Age of Wonders III

Age of Wonders III

New Arsenal
184 Comments
Fonzosh 17 Jul, 2022 @ 1:07am 
@griffith No secret spell, more a high tier elemental spell that you only can get if you choose double elemental. For example, Summon Efreet Lord, SummonDjinni Lord aso. As of now, the only one you get a tier IV summon from is the Aligment specialization. Would love to see someone implementing the same for the elements.
GorbadIronclaw 28 Jun, 2022 @ 5:52pm 
Found the issue. It was EBM compatibility patch problem - Pale orc version for classic building had old stats and Regrowth included.
Griff  [author] 21 Jun, 2022 @ 2:27am 
@GobradIronclaw
Seems the whitemane is using the old version for some reason. Probably the compatibility of new arsenal isn't optimal in all cases.

@Fonzosh
Would that be a secret spell? Generally im in favour of adding some unusual kind of units, but dunno if I'll be adding many personally. I recommend testing Chivalrous Intentions if you wanna have many more units.
Fonzosh 20 Jun, 2022 @ 11:42am 
I love this mod and is currently running it with legendary units mod and a lot of others. Seem to be working. What I wonder is, will there be any update or is it doscontinued? Why Im wondering is because what would be perfect (and a lot of for work for a splendid modder :lunar2019grinningpig:) is a tier 4 elemental summon. Would that be possible?
GorbadIronclaw 20 Jun, 2022 @ 1:18am 
After checking closer it seems it may be issue of Racial Heritage conflict. In Whitemane Tribe city I'm able to build Pale Orc with regrowth while in Blackskull Tribe city he has regeneration as per book of wonders description.
Griff  [author] 19 Jun, 2022 @ 11:58pm 
Possibly. What other mods are you using?
GorbadIronclaw 17 Jun, 2022 @ 4:26am 
I observed strange thing - Pale Orc has got regeneration in book of wonders, but regrowth when being build from city. Can it be result of a mod conflict?
marcel.kr 5 Dec, 2021 @ 3:49am 
very good
Kerovanka 29 Nov, 2021 @ 7:00am 
and many people compelled use similar mods from you
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2505540418
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=526123033
can yuo to create another version of mod without path of cold on doom volf?
Griff  [author] 28 Nov, 2021 @ 9:08pm 
I don't think that's a good enough reason. There are several other units with path abilities, and path of frost was doom wolves signature ability in previous age of wonders game also.
Kerovanka 28 Nov, 2021 @ 12:52pm 
because ugly when the map is a cut by footprints
Griff  [author] 28 Nov, 2021 @ 11:49am 
Why would you want it removed? I feel its quite thematic..
Kerovanka 28 Nov, 2021 @ 4:41am 
hi. can yuo remuve path of cold on doom volf?
Griff  [author] 4 Nov, 2021 @ 5:58am 
Hmm.. What other mods have you enabled? And can you see the models if only new arsenal is enabled?
Silverling 2 Nov, 2021 @ 2:05pm 
Hey! Anyone know what to do about missing textures / models? For me, some are invisible e.g. the Yaka Avatar, Pale Orc, Warlord units. I thought it's from a conflict, but turns out it happens with only this mod enabled. Bizzarely, some can also be fixed by deleting the .clb files - if I delete Skin_Elves_Warlord, all the previously invisible units (like High Elf Phalanx, Mounted Archer, etc.) are now perfectly fine. So I have to conclude it is something with this mod causing problems with itself. I tried redownloading, verifying files, everything so I'm at a loss.
Griff  [author] 14 Sep, 2021 @ 11:59am 
They're fully compatible. Our multiplayer group have been using both mods for a while now.
Lt. Ruben 10 Sep, 2021 @ 6:13am 
Is this compatible with the Chivalrous Intentions mod? It doesn't change any vanilla buildings right? (if it does it won't be compatible)
Griff  [author] 2 Oct, 2019 @ 6:20am 
If by support you mean do they get extra units with the mod, then yeah. You can see the new units from the screenshots or unit table above.
JamesDreemurr 1 Oct, 2019 @ 9:49pm 
are there Frostling, Halfling and Tigrans support?
Griff  [author] 2 Aug, 2019 @ 5:55am 
I also made a table of most of the unit stats for any1 interested. See the description above for a link.
Griff  [author] 2 Aug, 2019 @ 5:53am 
Thx. Yeah the new T4's are expensive (about 25% more than class T4's), but its because you don't need to commit any research to get them. The cost is similar to dwelling T4's of the balance mods we use to play competitively.
Anderson 1 Aug, 2019 @ 10:21pm 
Very nice mod, fleshing out the races a bit. I have to say, though, some of the T4 racial units are very expensive, while not being up to par. the Red Dragon is pretty badass, but Doom Wolf looks quite weak in comparison. Given the cost, it seems unlikely anyone would build their T4 racial, over the class unit.
Revan111295 18 Jul, 2019 @ 5:13am 
Fair enough. :)
Griff  [author] 18 Jul, 2019 @ 4:44am 
No promises :-)
Revan111295 17 Jul, 2019 @ 4:20pm 
Is it possible for bigger regiments compabilty? if not that's fine. :)
Griff  [author] 17 Jul, 2019 @ 6:33am 
Aight, thx for the info. Maybe could check later if its possible to increase compatibility for those mods.
tor_makir 17 Jul, 2019 @ 5:35am 
I think Revan111295's observation applies to me as well. I think the enhanced garrison mod (empire building compatible version) is messing with your mod. Pity, I really wanted garrisons to be a bit more exciting. However, if its a choice between your mod and his, I would rather go with yours.
Griff  [author] 16 Jul, 2019 @ 10:46am 
Good to hear :-)
Revan111295 16 Jul, 2019 @ 9:29am 
Also esb version of the enhanced garrison conflicts but normal version is fine. So it's working fine now and it's awsome mod! Thanks. :)
Revan111295 16 Jul, 2019 @ 9:26am 
I did some more testing and it appers to be a fault with a Reduced Empire Build Mod compailbty patches.
Griff  [author] 16 Jul, 2019 @ 9:17am 
Might be some other mod causing conflict then. Probably another mod which adds structures to the cities. Empire building mod seemed to work properly with the compatibility patch though, when i tested.
Revan111295 15 Jul, 2019 @ 4:05pm 
Which mod no idea but I am basically useing all the mods from the top community picks with compabailty patches.
Revan111295 15 Jul, 2019 @ 3:50pm 
Alright I did some testing and it appers that there might be a mod conflict or a glitch as Building like homestead do not appear in the construction panel.
Griff  [author] 15 Jul, 2019 @ 1:51am 
They aren't class bound, or at least shouldn't be. The elf ranger is renamed as sharpshooter now though.
Revan111295 14 Jul, 2019 @ 6:03pm 
Just a quick question are any of these units class bound? For example I can't find elf rangers anywhere. (High Elf Necromancer Leader)
Griff  [author] 31 May, 2019 @ 5:49am 
You should use the New arsenal for Empire building mod compatibility patch if you going to use both mods at once (see description). I just tested with those, and seems i was able to build behemoths.
Not sure if those other mods could cause conflicts, not too familiar with them.
tor_makir 30 May, 2019 @ 9:06pm 
@Griffith

I also have improved garrisons.
tor_makir 30 May, 2019 @ 9:05pm 
@Griffith

Empire Building Mod. Stronger Defenses. Bigger Regiments. Expanded Forge. Tech Tree. Purify Mana Node.

and a slew of other minor ones.
Griff  [author] 30 May, 2019 @ 6:09pm 
@tor_makir
Were you using any other mods besides new arsenal?
tor_makir 30 May, 2019 @ 9:05am 
There seems to be a bug. In some games, I cannot build a behemoth lair even though I already have all the building prerequisites.
Griff  [author] 14 May, 2019 @ 1:15pm 
Solo mod as in single player mod, or as only mod? Well, I guess the answer to both questions is yes. :-)
Generic Troglodite 13 May, 2019 @ 6:39am 
does this work as a solo mod
BelovedMonster 2 May, 2019 @ 8:10am 
Hi all. A poll has been launched to rate the 20 best mods of AoW3 as of 2019 and this mod is among them! Please vote for (or against) the selected mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=37
More info on the Steam forum: https://gtm.steamproxy.vip/app/226840/discussions/0/1680315447978004673/
Happy voting :D
HjAa 1 Jan, 2019 @ 11:34am 
Wonderful, thanks! Happy new year! :D
Griff  [author] 28 Dec, 2018 @ 8:26am 
Happy to hear you like it. And thx for the input, could look into those for next update. Which might be soon.. :-)
HjAa 28 Dec, 2018 @ 6:07am 
Dear Griffith, thanks for an amazing mod. I have a small bug to report; the Draconian Aspirant sounds like an eagle when fired upon, rather than the wyvern on which they ride. I think Goblin Blackwings and Frostlings Whitewings have the same issue. Thanks again, really enjoying the content.
Griff  [author] 10 Nov, 2018 @ 1:49pm 
Nah it cant carry anything. Except cannonballs
Horny Gordon 10 Nov, 2018 @ 7:33am 
Is the Air Galleon supposed to carry armies over any terrain? If so, how?
Griff  [author] 7 Oct, 2018 @ 2:58pm 
:-) yeah, I mightve tweaked their damage bit too high. Although spirit protection is common.
Barkoth 12 Sep, 2018 @ 7:08pm 
well the yaka has literally made me never allow a tigran to exist never thought a mod would make me genocidal but the ai loves those yaka gods come second turn having 12 or so star falls pummel ur units is enough for you to just give up and go to another game as the splash is ridiculous. (i miss the Kharagh!)