Age of Wonders III

Age of Wonders III

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Increased Unit Diversity and Variety - UNFINISHED
   
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6 Jun @ 10:03am
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Increased Unit Diversity and Variety - UNFINISHED

Description
THIS MOD IS UNFINISHED, AND LIKLEY WILL STAY THAT WAY.


Full disclosure, I'm basically just uploading this so I can use it on Steam Deck while traveling. You are free to try it if you want.
It is techincally functional, but is missing icons for all new units and all new abilities. I may or may not get around to adding icons. As someone that is artistically inept, creating 100 ability icons isn't something I really look forward to.

You've been warned.

Requires all DLC

This mod attempts to add more units for each unit type for all races. It aims to make these new units unique from each other to hopefully make each race feel more unique and special (which basically means each race has one or two gimmicks they rely on.)

This mod adds nearly 100 new units and 100 new abilities. That said, the units and abilities are not balanced at all. Some units are incredibly overpowered. The only form of balancing in place is the fact that every race has wildly overpowered units.

This mod is really only useful if you are like me and care more about the tactical combat than everything else. If you auto-resolve all combats, there is no need for 100 new units or 100 new abilities. If you just want to have dumb fun wiping the floor with your enemies by using insanely overpowered armies, then this is the mod for you.

Draconians - various forms of health regen, tactical utility, Strategic Map utiliy
Dwarves - High armor, low mobility, defensive "castling" powerhouses
Frostlings - Nets (single target and AOE), high value but expensive units
Goblins - Poison damage, cheap and expendable units, debuffs, hit&run tactics
Halflings - Luck, debuffs, tactical utility (least polished race)
High Elves - Ranged attacks, ranged heals, range for days
Humans - Cavalry (literally all cavalry), high mobility, high charge damage
Orcs - High damage melee, taunts
Tigrans - High mobility, bleed debuffs, lifesteal

All races have at least a few units that can evolve to higher tier, similar units.

I tried to keep lower tiered units somewhat revelant so that it at least makes sense to use them to flesh out armies. For example, the Goblin Poison Thrower, although low tiered and doesn't do much damage, can apply debuffs galore.

Each race has a single Tier 5 unit that costs as much as you would expect a massively overpowered killing machine would. The only way to acquire one is through evolution.

In addition, nearly all lower tier animals can now evolve to higher tier animals. Wanted to give a reason to actually use them.

Compatibility - I pretty much left all vanilla units untouched. However, the new units are tied to vanilla buildings that must be constructed before you can recruit them. Because of that, any mod that affects basically any vanilla buildings is likely incompatible with this one.

Bugs: Again, this is unfinished, so some things may not work as intended. I will get around to them if I can, but about 75% of my life is spent on the road, so it will take me a while to fix things.

If my warnings at the beginning and end didn't scare you off and you're still reading and are, by some miracle, still interested, then have fun bowling over your enemies with reckless abandon!