Age of Wonders III

Age of Wonders III

Recruitment Camps
44 Comments
X-S0LDIER 29 Oct, 2023 @ 2:23pm 
This was a fantastic idea, I had an idea just like this one but I wanted to do this with forts...yours is much better. How did you do this? I know its been years and you may have forgotten. I would appreciate the comment back on how this was done.
CapitaineYolo  [author] 1 Jan, 2022 @ 4:39am 
Glad to hear it ^^
Daverin2112 31 Dec, 2021 @ 5:51pm 
Fantastic news, your approach has worked! Using just humans so far, but I appreciate the approach to it graphically now, looking like a minor city with camps around it.

It is quite compatible... maybe now a little more compatible than you meant, lol. Using New Arsenal, their second T3 building can be built at a camp. It's not practical, and by no means a problem, but I found it funny.
Daverin2112 31 Dec, 2021 @ 2:54pm 
I'll definitely try it out!
CapitaineYolo  [author] 31 Dec, 2021 @ 5:17am 
@Daverin2112 @Haywood Jablome

There you go, let me know if I messed anything up badly ^^
Daverin2112 31 Dec, 2021 @ 2:24am 
Well, I won't hold my breath, buuut it certainly would be awesome!
CapitaineYolo  [author] 31 Dec, 2021 @ 2:16am 
@Daverin2112 Yeah I think even that (adding new buildings) makes it incompatible because my mod adds new buildings aswell. There is a line that lists all the buildings available to cities of every given race and both mods need to edit it in order to add their new buildings to that list. Thats where the conflict lies.

Not much I can do about that immediately, and I wont make compatibility versions with different mods, as splitting the mod just complicates things further. But Im thinking about simplifying this mod even more to improve compatibility - which would mean making it work without editing the builder and without adding new buildings. Dont take this as a promise though ;)
Daverin2112 30 Dec, 2021 @ 5:27pm 
Well, I tried with no other mods that would affect builders, or really basic city structures, and was able to build a camp and recruit, but not build any additional buildings. I totally got how EBM would conflict, but now I can't think of anything that would tamper with those. Unless something like New Arsenal adding buildings to cities can cause issues?
两眼空空 25 Dec, 2021 @ 12:27am 
good
Haywood Jablome 10 Dec, 2021 @ 5:43am 
Hi thanks for creating this mod and it's pretty great until I start running other mods like, for example, Empire Building mod. Not sure if this will make this mod compatible with others if you could make a separate builder named "Recruitment Camp Builder" so it doesn't conflict with other files that's already present.
CapitaineYolo  [author] 8 Dec, 2021 @ 9:21am 
@Daverin interesting thoughts :) Your second point fits my intention. Building camps is a tempo play. They allow you to build the units you want now, either to make a rush happen or quickly recover from a hard defeat. You can use them to fill holes in your army, while your cities provide specialised units (Racial T3s, Class units and units with special effects gained from cleared Resource Sites & Dungeons) The Camps main limitation is unit quality, because they lack the access to those special effects.
CapitaineYolo  [author] 8 Dec, 2021 @ 9:12am 
@themadsandwhich yeah I know that one, nesting cities inside the domain of a metropolis is best paired with the expander tech that gives outposts double production. I love that playstyle (human dnought main) but hate that its not standard (which is understandable since its counterintuitive to deliberately keep your cities small, and a bit of a cheese too :D) So I made this mod to make it possible for any class/race/tech combo to build coherent armies.
Daverin2112 8 Dec, 2021 @ 4:46am 
This fits two particular scenarios:

1. No new settler play. I like to play with a mod that lets a settler work, but impossible to use any after that. So this could bridge a gap between mass cities and one city play that I think would be nifty.

2. Rich rush. You already are getting resources enough to build city upgrades, and have some to spare, but you are focused on city upgrades. Cool, you can still churn out basic troops. I mean, put this way, it's not really balanced, but I figure that isn't the point.
Tiberious69 7 Dec, 2021 @ 8:43pm 
you dont need a mod for easy mass production of low tier units its already in the game its actually the easiest way to cheese the game having one metro with 4 or 5 cities inside . Humans and Orcs abuse this the most its even worse if there warlords or theos
Daverin2112 5 Dec, 2021 @ 12:04pm 
Hate to say it, but I do suspect it conflicts with EBM, which makes sense since it is technically a city. Couldn't upgrade anything related to military, but hilariously could get hospital and EBM market, which means instead this becomes a gold building!
CapitaineYolo  [author] 30 Nov, 2021 @ 9:11am 
Yeah kind of a trick question that one ;)
StormChaser 30 Nov, 2021 @ 8:56am 
Of course I am :) .. mods are the spice of AoW3. Not sure what's conflicting. With all the mods it worked fine before (human theo). Will post if I figure it out
CapitaineYolo  [author] 30 Nov, 2021 @ 7:20am 
Alright I just ran a little test, but found no problems. Are you running other mods @StormChaser?
StormChaser 30 Nov, 2021 @ 1:53am 
@CapitaineYolo strange, now the builder doesn't have the option to build recruitment camps.. again for High Elf Arch Druid
StormChaser 29 Nov, 2021 @ 9:35am 
Great, thanks, I'll let you know if I notice anything else :)
CapitaineYolo  [author] 29 Nov, 2021 @ 8:20am 
@StormChaser Fixed the Issue, it had to do with the Arch Druids Class building
CapitaineYolo  [author] 29 Nov, 2021 @ 8:11am 
@StormChaser Thanks for reporting this, Im looking into it.

@Dragon Yeah that mod definitely conflicts with this one. Both give the Builder new abilities so one will always override the other. Should be easy to solve, but I myself have no experience with the process and since I dont even play AOW3 anymore, I wont dabble with it. Making sure the mod is bug free is a different story, which is why Im taking a look at the issue StormChaser described - But hey maybe you can convince the other mods author :)
Dragon 29 Nov, 2021 @ 7:25am 
there appears to be a mod conflict for I can no longer use the Recruitment Camp, the builder just doesn't have that option anymore. It may be caused by the mod Fortress Additions Addendum, any chance for a patch with that mod?
StormChaser 29 Nov, 2021 @ 1:39am 
Seems like this mod is causing buildings in high elf cities (arch druid at least) to go missing:
- gryphon spire
- guard house, shooting grounds and all additional rank buildings
Basically these building don't show up anymore so you can't build them
litlbummer 28 Oct, 2021 @ 5:03pm 
I did another test, this time it was perfect. Again, I only tried with human to verify the mod works. I am going to try to incorporate your camp into my builders, and with any luck the "Build Everything" will be complete soon and I can add that one also. I don't publish my personal mods, they are just for me, so OP or unbalanced isn't a concern. I tend to make stuff for the "bad guys" also. I used the "League" mod to give baddies the "Heart of ..." so they didn't suffer penalties, etc... That kinda thing makes me feel better about adding them for myself, lol.
litlbummer 28 Oct, 2021 @ 1:09pm 
I will try again later this evening. I actually wanted to mod your mod into another mod I like that also changes builders. "Fortress Additions Addendum" I like the stronghold with the +1 size bigger than the default fortress, plus it carries over if you build a town on top of it. There is also a new mod called "Build Everything" it is like "League of Extraordinary Builders" that was removed some time ago. I would like to mod that one into my builders also.

I have tried modding AoW3 but it is so complicated. I can change existing things, maybe, but I can't make new stuff. I will try it again tonight, but earlier, I only had the base game and dlc's on with this mod so there should have been nothing conflicting. Maybe i'll try restarting my comp, that seems to work for almost everything else.
CapitaineYolo  [author] 28 Oct, 2021 @ 12:50pm 
Ok I just verified with humans too, tried necromancer aswell. Have you tried modding the game too? :)

Maybe verifying your game files in steam helps. Or you can start the game in debug mode, and look for error messages. The game will open a second window which sometimes tells you what is wrong, i.e. an icon is missing or something. That log window will only throw the error message once you have recruited a builder in your game though.

For now thats all I can do ^^
litlbummer 28 Oct, 2021 @ 12:41pm 
I only tried human, I honestly didn't even think of trying the other races. Gawd this game is ridiculous to mod. I can only say human builders didn't have the option.
CapitaineYolo  [author] 28 Oct, 2021 @ 12:22pm 
@litlbummer Weird, which race did you play as? I just checked on my end as the dwarves, found no problems
litlbummer 28 Oct, 2021 @ 11:52am 
With only this mod active "Lay down Recruitment camp" wasn't appearing on builder info panel or in the build option. I thought it would be a great idea to place one of these near a fortress or watchtower to resupply troops quickly.
Dragon 24 Oct, 2021 @ 10:32am 
thats cool, just thought I would let you know
CapitaineYolo  [author] 24 Oct, 2021 @ 10:30am 
@Dragon

1) The minimum distance issue has to be caused by a mod conflict, because it works in isolation.

2) Unfortunately it looks like upgrading from the Brigand Camp map to wooden and stone fortress maps isn't possible, so I chose to disable Walls for Camps. The other option wouldve been to change the map to the regular city map but that feels wrong to me :/
CapitaineYolo  [author] 24 Oct, 2021 @ 10:08am 
Thanks for reporting, I will look into it ^^
Dragon 24 Oct, 2021 @ 9:11am 
So I built stone walls for the recruitment camp, and the battle map only displayed the brigand camp not a stone wall in sight. Also the minimum distance is still 5 and not 3 =(
CapitaineYolo  [author] 10 Oct, 2021 @ 12:47pm 
@NEgative
The Recruitment camps don't work if City Founding has been disabled.
-Thats because they are a form of City
Does the AI capture and raze these?
- They probably treat them like cities, I havent tested it though
NEgative 6 Oct, 2021 @ 3:02am 
The Recruitment camps don't work if City Founding has been disabled.
NEgative 6 Oct, 2021 @ 1:19am 
Does the AI capture and raze these?
CapitaineYolo  [author] 2 Oct, 2021 @ 3:01am 
Taking a look at any builder and checking whether he has the new ability "Lay down Camp" is the easiest way to see whether the mod is active or not.
CapitaineYolo  [author] 2 Oct, 2021 @ 3:00am 
The builder Unit can now build camps. Take a look at the first picture up top and you'll see. If you dont see that option right away, it's because the builder now has 5 abilities, but there's only space for 4 icons. Press the arrow to the right and it will show up. Hope that helps.
-=Darnok=- 1 Oct, 2021 @ 9:47pm 
Hmmm i tested it with Chivalrous Intentions, i think it didnt work. Or do i need realy huge city to be able to build the camps? At least the option of building camp doesnt show up yet in my slow games.
CapitaineYolo  [author] 1 Oct, 2021 @ 11:28am 
I doubt it. I have to edit the builder unit to give it the ability to found a camp.
Necroburn 1 Oct, 2021 @ 11:27am 
not compatible with league of extraordinary builders I presume?
CapitaineYolo  [author] 28 Sep, 2021 @ 2:28am 
I havent tested that, but it should. The only unit I changed is the Builder. Every Unit that can be built from the builders hall, barracks or warhall can be built in camps too. Some Units like irregulars and the battering ram also dont have any requirements, those should be buildable too.
-=Darnok=- 27 Sep, 2021 @ 10:12am 
does it work with unnit mods? :P