Age of Wonders III

Age of Wonders III

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Racial Goverment inclusion
   
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30 Apr, 2024 @ 5:08am
21 Jul, 2024 @ 2:40pm
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Racial Goverment inclusion

Description
I changed the effect - not the text - of the Racial Goverments to include units from other mods.

If the Racial Goverment names specific units, the game files explit refer to this units.
In this mod, the specific referencing has been changed so that several conditions must be met for the bonus to be applied.

Example: The draconian "Flamer" is described as Draconian, T1 and Archer. These 3 conditions are also fulfilled by the "Flamecaller" of Chivalrous Intentions, whereby this unit also gets +1 def and +5 HP from the T1 RG.

Unfortunately, this does not prevent some class units from getting these bonuses.

This mod should not have any compatibility problems. I only know of the PBEM Balance mod that changes RG and with the latest update it should be fully compatible.

13 Comments
MrDeath 2 Nov, 2024 @ 4:25pm 
It would be good to the mod to include a proper description of effects ~somewhere~. At least on a page.
Since in-game texts are not affected, it's quite hard to understand all the tags that are (not) affected by a certain RG.
xist10  [author] 11 Aug, 2024 @ 8:19am 
Yes, I really need to take a look at the text.
Is on the to do list.
Vacuumrider 9 Aug, 2024 @ 8:57am 
Indeed your choice is understandable, I don't think it is better or worst to include all T1/T2 irregulars. However you didn't update the text describing the effects in-game so we can't know which units are buffed or not.
For exemple I had no idea the Tigran RG2 also works on T1s. I really think this one is too OP and the only one that needs to change. Hurl net is a crazy ability, I recently did a Rogue Tigran campaign with prowlers and pirates (T1 infantry with hurl net at gold medal) and they were destroying armies of T3 and T4. Epsilon warriors ans zealots with this ability would break the game IMO. I would forbid myself to use this RG as Warlord, Theocrat or Necromancer even if it was only for T2.
xist10  [author] 5 Aug, 2024 @ 9:47am 
I seem to have forgotton to answer ?

I think this is mostly a mod design decision.
Yes, the original RG gives a bonus to all units with slingshots - the PBEM Balance mod adds a slingshot to the hunter and adds the hunter to the RG.
But 3 of the 4 units are class units. - And 3 of the 4 units are T1 irregulars.

So I rellay want to expand the RG to include others T1 irregulars, because I see this as the basic RG bonus.

To get at least the same value I need to modify this a bit.
I added the slingshot requirement and changed it to NOT T3/T4 to allow the bard or hunter.

Maybe I could delet the NOT T3/T4, but I want to include other T1 irregulars.

ANd I think if I havent got this, I should changed the Tigran military T2 to include only T2 infantery ? I know I had implement it first with T1 and T2.
Vacuumrider 22 Jul, 2024 @ 1:50pm 
What I mean is, bards aren't irregulars, they are supports.

Anyway I think the simplest solution is to remove "OR "irregular") AND NOT ("T3" AND "T4").". Buff only halflings with slingshot (which means martyr, adventurer, scoundrel, scribe, slinger, bard, roadwarden and halfling heroes if they get the abilities). What do you think ?
xist10  [author] 22 Jul, 2024 @ 1:03pm 
I don't think I can target Bards and no T2 ?
AoW3 don't allow really complex conditions.
I have an AND field, an OR field and a NOT field.
In the moment, I have
("Hafling" (AND "") and ("Has slinghshot" OR "irregular") AND NOT ("T3" AND "T4").
This is already the most complex thing I can make.
Bards are a T2 unit, so I can't exclude T2.

I don't really expect many T2 irregulars, so I took the easy solution and allow the hidden buff for T2 irregulars.
Vacuumrider 22 Jul, 2024 @ 7:17am 
Then you can leave the tigran RG2 as it is and let the player decide if he's gonna use it. After all it's in competition with one of the most powerful economic RG (basically +10gold per city early).

I understand how it works for the elf apprentice. I was thinking since the original description specifies shock damage, you could take inspiration from the racial elf bonus. But I forgot that some support would then miss the bonus (bards and reanimators).

I agree you can't give phase to every t2 cavalry.

I'm not sure the halfling one should works on every T2 irregulars. The original RG works on adventurers, martyrs and scoundrels (t1) and bards (supports t2), namely all the units with slingshot.
xist10  [author] 21 Jul, 2024 @ 2:42pm 
Tigran T2: No, this actually contradicts the idea of the mod, because I have to target specific units again - I can't select brawlers without a CI dependency anyway. You could possibly make an exception here, but...

Elven T3 works correctly. AoW3 doesn't use a specific +1 shock damage here, but a general +1 ranged damage. This is applied to the 1st damage channel (of the unit). So for the Apperentice it is Frost.
Elven T2 theoretically also applies to other Cav, but here there is the additional condition that they must have "Phase". Phase for every Cav seemed a bit too strong to me.

And good idea with Slingshot.
If I used the new Requisite correct, then I upgraded the Halfling T2 to appliy for slingshot and irregular T1/T2 units
Vacuumrider 21 Jul, 2024 @ 9:34am 
Yeah it seems fine and the vanilla RGs aren't balanced to begin with anyway.
For tigran RG2, I think it is better design if you keep it simple. Maybe "hurl net" only for prowlers and brawlers ?
For halfling RG2 , What does the new one does exactly ? Is it possible to make it buff the "slingshot" ability instead of a type of unit ?
Does the elf RG2 still only works for Unicorn riders ?
BTW, elf RG3 on apprentices improved their frost damage and not their shock damage.
xist10  [author] 21 Jul, 2024 @ 5:09am 
Yes, there are a few additional conflicts. I think it's mostly fine ?

Tigran T2 is right, do you have a good idea ? I think, I could change "Hurl Net" to "Throw Net" for a touch ability ?
Or here only for the prowler ? The prowler breaks the pattern in AoW3 as T2 infantery.
I think i could go a bit further and change the prowler to a T1 with bigger upkeep ?

And I overwrite only the Halfling military T2 (T1/T2 irregulars and bards) from the PBEM Mod. So all eco RG are from the PBEM Mod, if you play with it.