Age of Wonders III

Age of Wonders III

Chivalrous Intentions
 This topic has been pinned, so it's probably important
That Human  [developer] 18 May, 2023 @ 12:37am
Chivalrous Intentions to AoW4?
I have been looking into the editors and the modding guide, neither exactly filling me with hope as the editors are convoluted messes and the guide skipping every important step required to set up and make a unit have a functional model. Even so, I will try, but don't expect anything in a long time.

However, I want to discuss a potential mod's different approach. For one, it will not add units to existing cultures. The reason for this should be fairly obvious, but I will explain:

1. Unlike 3, unit lineups are unique and cultures should remain unique. What CI did to 3 was to move outside each race having the same unit lineup by giving them more units but focus on their strengths; thus orcs had no new archers and only the rare new support for classes but more in all other categories, etc. Giving Mystic culture archers, beyond just having to edit Fabled Hunters, would take away their hyper-focus which is part of, well, the culture of the people. It's sort of like giving Aztecs cavalry by default. Not happening.

2. Mod compatibility. I am more interested in seeing more cultures than expand on the current ones which already fill their niche. The best way to allow this is to not give the current ones more stuff. There are so many opportunities with the setting no longer being in Athla to make whatever you wish; China, Egypt, Incas, etc etc.

3. DLCs will likely break culture units anyway. Unless they will be confirmed not to I am not taking any chances.

4. Tomes. If you add a bunch of new units it will make produceable tome units less desirable and summons more interesting, making some tomes fall out of favor. Why produce a T3 archer from a tome when you already can from your cities? This completely breaks the game balance and not something I wish to see.

5. Readability. Too many cultural units, especially with how heavily modified they can become with enchantments, can make the game hard to read, especially as the game already got too many abilities with overtly complex mechanics such as Awakened. 3 was very easy to read and understand, 4 is not.
I still chuckle at the... interesting person who didn't read unit sheets and wanted me to remove Tireless from a unit because he didn't bother looking at the sheet before engaging. I am sure they are okay with 4.

So what will the focus be? At first, I wish to simply add more critters; animals, demons, etc. Creatures to make the world feel more alive and interesting. I have some interest in also making cultures and tomes at a later date, likely once the game stops being updated. I just hope a bunch of things are fixed beforehand;

The current issues are:

1. Modularity provider not working as something is missing. As I want units to have unique textures instead of reusing assets outright I need something that the guide does not mention regarding what makes up a functional model for units. For whatever reason they reversed the link process in the editor and made it into a complete incomprehensible mess likely to appease some dark deity as I can see no other reason why.

2. Where the spawn lists are hidden. In the mess that are the .rpk files I cannot find them except the specific unit ones which I don't want to touch in this case.

3. .POT text format killed brutally. The instructions provide me with a tool that corrupts the files it is supposed to convert. Not going to even touch the editor until this nonsense outright removed. I will not work with something my computer refuses to work with.

4. Existing units cleaned up. There are so many visual and balance problems that I hope will be fixed ASAP as these issues will be carried over to whatever you mod.

As for CI currently, I am planning an anniversary update in June which was when I began work on it and one in October, when the mod was originally released.
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Showing 1-11 of 11 comments
That Human  [developer] 18 May, 2023 @ 12:39am 
If anyone knows how to solve the issues and convert text into POT, PO and MO files I would be eternally grateful!
dirt_goat 31 May, 2023 @ 7:58am 
one of the things i really liked about CI for AOW3 was the special units class/race combos got. i wonder if a similar thing could be done with tomes and cultures?
That Human  [developer] 31 May, 2023 @ 8:05am 
Due to how races operate it would need to work in a different way. It's hard to transfer the format to AoW4 due to how differently the game works. With greater modularity with mods as cultures have taken the place of races and that being the biggest scene besides tomes for mods to cover a different system would be required. I want to make creatures first but that will be whenever someone figures out how to distribute them in the world and make new models appear that aren't replacements of something preexisting.

That being said, I am all for the games being radically different as it keeps 3 relevant despite it's aging game engine and weird quirks.
dirt_goat 31 May, 2023 @ 11:07am 
yeah that makes sense. and i agree! i just wonder if there could be some units added for distinct culture/tome combos. like, taking industrious and the tome of the horde might give you a special unit on the Houndmaster research that a Feudal culture wouldnt get, for instance? idk how that could/would be implemented
Cookiesnm1lk 13 Jun, 2023 @ 11:40pm 
"3. DLCs will likely break culture units anyway. Unless they will be confirmed not to I am not taking any chances." well remember that triumph is under paradox now... so that means that there's lots of dlc incoming.... sooooo ♥♥♥♥ might break repeatedly.... for the next eternity... since paradox still relases dlc for games made 10 years ago.
avenger711 1 Sep, 2023 @ 8:25am 
1) I think we must wait till all DLCs released and support is done. Till then it'll be constant rebalancing.
2) I don't know how they did it but AoW 4 is completelly broken in terms of CPU optimization. In fact it must run 3-4 times faster than it does. For now this is real problem and for many people with 4 cores CPU AoW 4 will be painfull experience. So why rush?

In terms of pure gameplay I think that release version must be classified as Alpha. And now they reached Beta which can be demonstrated in public. I think it became MUCH better and have chanced to be the game Planetfall failed to be. May be we will have REAL game in the next year.
Dunadd 30 Sep, 2023 @ 2:22pm 
I can think of two ways that you might be able to make racial units. First (and not sure if this is possible or not) make units that only races with a certain Form can recruit. E.g Only societies / races with Orc form for their appearance could recruit Orc racial/form-Al units.

Second just make a modded culture for each form and culture combination (more work obviously, but could maybe just allow some of same racial units for each, so could just copy/paste same code for those? And maybe not necessary to make every culture/form combination for all of them e.g I'd have thought most people wanting to play as orcs would want Orc barbarians but with some unique Orc units)
SDgamer 14 Jan, 2024 @ 12:26pm 
People have made new cultures for AoW 4 so it probably be much easier to do that instead. There is Expanded Cultural Units but, that has some balancing issues such as making certain tome units obsolete with some cultures. Sounds like the 3rd and 4th DLCs are adding new cultures so yeah
Why waste time on inferior aow4?
avenger711 14 Jun, 2024 @ 7:12am 
Why not to play HoMM III and say that there's no game better?
That Human  [developer] 14 Jun, 2024 @ 1:43pm 
Originally posted by avenger711:
Why not to play HoMM III and say that there's no game better?
Because it's a very different game altogether. I don't enter a badminton game telling them ping-pong is better.
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