Age of Wonders 4

Age of Wonders 4

28 ratings
(GK Update) Champion Culture Units
   
Award
Favorite
Favorited
Unfavorite
Tags: Units, Cultures, Mod
File Size
Posted
Updated
6.326 MB
23 Dec, 2024 @ 6:38am
3 Apr @ 4:28am
16 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
(GK Update) Champion Culture Units

In 1 collection by Blackdeath
My build
18 items
Description
Tier 1 and Tier 2 CultureBase units now have Evolution to T3 and T4 Champion versions.
Champions units have incresed stats, abilities buff and some visual changes.
Added 3 new unit with same Mechanic to All Culture + another one to oathsworn culture.
Also all scout units now can build Outpost.

If you have any problems after last update you can take old version here https://www.nexusmods.com/ageofwonders4/mods/99
It is identical in content, differing only in technical execution.

This mod MUST BE LOADED LAST to avoid overwriting units, for example, the mods of the author Von Schnitzel when loading after mine remove the evolution of the dark warlock and make it a t3 unit

Also you can try my mod for tomes units "Champions Tomes Units" with same mechanic
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3390218264
or
https://mods.paradoxplaza.com/mods/94553/Any

INCOMPATIBLES mods:
AoW 4 Evolved.
Late tier cultural units. - Can crash the game, becouse change base feudal pikeman and his evolutuion. You can change it to my lite version.

P.S. Perhaps the champion versions of the units are too strong, but considering the way they are obtained (it is not possible to hire or summon, you can only get them from evolution, spending a decent amount of time) it seems to me that this is normal. Perhaps the set of passives for units will change in the future.
Popular Discussions View All (2)
32
26 Mar @ 5:18pm
PINNED: Bug report
Blackdeath
0
25 Dec, 2024 @ 7:17pm
PINNED: General mod duscussion
Blackdeath
96 Comments
Blackdeath  [author] 30 Jun @ 8:03pm 
Blackdeath [создатель] 2 июн в 10:48
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)

skaz88 1 июн в 23:29
I've been meaning to ask, why does the Animist lose optional mounted when he evolves?
Blackdeath  [author] 30 Jun @ 8:02pm 
Hi, I know about the problem, this passive is disabled because it causes animation problems that I couldn't solve. The problem is in the script of this passive itself, unfortunately I can't fix it myself, I'm not so good at writing scripts that I can't find it in the game files and rewrite it taking into account the new units.
Superbeast 30 Jun @ 11:12am 
Hi, Love this mod, but would you be able to make a small change to some units when they evolve?
I have noticed in a recent Oathsworn play through that units that have the optional cavalry trait loose that trait when they evolve. Most notably in this run the Vowkeeper and the Honor Blade, I was trying to get an army of all mounted troops and when these two units evolved into their champion version they no longer had mounts nor the cavalry trait. I have the Elephants mount form trait so those evolved units should have kept the cavalry unit trait.

There may be other units that this happens too and I haven't note them all but I did notice it specifically as this was a themed play through
skaz88 7 Jun @ 10:56am 
You don't have to if you don't want to. I just really like the units
Blackdeath  [author] 6 Jun @ 7:41pm 
Yes, I understand you. It is not surprising that they do not do it. T1 and T2 units do not play and you get rid of them by the 30-40th turn in favor of T3. I do not know if it is worth bothering, I do not promise yet, maybe I will do it
skaz88 6 Jun @ 12:21pm 
I'm sorry, what I was trying to say was that it would be nice to have just the new units themselves as a separate mod, no evolving or anything because there really aren't a lot of mods that add tier 1 and 2 units. I hope that's more clear.
skaz88 5 Jun @ 9:58pm 
Oh I meant without evolving.
Blackdeath  [author] 5 Jun @ 9:06pm 
If you put them in a separate mod, then they will be the only ones who will evolve, and the standard units will not, in my opinion, this is bad from the point of view of balance. On the other hand, it takes a very long time and does not give anything new, useless work is not clear for what
skaz88 5 Jun @ 8:56pm 
I really like the new units. I kind of wish that the new units themselves were available as a separate mod since there really aren't a lot of mods that add tier 1 and 2 units to the game. I understand if you don't want to do that though.
Blackdeath  [author] 1 Jun @ 5:48pm 
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)