a workaround for this is to use a base of a benevolent leader with peace keeper.

However I think your the first to encounter this issue. In that case it's possible to look on a leader for default settings in mod editor. Either it be in lord or default hero settings when defined. I do think its unset as default. But generally otherwise all a.i custom leaders would suffer from the same issues. I usually only play with predetermined leaders while my own leader is custom.
spaceweezle 12 24 Jul, 2023 @ 1:58am 
Originally posted by Gladen:
I see. The point.

I thought you created leader through the mod editor. I dunno if it perhaps preset on "Malovent" which is unfortunate if it's in the game. My guess is that a workaround for this is to use a base of a benevolent leader with peace keeper.

However I think your the first to encounter this issue. In that case it's possible to look on a leader for default settings in mod editor. Either it be in lord or default hero settings when defined. I do think its unset as default. But generally otherwise all a.i custom leaders would suffer from the same issues. I usually only play with predetermined leaders while my own leader is custom.

Yeah sorry, maybe I could have been clear on that.

My mistake was that I used Shnaga as a base when customizing a new leader and she has a Malevolent morality.

All leaders have a designated morality in their respective rpk record. It's either Malevolent, Benevolent or Neutral. You can set and change those yourself. This I know because I've been rigging AI opponents to have an inverse morality to myself for the purpose of instigating war.

Seems I went about this the wrong way. I should have, like you mention, just made one in the editor, that way I can flag them to be Benevolent. In-game leader creation is terrible as you can't define this, as I have just learned.

So disappointed that I've spoiled this awesome map with a clash of personalities. All other AI on the map are evil and teamed against me and a single ally. I wanted to roleplay it so that we were both fighting in the name of good, but now I see she is evil too...
spaceweezle 12 24 Jul, 2023 @ 10:10pm 
So I made a new leader in the editor set to Benevolent and used it as a base to create a custom leader. Loaded up a map and cycled turns until the behaviour type became apparent and sure enough, she is Benevolent.

So it seems the leader base determines their morality. Will have to do more testing but so far I'm seeing 100% consistency between base morality and custom counterparts.
Gladen 16 24 Jul, 2023 @ 10:41pm 
That's at least something. Sad general game should be consistent around workarounds. But good to know.
spaceweezle 12 25 Jul, 2023 @ 6:40am 
The hard part is generating a new map that's as good as the last one. I've spent the whole day (literally) generating maps. It took 14 hours to get one that was close to being as good as the one I had before. The last one was so good you would think it had a designer lol.
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