Age of Wonders III

Age of Wonders III

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Chivalrous Intentions
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File Size
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Updated
94.799 MB
13 Oct, 2018 @ 10:04am
31 Jan @ 12:40am
340 Change Notes ( view )
You need DLC to use this item.

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Chivalrous Intentions

Description
For non-Steam users:
https://www.moddb.com/mods/chivalrous-intentions
Please note: Many units use DLC content to work! Without them many units will be missing!
If you have problems with invisible models:
https://gtm.steamproxy.vip/app/226840/discussions/0/3315233099222399220/

OVERVIEW:
Adding 459 units, Chivalrous Intentions is a massive mod that does not just aim to add more things, but also balance the game and add more to the lore of Age of Wonders, with returning units, units based on concept art and "speculative" units that are lore friendly.
CORE UNITS:
Every race have a new building line that can be built alongside the barracks line. It is cheaper with more unit variety but lacks the additional ranks given by the barracks line.
Additonally, those who manage to build a Grand Palace or Palace of the Perished can now produce a T3 unit from it. Every race also gets one new ship.
CLASS UNITS:
Every race/class combination get a series of new units exclusive to them in the new building line, although some may appear in random spawns depending on the race and unit. Necromancers can now also produce skeletons and some Rogues may be able to produce a pirate-themed non-ship unit from their harbor.
DWELLINGS:
All dwellings have more units. Some classes may also have special units available to them. However, as units usually require their own building you are unlikely to make all units available in a single game and should focus on what you want to make! The more powerful units may require some more complex paths.
SECRET UNITS:
Unlocking certain Mystical City Upgrades in your city may also unlock secret units unique to that race. These are balanced around the rarity of the building and the strength of it's least powerful defending stack at normal settings.
OTHER UNITS:
There are many animals and other units to find in the world or summon with spells, some rarer than others.
EVENTS/HAPPENINGS:
Many new events have been added, including invasions. Watch out for zombies and the dreaded goblintide!
INDEPENDENT STACKS:
Independents have been organized into new stacks. A lost library may host the souls of ancient patrons or be populated by goblin squatters just to mention a few. The original stacks still exist with the addition of new units.
SPAWNERS:
Spawners have been reworked and are more akin of central points of unrest in the area of a certain type. A bear cave can spawn a warg stack, for example. Goblin, Orc, Frostling and Satyr tribes and pirate crews have also set up warcamps throughout the world which may cause other rowing raiders to appear etc.
COMPATIBILITY:
The mod is designed with compatibility in mind and balanced to work well with other mods such as Empire Building Mod as well as mods adding new races and classes without making the vanilla races and classes vastly superior. It should work well with most mods.
Old Man and the Sea is not recommended without the "Ze" patch. Without it, it's RMG is broken and removes some of the normal sea structures and makes the game very unstable. Unfinished, abandoned mods are not recommended in general due to the instability issues they bring.

Is incompatible with "Deluxe Specialization Combination Selection", probably due to how it heavily modifies tech trees as long as you use Secondary Class Options (big thanks to darth.cygnus and Catmeister for this!).
It is possibly also incompatible with M.Ul.E's AI Booster 0.9, but it could be another issue with that mod as it appears to be left incomplete since 2016.
If you encounter incompatibility please let me know!

PS: Keep the number of mods you run to 30 or less. The game becomes unstable beyond that point. This is regardless of what the mod does. This is something anyone running any mod should know and most find out the hard way.

PS2: If you run any mod that requires this mod to run never ask me about any issues. I cannot solve issues if they do not exist in CI. Bring any and all of the problems you run into with the sub-mod's author.

It is recommended to finish your current game before adding or updating mods.

Credits:
That Human: Design, balance, textures, model composition, icons, flavor text, lore, sound design.
好想养只宠物啊: Meshes, rigging, model editing
Poldon: Typo fixes, playtesting
Vacuity: Typo fixes
Iguana-on-a-stick: Balance advice, screenshots
Siwinger: Playtesting, screenshots
ElJoe: Saker model
Additional thanks:
Liberty Valance (Wolfie) for meshes!
dilaguna for meshes!
ashetaroth for meshes!
And huge thanks to the community for constructive feedback!

You can support me here:
https://www.subscribestar.com/chivalrousintentionalmodding
Popular Discussions View All (19)
560
24 Mar, 2024 @ 7:37pm
PINNED: The Council Hall with Chivalrous Intentions
That Human
71
18 Feb, 2023 @ 2:56pm
PINNED: Chivalrous Intentions Complete Unit List
That Human
11
1
14 Jun, 2024 @ 1:43pm
PINNED: Chivalrous Intentions to AoW4?
That Human
1,944 Comments
That Human  [author] 31 Jan @ 12:44am 
Minor update. Removed the Warwolf now permanently from the mod files and visual improvements. More in notes.
That Human  [author] 23 Jan @ 1:10pm 
@Redleg1001
They are class locked. Only classes that produce their base game T4 in cities have access to one of those buildings while the others gain new T3s instead due to balance reasons.
Redleg1001 23 Jan @ 12:40pm 
One part of the mod seems broken. I am playing as an Elven MU and have built up several cities. With the completion of the Noble Court in several cities, no city has ever offered me the chance to build The Golden Spire, Throne of Storms, or the Gryphon Palace. As such I cannot unlock any of the 4th tier units. The AI adversaries are not able to do this either. Something appears broken here.
Airi 27 Dec, 2024 @ 11:06am 
@Malarkey
I did exactly that—combining all the small mods—and it helped so much, can recommend.
That Human  [author] 27 Dec, 2024 @ 6:07am 
@Malarkey
I believe 30 was the maximum mods in multiplayer before crashes occur. Also double check old mods if the comment section mentions issues that date after their latest update.
Malarkey 27 Dec, 2024 @ 5:54am 
Is 30 mods a generally agreed upon maximum number before the game becomes unstable? Thinking I'll try to combine all the tiny mods I'm subscribed to that only do one thing, if that's really the case.
That Human  [author] 26 Dec, 2024 @ 2:14am 
@Malarkey
Could be an overload problem. These can occur if you run out of virtual memory either because of the aging engine or if there are a bunch of unnecessary background processes. A common issue are dirty edits such as duplicate IDs which are often the issue with mods adding new units. I have cleaned mine from any such instances. I try to keep my mods as clean as possible and also regularly cut down on unnecessary memory usage such as textures larger than they need to be to allow the engine to "breathe" more healthily.

By the sound of it you only encountered this once and not every time you tried this which is good but can certainly be frustrating. You can run the game in debug mode in the launcher if you ever encounter a repeatable crash to see what caused it. Running the game in debug during normal play is not recommended.
Malarkey 26 Dec, 2024 @ 1:50am 
It's the first time I've crashed so far with the mod list I've built up. I've tried to be very selective and careful with the mods I've chosen for nothing to conflict, but I obviously don't know 100%. Are you saying that this is a common problem due to a certain unknown mod?

I saved all the mods I have in a collection. I could figure out how to share it if you feel like it, but I don't expect you to look into it for me. If I'm able to replicate the crash I'll let you know (if it seems to be connected with this mod). Still just not sure why right clicking on the Summon Kobold spell in the spellbook would cause the crash, unless I just have too many mods, but most of them don't mess with the spells too much.
That Human  [author] 26 Dec, 2024 @ 1:36am 
@Malarkey
This seems to be an issue of the mod crashing due to another mod being full of issues and spreading problems throughout the game. Does this happen every time you do this or only once?
Malarkey 25 Dec, 2024 @ 10:59pm 
A cosmic event about Kobold reinforcements occurred, which I'm guessing is from this mod if it's not in vanilla. It gave me a Summon Kobold skill, so I right clicked on it to see the info and I crashed. Unfortunately I right clicked the spell at the very beginning of a new turn, so I can't replicate it. However, when I look up the spell in the Tome of Wonders the info loads fine without crashing. It could just be on my end, since I passed 30 mods in my mod list today. It's the only time I've crashed so far with my current loadout.