Age of Wonders 4

Age of Wonders 4

(AP Update) Champion Culture Units
115 Comments
Grathocke 3 Sep @ 10:03am 
@Blackdeath Thanks for the clarification.
Blackdeath  [author] 3 Sep @ 12:01am 
@Grathocke This unit evolves, but requires tower hall level 3. Also, I did not change this unit, the game developers themselves added evolution to it. Read the passive skills for t2 defenders.
Grathocke 2 Sep @ 7:12pm 
@Blackdeath I'm playing as Feudal. I've noticed that T2 defenders don't evolve. I think there might have been some other units as well, I just don't recall right now.
TesLife 29 Aug @ 1:09pm 
I love the idea, always wanted some higher rank archars/MAGELOCKS. However mod messes up some starting units, Reavers getting extra t1 shield unit. Also units are auto evolving even without requiring level of town. Combined, its just too easy.
Myshkin 16 Aug @ 10:32am 
@EonLance +1
Blackdeath  [author] 16 Aug @ 12:18am 
Ty. I have some problems with architect affinity damage plugins, but i think i can do that if you want.
EonLance 15 Aug @ 10:29pm 
Love this mod, Huge fan of evolving armies. I was wondering if you might consider a small change to the skirmisher unit with the pistol instead being sword and cross bow for the Architects not a huge deal just a little immersion breaking having all factions with guns.
Myshkin 15 Aug @ 9:58am 
This mod is VERY good. Don't judge by the silly rating.
Matenkai 14 Aug @ 4:09pm 
its fine was just commenting in-case someone ran into the invisible issue
Blackdeath  [author] 14 Aug @ 3:11pm 
@Matenkai Judging by the comments Nymph Descendants basically conflicts with a large number of mods. I will try to install this mod and change the lumberjack so that he is displayed, but it is not a fact that it will work.
Matenkai 14 Aug @ 9:34am 
idk if you are aware of this but it seems the mod Nymph Descendants is not compatible it makes atleast architect T1 lumberjack invisible. just a heads up for others wanting to use both mods
i am pro at total war 14 Aug @ 8:03am 
microbicwalnut even feudal gets tier 4 units in vanilla being the aspiring knight evolving into the tier 4 knight. getting tier 4 units in this mod are easy or hard depending on how aggressive of a player you are.
MicrobicWalnut 14 Aug @ 7:35am 
Awesome mod, I love the concept of T1 and T2 units evolving. I always feel the need to tech up quickly and sprint straight towards T3 units, and this mod helps to solve that issue.

One thing that is killing it for me though is how easily this allows us to get T4 units. T4 units don't usually come until much later in the game because cultures do not normally provide any by default, so you need to invest heavily into tomes. This mod seems to make every T2 unit evolve into a T4, which provides a very large power spike.

I would suggest capping the evolutions to T3, regardless of whether the unit started as T1 or T2. It would still be enough to make me want to invest in my lower tier troops, without making me super overpowered.

Keep up the good work!
Blackdeath  [author] 14 Aug @ 6:27am 
Done, additional modules for architects have been added. Please click on the mod rating, the mod is unfairly rated low. Due to the small number of ratings, 1 bad rating spoils the entire average score
Blackdeath  [author] 13 Aug @ 1:33am 
the process went much slower than i expected at the beginning. Additional effects and plugins for damage for each affinity take a lot of time. Additional units will be added this week, but you will have to wait.
Blackdeath  [author] 10 Aug @ 10:13pm 
At first I thought of doing it this way, but then I decided that there was little point in it, it was necessary to initially make a separate mod for each addon, and here it will be easier to expand this mod. All addons in this mod are mixed in any case and are needed for work.
i am pro at total war 10 Aug @ 12:05pm 
okay just to clarify this mod will stay as is but archon prophecy units and evolutions for them will have its own seperate mod?
Blackdeath  [author] 10 Aug @ 7:35am 
On the day of release I will go through the existing mods and fix those that are broken. Then I will make a separate mod with evolution for the new culture (CCU archon prophercy module or something like this) , then in the update to new mod I will add 3 new units, similarly with other cultures.
i am pro at total war 9 Aug @ 7:54pm 
just curious if you plan to make champion units for archon prophecy when it releases?
Blackdeath  [author] 30 Jun @ 8:03pm 
Blackdeath [создатель] 2 июн в 10:48
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)

skaz88 1 июн в 23:29
I've been meaning to ask, why does the Animist lose optional mounted when he evolves?
Blackdeath  [author] 30 Jun @ 8:02pm 
Hi, I know about the problem, this passive is disabled because it causes animation problems that I couldn't solve. The problem is in the script of this passive itself, unfortunately I can't fix it myself, I'm not so good at writing scripts that I can't find it in the game files and rewrite it taking into account the new units.
Superbeast 30 Jun @ 11:12am 
Hi, Love this mod, but would you be able to make a small change to some units when they evolve?
I have noticed in a recent Oathsworn play through that units that have the optional cavalry trait loose that trait when they evolve. Most notably in this run the Vowkeeper and the Honor Blade, I was trying to get an army of all mounted troops and when these two units evolved into their champion version they no longer had mounts nor the cavalry trait. I have the Elephants mount form trait so those evolved units should have kept the cavalry unit trait.

There may be other units that this happens too and I haven't note them all but I did notice it specifically as this was a themed play through
skaz88 7 Jun @ 10:56am 
You don't have to if you don't want to. I just really like the units
Blackdeath  [author] 6 Jun @ 7:41pm 
Yes, I understand you. It is not surprising that they do not do it. T1 and T2 units do not play and you get rid of them by the 30-40th turn in favor of T3. I do not know if it is worth bothering, I do not promise yet, maybe I will do it
skaz88 6 Jun @ 12:21pm 
I'm sorry, what I was trying to say was that it would be nice to have just the new units themselves as a separate mod, no evolving or anything because there really aren't a lot of mods that add tier 1 and 2 units. I hope that's more clear.
skaz88 5 Jun @ 9:58pm 
Oh I meant without evolving.
Blackdeath  [author] 5 Jun @ 9:06pm 
If you put them in a separate mod, then they will be the only ones who will evolve, and the standard units will not, in my opinion, this is bad from the point of view of balance. On the other hand, it takes a very long time and does not give anything new, useless work is not clear for what
skaz88 5 Jun @ 8:56pm 
I really like the new units. I kind of wish that the new units themselves were available as a separate mod since there really aren't a lot of mods that add tier 1 and 2 units to the game. I understand if you don't want to do that though.
Blackdeath  [author] 1 Jun @ 5:48pm 
When changing the type to cavalry, the animation breaks for a number of units (the scout animation is used), and no matter how hard I try and set up the correct animation, nothing works. The maximum that happened was that half of the squad had animation working and half did not (according to the same principle, armor for horses is now issued for champion units). It's about the script of the most passive skill of the outstanding mount, I do not know how to fix it. I had to turn off the passive skill for some of the units that have this problem (mostly dlc units, the situation is very bad for outhsworn, there are many such units)
skaz88 1 Jun @ 6:29am 
I've been meaning to ask, why does the Animist lose optional mounted when he evolves?
Mithy 27 May @ 9:06pm 
good mod, love the variety, minor clipping issues but still a good mod
Blackdeath  [author] 16 Apr @ 5:47pm 
Ty
Matenkai 16 Apr @ 9:09am 
just wanted to let you know great job! i really like the feudal battle mages.
Blackdeath  [author] 10 Apr @ 6:09am 
Yes, here you will need to do everything anew, using only those abilities and outfits available only in this DLC on units. Plus you will have to make submods that load packages depending on the open DLC, it is very long and difficult. It is easier for you to find the game on torrents, it does not have denuvo. Of course, I am against piracy, but it is easier this way
Nutwit 10 Apr @ 3:30am 
Alright, thanks for the info. Just as a theoretical question, would it be a lot of work to split champion units by culture as separate mods?
Blackdeath  [author] 10 Apr @ 1:18am 
No, without all the DLC the game will crash. I didn't think about it at first when I was making it and mixed a lot of DLC into a bunch.
Nutwit 9 Apr @ 10:10pm 
Hi, can I use this mod if I have only some of the DLC that have been listed as requirements?
Icy K 7 Apr @ 9:15am 
Okey , Have a good day :)
Blackdeath  [author] 6 Apr @ 5:58pm 
It can be done, but why should I do it? I've been making these custom units for over a month, and in any case, I won't delete them. You can remove those units yourself that you don't like. They are all in the same package - champion culture units.rpk all standard units are in other packages.
Icy K 6 Apr @ 3:23pm 
Question : is there a way to get this mod without the new units for the cultures only the champions ??
Blackdeath  [author] 5 Apr @ 10:36pm 
I don't know, I tried to adapt it to my mod but couldn't figure out its structure. Maybe the author of this mod will want to make it compatible with mine, I couldn't.
skaz88 5 Apr @ 8:47pm 
Is there a reason this clashes with Outlaw Culture? I wanted to take a look at it but the game won't launch with this and it both enabled.
Blackdeath  [author] 4 Apr @ 8:17pm 
@skaz88. Done https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3458177182
i dont tasted it in game, visual only, but if you find any bugs let me know
Blackdeath  [author] 4 Apr @ 7:15pm 
if after all this you have changes to the standard units, then you need to open the resource browser in the package manager, check the modded box, find the standard packages in the list, open them and delete other people's modifications. Most likely, the units are changed in the \AgeOfWonders4\Content\Title\Packs\Units\Units_Culture.rpk package
Blackdeath  [author] 4 Apr @ 7:12pm 
I think I looked through all the packages, deleted all the t1 and t2 units, then found them in the ***-unit unlock columns and removed them from there too. I'll take the latest version of the mod today and remove all the unnecessary stuff from it.
skaz88 4 Apr @ 6:57pm 
What pack do you delete the units from? I'm interested in deleting all of the tier ones from my copy of LTCU and keeping all of the high tier units. I like having lots of variety.
Blackdeath  [author] 4 Apr @ 6:54pm 
"LTCU Lite" I haven't looked at this mod yet, in the previous version I simply deleted tier1, tier2 units. But now this is not enough. I'll see what can be done there.
skaz88 4 Apr @ 3:49pm 
Actually it might need to be redone, he changed the feudal units. How do you take out the tier ones?
skaz88 4 Apr @ 2:55pm 
Side note, LTCU Lite needs to be updated for the FPS drop.
Blackdeath  [author] 3 Apr @ 6:35am 
Ty =)