Age of Wonders III

Age of Wonders III

Chivalrous Intentions
1,983 Comments
That Human  [author] 18 Jul @ 8:01am 
@orog58
The Necropolis building paths are quite the labyrinth but I can recall you needed the Haunted Vault first. When hovering your mouse over the Haunted Vault building option it should be listed there as well as it's requirements.
orog58 18 Jul @ 6:53am 
Hi, I'm trying to figure out how to make a spectre. In your list it says graves of the damned, but I can't figure out what that is! haha, sorry can you help?
Vacuumrider 14 Jul @ 4:00am 
@That Human
Thank you for listening and for your reactivity !
That Human  [author] 12 Jul @ 6:43pm 
@Vacuumrider
Update released. As I looked at the unit some stats had to be reduced drastically. I believe last time I did any balance changes to it was 5 years ago which really speaks volumes to how important feedback is! Thank you!

The exact changes are in the notes (found below the mod header). While damage was kept, it's defenses and resistance has been significantly reduced.
Vacuumrider 12 Jul @ 7:29am 
Some build have no answer against dancing blades.With good damage, very good defense, Tireless, Overwhelm, Martial Arts and First Strike they simply destroy most close combat units for a fraction of the price, but still they have Reinforced, are immune to 2 elements and very resistant to 2 others. Gargoyle for exemple are countered by physical damage and pikemen and are T3. Sure, DB have low hp and Cannot regenerate but are easily heal by supports.
If DB stay cheap and accessible, maybe they could have -1 in damage and defense, and a weakness to shock. But more importantly, I think Martial Arts an First Strike are skills for swordmasters, not mindless automated objects. They could have Overwhelm and/or Bleeding Wounds has promotion.
That Human  [author] 11 Jul @ 2:19pm 
@Vacuumrider
I agree Arboreal should get Forestry, they did not have that since I wanted to emphasize them being slow but it also makes sense they would know the shortcuts. I will add that to the next update since the Treeman has it by default (applied by being a Fey unit).

Dancing Swords can be tough but they can also be killed quickly depending if you can field a good counter, same with the Gargoyles and other unconventional units. Of course, if you can give me strong statistics and ideas for changes backed up by said statistics I am glad to look into it!
Vacuumrider 11 Jul @ 10:25am 
Thank you for your work. Just wanna say you forgot "forestry" on the Draconian Arboreal. I also think the dancing sword is far to OP. Still the best mod out there.
rizzoyuen 8 Jul @ 11:09pm 
@That Human
Thank you, it is a beautiful unit.
That Human  [author] 7 Jul @ 6:11am 
@rizzoyuen
It's from Chivalrous Additions: Wasteland.
You need the Menhir of Fire before you can build the additional building that produces them.
rizzoyuen 6 Jul @ 11:41pm 
@That Human
May i know how to recruit "Forge Giant" ?
Is it from you ?
That Human  [author] 28 Jun @ 8:54pm 
@Haywood Jablome
Currently you get the Intrepid Airship/Skyhaunt if you build a palace and has the Advanced Logistics research. I have had ideas in the past but if I ever do such a thing it will be in Additions: Wasteland due to the 100mb steam limit. The main problem that arises with siege engines is that you want to avoid a situation where fielding only or almost only them outside of playing dreadnought becomes a viable strategy to counter certain classes such as theocrats and necromancers.
There is also the Saker secret unit if you have a Mariner's Guild (which I am considering changing the model of at some point).

We have some ideas for the mysterious new playable race we are cooking up however! ;3
Haywood Jablome 28 Jun @ 1:19pm 
Thanks for being committed to the modding community for this game and adding more content after all these years. Will you be adding one or two siege specific units to each race? The vanilla trebuchets and rams are available to everyone. They're really boring to use and would like to see what you can cook up.
avenger711 27 Jun @ 11:11am 
Treeman? From AoW SM? That's interesting.
There was giant muchroom in uPatch 1.4 for SM. It moved VERY slow but had serious long range attack.
willlfrog 27 Jun @ 8:33am 
sweet, will try them out !!!
That Human  [author] 27 Jun @ 8:22am 
New update is here! Includes two new units, one for human and one for high elf archdruids. These units replace their previous unique T3s which are now encountered through summoning, evolving or in the wild.

While I had long considered both these units I was wondering if the mod size would bloat beyond the steam limit once I get to the Karagh (if that ever happens) but thankfully that is not the case and the mod increased by only 1!

The main reason is also that they feel more flavorful and above all, play in a much more interesting way as I felt the crab was sort of redudant in it's "big tanky thing" role and the white griffin it's "first striking flyer" role for their respective races which is already covered by their default T3. The crab also felt sort of random for many and looked out of place when spammed from a desert city!

Hope you enjoy!
That Human  [author] 26 Jun @ 7:08pm 
New update releasing very soon with new content! Stay tuned!
That Human  [author] 25 Jun @ 7:11pm 
@ReverseRaven
Maybe, now that I look at it. It was replaced with the Frostfire Artillery.
ReverseRaven 25 Jun @ 5:10pm 
Maybe he means the Warwolf? The old Frostling Dreadnought T4 iirc
That Human  [author] 16 Jun @ 11:46pm 
@Yoinkyz
There were never any werewolves in the mod.
Yoinkyz 16 Jun @ 3:25pm 
why was the warewolf removed?
That Human  [author] 3 Jun @ 7:56pm 
@Joop
It cannot be applied onto attacks that does not have shock damage by default.
Joop 3 Jun @ 8:47am 
The high elf ranged bonus
That Human  [author] 3 Jun @ 1:38am 
@Joop
What +1 shock damage are you referring to?
Joop 31 May @ 8:50am 
Thank you That Human.
Also is it a bug that the tier 3 High elf noble archer- does not get the +1 shock dmg?
That Human  [author] 30 May @ 7:50pm 
@Joop
There is a complete unit list thread for more details above! The priest can only be produced by Theocrats but rewarded or be given as a starting unit by all classes (a half-class unit if you will). You can also see this if you filter classes in the Tome of Wonders (though the tome is very limited in it's information on building links and such so be aware of that).

With "tin" I meant it's in the building descriptions.
Joop 30 May @ 5:25pm 
High elf storm priest*
Joop 30 May @ 5:25pm 
How can i produce the high elf tier 2 priest with healing?
Joop 30 May @ 5:24pm 
I don't know how to tag you on steam, pardon.
How do i know what upgrade i need for the buildings to unlock?
Also what do you mean with tin?
That Human  [author] 30 May @ 2:11pm 
@Joop
You mean the three buildings it unlocks? You are the wrong class. It says so on the tin.
Joop 30 May @ 1:38pm 
Hi, I think the mod is broken?
After building the Noble court for High elves, the other building don't show up?
Ostrich-Hungry 17 Apr @ 9:54pm 
I'm so surprised to be this updated. amazing
That Human  [author] 27 Mar @ 1:26pm 
@Zarathrustra
I think you are in a better position to mod 4 than I am. Good luck!
Zarathustra 27 Mar @ 10:38am 
Could the maker(s) of this mod take a look at the 'Unit Lore and Miscellany" workshop mod for Age of Wonders 4? It needs updating and ideally new descriptions for the new dlc units added. I only ask because the original creator hasn't updated in a long time and is allowing others to do it for them, but I have no idea how to mod lol.
That Human  [author] 19 Mar @ 9:20pm 
@Malarkey
It looks good, the thing is though that I copy mine over from a text document since when I upload it onto steam, the editor breaks the description when you open up the file so it needs to be remade every time I upload so I cannot use bold letters, etc.

I commend the effort however! I may consider it once I feel truly "done" (which likely involved the enigmatic "Karagh update", whenever that will be).
That Human  [author] 18 Mar @ 8:20pm 
@Malarkey
It should work. Frequency and when Cosmic Events show up is separated from the events themselves, which are originally split into early, mid and late game with events being able to appear in more than one of these. Unless any of these are removed (which is very unlikely) it should work as before.
That Human  [author] 17 Mar @ 10:30pm 
@Pyresryke

Thank you!
Pyresryke 17 Mar @ 10:25pm 
The fact that this insane and amazing mod is still being updated is truly awesome. Thank you for adding so much to an already great game.
That Human  [author] 16 Mar @ 1:18am 
@Malarkey
This is a bug in the vanilla game that is most often encountered in the hero levelup screen. You can also find it often in the Tome of Wonders if the list is long enough. Unfortunately this bug can appear everywhere in the game a scroll wheel is present. It is however only a visual bug so nothing to worry about.

Happy to hear you are enjoying it! We are working on a few new projects which I hope to get done this year!
That Human  [author] 15 Mar @ 10:00pm 
@Yes as it is not a class unit and not thus not a Musketeer subtype. It was done for balance reasons as otherwise humans would have a huge advantage as Dreadnought.
That Human  [author] 9 Mar @ 12:14am 
I have improved the T3 building description to now explain when the T4 buildings are available since few bother to read the T4 building description.
That Human  [author] 11 Feb @ 4:09am 
@Lord Cornwall
Necromancers benefit heavily from ghouling in late game and does not rely much on producing their own T4s.
Lord Cornwall 10 Feb @ 7:59pm 
Hello, it seems there are no tier 4 units for the Necromancer to produce other than summoning Dread Reapers. Am I assuming that this intentional? If so, it makes it very difficult to compete in the late game with other classes who can produce tier 4 units straight from cities, especially Theocrats and Dreaadnoughts. Is there another add-on that we could use to change this?
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.
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.
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?
That Human  [author] 19 Dec, 2024 @ 2:40am 
@Jorde
You need to be more specific than that. I cannot solve any issue without the problem being pinpointed. Crashes can occur even in vanilla gameplay so you have to be able to tell me exactly what the issue is.

The mod runs very smoothly at the moment and reported crash issues have had to do with other mods causing problems, mainly ancient half-finished ones with internal problems.