Age of Wonders III

Age of Wonders III

Scaarion's Expanded Classes
56 Comments
Dragon 21 Dec, 2022 @ 9:49am 
is this mod going to be finished?
Okami 1 Sep, 2021 @ 1:01am 
Are there any updates planned?
[W] Simba 23 May, 2021 @ 4:44pm 
hey, I just wanted to report a bug (I guess its a bug, otherwise it wouldn't make sense), the spell raise militia (from warlord class, vanilla) is not working correctly when i have your mod active. I just disabled the mod and it worked fine, im guessing it has something to do with the extra tier I irregulars added, but of course i dont have any knowledge with modding much less programming. So I was hoping you could fix it. Maybe add a spell that has the same effect but is mod compatible if there aren't any other options, I just wanna be able to use both the spell and the mod.
scottkbeers 22 May, 2021 @ 7:24am 
This mod sounds amazing but like @Tony has said this mod is really unstable and is crash happy.
scottkbeers 22 May, 2021 @ 5:54am 
This mod along with Chivalrous intentions and 3 music mods is all im usen and if I have this one activated it barf crashes like crazy.Lets me usually create game but soon as I go from turn 1 to turn 2 it crashes back to desk top.
Okami 10 May, 2021 @ 11:18am 
Im using the same mods you mentioned, i haven´t crashed once.. weird.
Tony 5 May, 2021 @ 11:43pm 
I like the mod (the units are really cool), but I'm having crashes with it enabled. I have a lot of other mods, so I'm assuming it's a mod conflict of some sort. I typically use the Premium Class mods from (oops, forgot to look up the name). But I tried this and disabled those mods and it kept crashing randomly. I disabled this mod and enabled the others and no more crashes. I am using Empire Building mod (with the conversion addon) and Chivalrous Intentions along with the Hero Development mod. I don't have any racial addons. I have a lot of minor mods that edit specific spells or add smells. I was a bit surprised I was getting crashes with this mod enabled, because I didn't have any other class mods enabled as I disabled the only class mods I was using. I've always used Chivalrous Intentions with those other mods and haven't had an issue... so not sure what's causing it. Just wanted to post in case others might have seen a similar issue.
Okami 1 May, 2021 @ 4:36pm 
Also can't build Wingpiercers.
Hope you are doing awesome!
adaszynski 20 Apr, 2021 @ 9:07am 
Great mod, but i need to put on the line few things that at liest for me are to OP. Firstly both Tempest Archers and Human Paladin are too much. In terms of attack power and stats this is madness. AI plays them in great numbers and lack in other units from Chivalrous. I don,t mind but normally it's more natural If AI plays other units as well, like III tier cavalry. Also Orc War Chief have 200 HP on Gold in contrast to dragons who usually has to 140 is to much.I like demigods but in terms of balance by sheer HP better will fit Tier V if u ever gonna make it. If so i would be grateful and u makes me happy. At last ,is Dwiggs mod gonna be compatible with your work? Please let me know if u're able to. I cannot wait for next update. Be well
Okami 2 Apr, 2021 @ 12:58pm 
Hello! had another game and i wans't able to build your new buildings.
Also, Tempest Archer (tier IV elf) gets Seeker at Veteran level. However they still get the 50% nerf from line of sight.
Hope you are doing great and keep up the good work!
Dunadd 29 Mar, 2021 @ 7:22pm 
@Jaminsky325 I have all the DLCs too. But I do have a lot of other mods installed, so possible it's mod conflicts, and that for some reason the 5th March update (and/or updating my other mods) made those conflicts worse. I can play my random map game still, but none of the buildings from this mod are available to build, and only some of the units from this mod.
jaminsky325 21 Mar, 2021 @ 12:54pm 
Kani-Naru, I'm playing a random scenario with your mod and Empire Building mod (and Chiv. Intentions and some others) and am having no problems. On the other hand, I do have all the DLCs as you originally required, if that makes any difference.
Dunadd 18 Mar, 2021 @ 6:05pm 
Please don't apologise - thank you for all your work in making this and all the updating work too. Even with only some units available in my current game, it adds a lot more variety to the game.
Kani_Naru  [author] 18 Mar, 2021 @ 6:03pm 
Alright, that answers where my mod's breakdown is! Thank you! All of the units you can recruit are from the base structures, and the variant structures I attempted to implement didn't take. I'll take a bit to correct this, and update the mod. Feel free to finish your game, I'll also be trying to get Dwarf Icons in the very near future.

Thank you for your feedback, and I'm sorry things are moving slow, right now. Thank you for your patience!

As per having two versions of the mod, I'm attempting to avoid that and avoid conflicts with other mods. If mine is conflicting with empire building for my structures after this update, I'll have to see what I can do to remedy this.
Dunadd 18 Mar, 2021 @ 4:01pm 
With dwarf cities I can recruit some of your mod's units from the Siege workshop (Gatebreakers, sappers, Hailbows, Eisenritters) and from the Masters Guild (Spitfires, Foremen), and from the Pool Of the Firstborn (Giantslayers, Firstborn Sages, Gildenmeisters, Gildengarde, Steelborn Stormbolters, Arbalestiers, Warwagon ). Also get half a dozen of your units showing up as recruitable from building Arcane Item forge in dwarf cities (Gatecrashers, Scale Renders etc). But only unit i get from a temple are forge priests and no dwarf storm priests. And Grand Palace only brings up an Empire building Dwarf Patriarch (could be a conflict with Empire building mod there though).

I don't see any of your structures buildable in any race's cities (but I never did even before)
Dunadd 18 Mar, 2021 @ 3:45pm 
No problems and sorry if it came across as a complaint - meant more "if you have time, and you want to, would you consider uploading a second version (i.e there'd be two versions of your mod on steam , one for people who don't have the expansions and one for people who do.) But maybe your fix is better. Hope your family are ok? - I understand real life is more important.

I can build militia, and samurai style swordsmen from barracks and war hall.From a gryphon spire, winged hussars, razorwinds, and irregulars with javelins and nets. I can build Tempest Archers and some others w/ a Grand Palace. But not sentries, (used to be from stone wall) or sentry scouts (used to be from masters' guild). And can't build Arcane Archers or Archmages (used to be through great temple) - though i still sometimes get some as starting units.

tbh I'm just going to war in a random map so likely won't try updating until after i've finished it, as it'd likely break that game
Kani_Naru  [author] 18 Mar, 2021 @ 10:06am 
Alright, I hear you loud and clear. My apologies for the delay on a response, my family has had some medical issues and I stepped away from the mod for a short while. So, it shouldn't require chivalrous intentions any longer, nor the Deluxe Edition expansion, but does still require the normal expansions for frozen lords and #2 (forget its name and I've been up all night with a 2 year old having nightmares & 101 fever)

What elven units are you unable to build? Also, are you able to build the structures that come from this mod? I've been moving over several units from the master's guild to the custom buildings I am designing.

As for your dwarves, were there any problems you could see with their units?

The storm matron thing is something I noticed before I had to step back, and something I still have a note to fix, but thank you for reporting it, none the less. I just need to remove the "allow extra effects" entry from the buff spells.
Dunadd 12 Mar, 2021 @ 6:28pm 
High elf storm matron electrifies friendly units when it buffs them
Dunadd 12 Mar, 2021 @ 3:31pm 
Now I got a dwarf city when playing as an elf druid lord, maybe there's also a problem specific to elves, because the dwarf Masters' Guild does unlock units, but the elf one doesn't.
Dunadd 10 Mar, 2021 @ 5:46pm 
I noticed this requires Chivalrous Intentions. Before your last update I could recruit all units from this mod except class building ones. Now can't recruit any except ones from main barracks building chain and from the Grand Palace. All the rest are gone. I've tried uninstalling Empire Building mod and all mods that require it. Still the same.

I think when you changed it to make it work for people without the expansions, it now no longer works for people who do have the expansions.
Kani_Naru  [author] 7 Mar, 2021 @ 11:07am 
@Tamezz Oh, I'm sorry. I will adjust for that, I didn't realize that Stone Wall would invalidate the wooden wall. I can change up the requirements in the near future.

@warriorandtoaster Actually, the creator of Chivalrous Intentions already pointed that out to me ^^; As well as the fact that I had originally listed them as "Dwarven" or "Elven" or "Orcish". It is on the agenda to fix, eventually, but I have been admittedly focusing on the more fun tasks for the time being.
Tamezz 7 Mar, 2021 @ 10:40am 
@Kani_Naru I found out what the problem was, the Tower building shows up only if you have (Observatory+Wooden Wall+WarrHall), the problem is i had a stone wall and the mod didnt register it as the right type of wall, so i had to sell the stone wall and rebuild the wooden one so that i get the Tower, and it worked that way. :D
I love the mod btw, i just won my first game on Emperor diff :D
warriorandtoaster 7 Mar, 2021 @ 12:11am 
This suggestion might suck this far in but you may want to rename your added units to use singular nouns because both the base game and Chivalrous Intentions use the singular form for units while your units use plural, just for conformity.
Kani_Naru  [author] 6 Mar, 2021 @ 5:05pm 
Also, due to not having custom icons for elves finished, yet, it has been rather easy to overlook some of the units in building rosters. I am working towards addressing this, but it will take a while (juggling 3 kiddos, work, and mod making and all that funness)
Kani_Naru  [author] 6 Mar, 2021 @ 5:03pm 
It is, and it should be available when you build a signal tower in your settlement. If they are unable to be built with that and the war hall, then I will gladly double check the mod. If you are, for whatever reason, unable to build the signal tower, please let me know. I haven't had any complications on my end, but will be happy to address any brought to my attention.
Tamezz 6 Mar, 2021 @ 4:34pm 
@Kani_Naru Hmm i got a question, i just wanted to ask is the unit "High Elf Wingpiercer" from this mod? If yes, what do i need to build it? :D
Cuz i had that unit last time when i started the game but i built almost all range buildings and it didnt show up in the Unit building tab, if you know something about this one just leave a comment. :D
Btw i like the mod. ^^
Kani_Naru  [author] 5 Mar, 2021 @ 3:09pm 
Alright! So, I wound up doing a much larger overhaul than initially expected, but now I have human icons in place, the first line of new structures for all cities implemented, and you should be able to build tempest archers, now. I had a mislink of information for empire requirements on them, my apologies.

Anywho! Welcome to version 1.0!
Kani_Naru  [author] 5 Mar, 2021 @ 10:49am 
@Okami I'm not sure why that happened to you, I'm uploading an update within the hour, let me do a quick play test and see if I did something dumb.

Were you playing necromancer?

As per the winged Hussar, I can definitely do that! That would make plenty sense for them, and I will be more than happy to buff the winged hussar with some lightning goodness. I'll do that before this update, as well!

I did feel they were a bit underpowered and was playing with options, already, I like your suggestions, everyone! Let me make my fixes and I'll post the update within one hour's time.
Okami 5 Mar, 2021 @ 7:17am 
For some reason i can't build the Tempest Archer, i've built every building and research everything (playing archdruid) and i cant see it. Idk what i'm missing.

On a side note, i feel like the Winged Hussar could use a buff. Only having 11 ranged strength is pretty meh.. considering you have tier 3 archer's like the Arcane one or the one in Chivalrous Intentions (Noble archer) with 14 ranged strength at base. Maybe giving it a +4/+5 lighting damage could be better for it since i've always wanted a proper archer on a gryphon i think it should have proper numbers.
Also, i enjoyed using the repeating crossbows, never imagined elves with them, but they are cool (still prefer bow/compoundBow)

Anyway, hope its useful and i dont sound like a douche. Thanks for the mod it has rekindled my love for playing the game.
Kani_Naru  [author] 4 Mar, 2021 @ 11:30pm 
Hmmm, well, I don't want to remove it from the Seekers, specifically, but the Imperial Archers and some of the elven units, sure. I haven't even started working on hero abilities, quite yet, as I'm still focusing on the racial army units. Also, Human icons will be up after the sun is up. I just did some testing and icon production. I'm a little torn on some of them, because I had multiple good angles and poses turn out from the designs I did for them.
Dunadd 4 Mar, 2021 @ 9:58pm 
How about removing the seeker ability from the archer units you've given it, and instead give Druids an Empire Upgrade they can research, which gives all archer units Seeker? It'd make druids a bit more viable in PVP games and fit with their focus on archery and support units.
clone331 3 Mar, 2021 @ 3:42pm 
THx for all the great, hard work!
Kani_Naru  [author] 3 Mar, 2021 @ 2:03pm 
After significant trial and error, editing, and design work, I now have ability icons input. I will be working on unit icons, next, as well as finishing the description text for elf units. After that, it's on to goblins.

I have uploaded the png version of the icons set (including measurement boundaries for aesthetic quality) for abilities being introduced to units from this mod. They are sorted, and I will be more than happy to discuss any and all abilities of interest.
Kani_Naru  [author] 1 Mar, 2021 @ 8:33pm 
That is entirely fair. Thankfully, I haven't implemented any of the avatar hero spells, yet.
However, please feel free to give it a whirl. I'm still working on icon thingies, I literally just got the first wave of them working. My apologies for the delays, but I will have another new update this week.
Dunadd 1 Mar, 2021 @ 2:51pm 
Sounds interesting and thanks for all your work in making this. From the description my only criticism would be that Lay Traps sounds pretty OP for a Tier I spell.
Kani_Naru  [author] 1 Mar, 2021 @ 11:36am 
SPLENDID NEWS, EVERYONE!
I have managed to remove the dependencies of the Deluxe edition DLC and all other mods!

Further, I have implemented the first wave of icons: Ability Icons for the abilities I have already made.

Check the change notes for more details!
Kani_Naru  [author] 27 Feb, 2021 @ 11:51pm 
I didn't realize that the variety mod was required by virtue of having downloaded it... My apologies, I didn't use any assets from that mod, but it's the variety mod that reskinned class units. I will find a link and provide it until I can fix and remove that mod from my list of requirements.
Lukiwarble 27 Feb, 2021 @ 1:34pm 
"missing package: VIRIETYMOD"
Kani_Naru  [author] 24 Feb, 2021 @ 11:48pm 
@Goatmaster 3000
So, I looked into it. Apparently, the deluxe edition DLC features not only the new map, but several texture updates to various units. Unfortunately, I'm using some of them for this mod. I am so sorry, had I known before designing this mod I might have been able to avert it, entirely. However, I will look for a solution and try to make this mod more accessible.
Kani_Naru  [author] 24 Feb, 2021 @ 6:03pm 
I'm still considering the unit descriptions for most of the elves, but I am happy with their base stat lines. Right now, I'm making a push for some fixes and working towards getting some custom icons. I'm starting on ability icons, since they seem overall easier.
Okami 24 Feb, 2021 @ 5:47pm 
Hail the ELFNESS!
Kani_Naru  [author] 20 Feb, 2021 @ 10:52pm 
I will do my best to remove it as I would much rather see more people able to enjoy my mod. I'm not certain what I would need to do, but I will let you know what I find out.
Goatmaster3000 20 Feb, 2021 @ 2:09pm 
I went and checked, and it does throw the error message for requiring the dlc, preventing the game from launching. I'm not a modder so I can't say whether removing that requirement would break anything.
Kani_Naru  [author] 20 Feb, 2021 @ 11:28am 
@Goatmaster3000
I don't know if it requires it, I just play with the Deluxe Edition and have not tested it without. If it doesn't work for any reason, let me know, and I will make adjustments appropriately.
Goatmaster3000 20 Feb, 2021 @ 5:22am 
Nice to see the game still getting mods. I got to ask, does this actually require the deluxe edition dlc? Doesn't that one just add one scenario or something?
Kani_Naru  [author] 19 Feb, 2021 @ 2:35pm 
@Okami
Actually, gryphon archers were already on my to do list! Thank you very much!
Now I just need to get them with some solid icons.
Also, Elves should be out in this upcoming week. I've mostly been spearheading all the abilities I intended on adding.
Okami 19 Feb, 2021 @ 3:20am 
This mod looks amazing so far! cant wait for Elves (if i may.. i suggest a gryphon archer). Keep up the good work! :steamthumbsup:
Kani_Naru  [author] 15 Feb, 2021 @ 2:57pm 
It certainly has so far. My apologies for the lacking advances thusfar, but I am striving to improve. Within the next hour or so, I will be uploading an update, formatting some patchnotes, and hopefully these orc units will work well for everyone.

Does anyone have a recommendation for software to make new unit icons/portraits? I would love to start getting the custom unit and ability visuals in, and start getting some actual portraits for the mod page.
super7122 15 Feb, 2021 @ 12:17pm 
Age of wonders 3 forum has an entire guide on modding, this is what I used when I developed my first mod for age of wonders 3. Hope that helps
Kani_Naru  [author] 14 Feb, 2021 @ 11:36am 
@avenger711
I am incredibly new to this. I am sorry for my shortcomings in this department, and know that their mod is. I am trying, and would love to meet these demands. However, I am still learning how to even do so. If there are any helpful resources that would assist me in doing so, I would be very inclined to use them.

Right now, my focus with this mod is getting it to a state of balance, consistency in play experience, and filling out my desired racial units & abilities. I'm about a third of the way through Orcish unit concepts, presently.

I have no experience with blender prior to this, and have not even made a fully custom unit model yet as a result. However, I am going through their tutorial processes to learn how to properly use the software so that I can remedy this shortcoming while also working on my proof of concepts.

In any case, I appreciate all of the feedback, and am very grateful to see the activity in this community!