Age of Wonders III

Age of Wonders III

Quo's Specializations Merger (requires Quo's Specialization's Mod)
Video Nasty  [developer] 4 Nov, 2015 @ 2:11pm
Feedback/Bugs
Please provide feedback and bug reports in this thread. Please limit feedback to issues specific to the merger mod.

For issues related to the actual spells, units, etc, please leave feedback in the core mod forums here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/526020591
Last edited by Video Nasty; 4 Nov, 2015 @ 2:12pm
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Showing 1-4 of 4 comments
Uber-n00bie 4 Nov, 2015 @ 6:21pm 
So far, from what I've played the abilities appear to work just fine. Although I have one request/suggestion:

Could you make this like the other merger mods out there, in that your new combined specializations are offered *in addition* to the separate adept and master specs?

This slightly messed up some of my leaders after installation due to having missing specs (not a big deal, easy to fix). But far more importantly, I'd simply prefer to have the option of giving specific leaders adept only, or both with this mod. This merger mod is useful to me, but only if there's the option of either method, rather than limiting to only using both.

Once again, thank you for all your work regardless. These specs are fantastic and fit in the game perfectly. :)
Video Nasty  [developer] 4 Nov, 2015 @ 8:12pm 
Thanks for asking. :) At this time I am going to avoid creating multiple copies of the same spec within a mod, because it means maintainnig multiple copies of the skill definition. The backstory is that for 2 specs to have the same skill, you need an actual copy of the skill. This becomes a maintenance issue if values are changed anywhere in the mod. I have to make sure the numbers and descriptions match everywhere. This is less of an issue for the built in game specs, since they never change (altho it will be an issue if you install a mod that changes their values).

If I opt to do this, I will start with more or less finished specs (Lunar) and only implement it for the Alpha/Beta specs (Sin) at the end of the process.
Last edited by Video Nasty; 4 Nov, 2015 @ 8:13pm
Uber-n00bie 5 Nov, 2015 @ 12:47am 
Sounds perfectly reasonable. It isn't all that problematic for me to not have it really. It simply makes some of my leaders a bit more diverse in their skill sets.

For the time being I won't be using this mod, as I'd rather have the new specs separate-only rather than combined-only. But if you decide to implement an either/or version at any point, I'd gratefully subscribe again.

For now, I'm quite content with using your original spec mod. Looking forward to seeing more from you, and thanks for the response and consideration.
Video Nasty  [developer] 5 Nov, 2015 @ 2:15am 
Another option, if you decide you want to do some minor modding of your own, would be to build a bridge mod ontop of the basic mod. All of the spells for the Sin and Lunar specs are in the following places:

AoW Spell Test
SorcerorSkills (almost all of the Sin spells are here)
AoW Class Skill Data (most of the inherents, as well as the class definitions themselves)

You would basically need to just clone the Skill object (just the skill part, not the whole spell/effect/target tree) and assign them to a new class (which you could also mainly clone).

Basic instructions are in the Mod Bridging discussion topic in the main Specialization Mod forums.
Last edited by Video Nasty; 5 Nov, 2015 @ 2:15am
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