Age of Wonders III

Age of Wonders III

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Need Help with mod in progress
Hi, I'm working on a set of mods aimed at adding new racial units and modifying each race to play more uniquely. I'm open to discussing possible ideas and will share details on what I've been working on but the first thing I would like to ask about is in regards to the goblin race. I'm wanting to make it where goblins have a higher chance of producing multiple units in a turn to offset their general weakness and fit with their unique racial profile. Basically the idea is to get cheap and weak units who make up for it in numbers, but I'm not sure how to make it happen. If anyone can help me with this I would greatly appreciate it!
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Showing 1-13 of 13 comments
Gladen 16 8 Feb, 2024 @ 5:22am 
Can't be done. Unless you into hard coded stuff.
archon_silverius 8 Feb, 2024 @ 6:43pm 
Well, that's unfortunate. I was really hoping to see it play out but I guess its a no go. It's not what I was wanting but what about increasing happiness events? It has various effects but maybe it would work since goblins are innately at the bottom? Is there a way to do it? Or would that throw balance out the window?
Gladen 16 9 Feb, 2024 @ 1:08am 
Nah I think Goblins is probably one of the strongest races in my opinion below High Elves. Making them spawn two units at once would be insanely broken.

Water specialization is like tailor made for goblins to increase their happiness.

But regardless, increasing happiness events can be done either through cosmic events in the cosmichappening.rpk or happiness events through diplomacy.rpk I believe. But you also have to take into account that it applies to every race in the game.

If you anyway going to overhaul the game mechanics or race overhaul I suggest to improve racial governance or apply more terrain modifiers to improve their sustainability to your liking. I'm not a big fan of balance and overhaul mods due to the subjective feelings about it, but by all means more mods the merrier.

Good luck on your endeavours :-)
archon_silverius 10 Feb, 2024 @ 10:31pm 
Thank you, I appreciate the input! I think I'll follow your suggestion and see what I can do with racial governance. I understand your hesitation towards overhaul mods, I've been going back and forth about what changes to make. I've been trying to make changes that make sense but make game play feel a bit more varied. That said I have no idea how well it will or won't work out until I try it out which could take quite a while. In addition to changes, I'm trying to add two new units to each race that fit the lore and/or build up on strengths or weaknesses.
archon_silverius 12 Feb, 2024 @ 12:20am 
Can anyone please tell me how to make new character evolutions? I'm hoping to make one for the dwarven forge priest and just in general for future units.
Gladen 16 12 Feb, 2024 @ 10:30am 
In general.

Evolution looks like this:

The Ability/Unit property "Evolution" need to be set on a unit Dwarf Forge Priest.

A new entry of "UNIT_SET" need to be created. This is named and to be set as the unit you created. Where you link your new unit to and connect it to this unique set. All unit sets must be unique and cannot be named to something similar or duplicated.

A unit set is always named in capitals like: DWARF_SUPPORT_UNIT_SET which would be in this case the actual unit set of the Dwarf Forge Priest which you should not set unless you wanted your Dwarf Forge Priest to evolve into a Dwarf Forge Priest.

In your case it could be "DWARF_SUPER_SUPPORT_UNIT_SET" if done right letters should turn capitals and space as "_" if done correct.

After that a new entry need to be created and that is new unit categorie that needs to be created. This is the "Evolved categorie". This needs to be linked directly on the Dwarf Forge Priest. The same edits where you choose damage, abilities, resquiste, movement, gold costetc on the actual unit.

On the Evolved categorie you recently created you need to place the unit sets you need for the Evolved categorie.

You named it something unique like "NEW_DWARF_CAT" or something. Letters will always turn capitals in this field.

The you open the entry of the category to fill in the unit sets here and a window will prompt you to write something where it's blank. In order for the evolve category to find the new unit into evolve too it's absolutely to write exactly "DWARF_SUPER_SUPPORT_UNIT_SET" which is the name of the unit you wanted to evolve to which you previously created a set for.

1 misspell and it will not work. Small capital will not work either.

If you want to have an example to look at.

Open the Unit Theocrat.rpk and look for the evolve category and open the Martyr unit to see how it works between the Martyr and Exalted. The unit sets and categories are clear in the same rpk. The only difference is that "Evolved" ability is applied on the martyr through a skill that's researched later. Another case is to find the spider.rpk

Good luck
Last edited by Gladen; 12 Feb, 2024 @ 10:38am
archon_silverius 14 Feb, 2024 @ 9:11pm 
Thank you again for your help Gladen!
archon_silverius 4 Mar, 2024 @ 1:58am 
I've been having more trouble with the mod. I'm wanting to add new research upgrades like modern warfare to other classes but when I try to duplicate it nothing shows up in-game. Is there anyone who can tell me what I'm doing wrong? Also I had a unit I created that used to show up in the tome but after renaming it the unit seems to be gone. As far as I can tell its name should have switched on everything but I'm likely missing something obvious. Anyone have an idea of where to look or what to fix?
Gladen 16 4 Mar, 2024 @ 8:58am 
Just duplicating stuff is generally not getting you anywhere unless you actually change names and make them show up in the actual class. Aow Spell test.rpk and class skill.rpk, skillsrogue, skills...etc .rpk is generally where you need to look. Skills needs to be linked to class respectively.

How this is done is essentially by searching for cross reference in the rpks mentioned above.

You could initially find the Modern Warfare skill and directly tweak it instead of making unusable copies. Try changing all variables saying "Dreadnought" and "DREADNOUGHT into "Arch Druid" and "ARCH_DRUID" to see if you can add it into to another class to begin with. If done right the skill should appear in the Arch Druid class. It's easier to begin with easy stuff, before trying more advanced stuff.

Hard to tell what's wrong with units not showing. Perhaps it's not linked to a race, perhaps not even named in a unit set etc.

Maybe even don't have a proper name set.
archon_silverius 8 Mar, 2024 @ 1:27pm 
Thanks again Gladen for you help! I was able to get the skill to show up, turns out I was missing a screen name and description. So now I have Arcane Power for sorcerer and Primal Spirit for Archdruid. I still can't get the unit to show up and I have no idea why. I initially had a high elf storm sister with a gryphon mount that showed up just fine. I made a mistake in changing the name in all instances instead of just the screen name (new name is storm valkyrie) and changed the mount to an ice wyvern. I have a different unit (arcane sniper) which is an archer on a ice wyvern that shows up just fine but the other one doesn't. I can't think this is a new block because I just made a dwarf unit with a fire wyvern mount (Firebolt Champion) and that one also shows up fine. I just can't seem to figure out what I did wrong.
Gladen 16 8 Mar, 2024 @ 11:44pm 
It should be easier to just remove the new units not working and redo the process of copy something that works. Then changes the unit like a Gryphon Rider into your liking. Change names, abilities, rider model, building it can be built from. Etc

One thing I'd say is rather useful is create a map in the level editor. Place all custom units on the maps and look for errors. Then play the map in debug mode. It can show things that could be wrong. I suggest to take a look at some tutorials about it. There is several examples about it.

https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/3767858814401438848/?appid=226840
Last edited by Gladen; 8 Mar, 2024 @ 11:54pm
archon_silverius 10 Mar, 2024 @ 1:14am 
Thank you, I'll remember that when the time comes to test them. I'm almost done for now but I just don't understand it, every other unit I have created shows up in game. I tried to remove all instances of the unit and make it from scratch but nothing shows up. The other wyvern riders I've made since all appear just fine but for some reason the storm valkyrie just doesn't. It's a combination of frustration and disappointment for me but I really want this unit to show up.

As a side note, anyone have ideas/suggestions for new racial units? Here's what I have so far:
1)Elves - Storm Valkyrie (if I can get it to show up) and Arcane Sniper
2)Dwarves - Firebolt Champion, maybe Paladin?
3)Humans - Obsidian Scout, Bishop
4)Draconians - Gold Champion, Dark Flyer, Cyromancer
5)Goblins - Warlock
6)Tigrans - Flame of Hope
7)Frostlings - Auroran Priestess
8)Orcs - Vanguard (tier 3 pikeman with halberd)
jaersavo 15 Mar, 2024 @ 5:28am 
Hey, love the idea of making races more unique and I also wanted to go with goblins being vast in numbers.
I came up with two solutions.
Spells, raise militia or summon undead.
I go with the summon undead and transform the land in swamp. I would however create a new unit for this. The existing are either too strong for my taste or too annyoing, eg untouchable having ranged attack. I went with a new unit which has low health, but volunteer trait.
Second, chivalrious intentions has amazing units that can summon support units during battle. Creating a new goblin shaman that can summon very weak goblins each combat round would be fun.
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