Age of Wonders III

Age of Wonders III

City Developpement Mod
Zaelon  [developer] 25 Nov, 2015 @ 8:12pm
Feedback
Here you can share your experience of the mod, what you liked or disliked, how it played out, what you expected from it, etc.
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Showing 1-14 of 14 comments
martin.duchoslav 28 Nov, 2015 @ 3:30pm 
Tested the newly uploaded version briefly. Looks like the overall resource bonuses balance has been improved but I do not like the idea of "forges" very much. Not only do they make tier I and II units too strong but they also make racial support units less important. Why produce more expensive support units dealing e. g. shock damage when I can have a cheaper basic tier I unit and a corresponding shock damage bonus? Could you please make these "damage forges" mutually exclusive, or possibly upload a "no-forge" version of your mod? Thanks in advance.
martin.duchoslav 28 Nov, 2015 @ 3:37pm 
O.K., seems like Steam has allowed me to post at least in this section:-).
Zaelon  [developer] 28 Nov, 2015 @ 9:47pm 
The forges are already mutualy exclusive. They have already been nerfed and can be nerfed even more if they feel overpowered.
The purpose of forges is to allow you to adapt to specific ennemies. For instance, if your race/class combination deals mainly blight damage but the ennemy is immune to it and vulnerable to cold (which is a rare damage output) then you are in trouble. It is time then tu build the winter forge.

As for the non-forge military bonuses buildings, they may seem overpowered but they give things that bonus structures already give. Except here it doesn't rely on sheer luck about what's around your starting point, but on your choice of one bonus amongst a few.

More feedback about it welcom :)
I can also split in two mods
SaintTodd 7 Dec, 2015 @ 6:40pm 
I love the forges. Limiting them to T1 and T2 seems right to me.
Dunadd 27 Oct, 2016 @ 10:18pm 
This is just an excellent mod. It massively improves the game. At first I disliked the population costs for units, but soon saw the benefit of them. On large maps it stops the AI just spamming vast armies at you too fast.

With this mod it's possible to actually have a working economy, to get real benefits from founding a city in a terrain type that suits the race of the city.

It's also possible to make cities specialise in recruiting improved versions of some unit types.

It could do with adding in more gold bonuses like the ones elves get for forests with sawmill. e.g Dwarves should get gold bonuses from every mountain hex along with the normal production bonus from the Quarry building. Orcs should get the same money bonus from barrens with the Butcher building that Draconians and Tigrans get.

Other than that the only problem is a few buildings that don't work or give a bonus to different unit types than their description says they do, but those shouldn't be hard to fix if you're still going to update the mod?

Some buildings that are unique to certain races would be nice too.
Zaelon  [developer] 28 Oct, 2016 @ 5:45am 
I am willing to at least fix the bugs. The thing is I am working overtime to pay the bills and have little time for modding. But when I can I will.
Dunadd 28 Oct, 2016 @ 9:28pm 
Understood. Real world comes first, especially if you're having to work overtime. If you get time to fix them, great. If not, no problem.

Either way thank you for making a great mod.
Arakus 23 Mar, 2017 @ 5:21pm 
Some bugfixing would be much welcome!
Zaelon  [developer] 8 Aug, 2017 @ 10:17pm 
I'm working on it
JJGRINCH 20 Jan, 2018 @ 11:31am 
Paddy Fields doesn't work with Goblins in Subeterrain, only they give +3 not +5.

As insight they are few options for every type of terrain... you only have Dense Vegetation (only Surface) and Mountains (again only Surface, because Subterrain have FEW FEW mountains) to generate Production making Subterrain maps only like a vanilla game.
sandman25dcsss 1 Apr, 2019 @ 9:41pm 
Having food costs changes class/unit balance and strategy, it no longer makes sense to spam cheap units or protect weak settlements. It is much better to build more powerful units because they will not die, it is much better to play Sorcerer because they summon units instead of producing. Previously different settlements produced different units because of production costs, now they just produce the best unit everywhere. For instance, producing scouts as warlord or irregulars in general is a very bad idea now.

I guess my point is if you want to stop spamming units, you can just increase unit costs. Or at least make food costs proportional to production costs so cheap draconian scout/hatchling does not take the same amount of food as expensive draconian flamer
Zaelon  [developer] 10 May, 2019 @ 1:37am 
Originally posted by sandman25dcsss:
Having food costs changes class/unit balance and strategy, it no longer makes sense to spam cheap units or protect weak settlements. It is much better to build more powerful units because they will not die, it is much better to play Sorcerer because they summon units instead of producing. Previously different settlements produced different units because of production costs, now they just produce the best unit everywhere. For instance, producing scouts as warlord or irregulars in general is a very bad idea now.

I guess my point is if you want to stop spamming units, you can just increase unit costs. Or at least make food costs proportional to production costs so cheap draconian scout/hatchling does not take the same amount of food as expensive draconian flamer

It depends on what you call low units. But the tier I and II are the only one to benefit from most military improvement in the mod, making them less useless in the endgame. Also spamming higher tier units would drain the population fast. But I agree Druid and Sorcerer are at an advantage in this mod as is, because of the summoning. Thanks for the feedback, although I don't really have time to do more balancing at the moment.
Zaelon  [developer] 10 May, 2019 @ 1:39am 
Originally posted by むむむ Jojen Maihem:
Paddy Fields doesn't work with Goblins in Subeterrain, only they give +3 not +5.

As insight they are few options for every type of terrain... you only have Dense Vegetation (only Surface) and Mountains (again only Surface, because Subterrain have FEW FEW mountains) to generate Production making Subterrain maps only like a vanilla game.

I think there is vegetation in the underground, although it is rare. The problem is that underground layer is much less varied than the surface one.
LSF81 27 May, 2021 @ 12:35am 
Hello, could anyone post a link for this mod? I own AoW3 on gog so I cant use steam workshop for it. (Nor can I write this in the mod's main page...)
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