Age of Wonders III

Age of Wonders III

Attrition, Forage, and Supply v2
35 Comments
Shinoskay 8 May, 2023 @ 10:17pm 
well, its been a few years but maybe by looking at how the AI values one research over another you can trick the AI into prioritizing these two researches?
ferrata_vi  [author] 8 May, 2023 @ 11:17am 
I very much doubt the AI would be able to use it properly.
Shinoskay 7 May, 2023 @ 6:11am 
is there a way to force AI players to have the research?
ferrata_vi  [author] 11 Dec, 2020 @ 4:11am 
It has been a while, but if RH and this mod are modifying the same asset, then one is going to step on the other.

I'm happy to kick down the source for this mod to anyone who wants it.
Fyrebrand18 11 Dec, 2020 @ 12:47am 
Does anyone know if mods that add buildings like Racial Heritage affect the mod? Cause the grainary doesn't appear as a building option for me, it jumps straight to Storehouse.
BOT 28 Dec, 2019 @ 10:58am 
I hope you do!
This would be awesome if there was some way to get the AI to treat it properly!
ferrata_vi  [author] 19 Nov, 2019 @ 7:59am 
Ah, you're welcome dmcf!
I haven't worked on it in ages. Maybe I'll come back and revisit it a little with my off-time during the holidays.
Dunadd 2 Nov, 2019 @ 8:19pm 
ah right - thanks Ferrati - I know it must've taken a lot of work to make this mod, and it has some great ideas in it, and adds a new dimension to the game anyway
Slimebeast 22 Jul, 2019 @ 8:03am 
Does this mod affect the mechanics of the campaigns in the original game?
BladeofSharpness 23 Aug, 2018 @ 12:43am 
The only solution I would see to make it single player compatible is a bit convoluted, but should work. You would need to propose sub versions of the mod, each one would have supply 'active' only for a given race.
And then the player would play this race, while the AIs would be set up to plays others races.

This way that would be limited to the player. Not super good work around I know.
ferrata_vi  [author] 16 Jun, 2017 @ 3:23pm 
Thank, you Naflanur - I stopped working on this way back when... just got occupied with other things. I don't think the AI would make use of it, as it would take considerable code change that we don't have access to.

dmcf - Yeah, I hear you. Unfortunately that's a limitation with the code. At least I think it is - I tried to make it work but it just wouldn't.
Naftarnur 14 Jun, 2017 @ 6:55am 
Very nice mod. Although I don't play multiplayer much, so if this could be somehow incorporated into Player vs. AI, balanced and polished, it would a marvellous piece of a mod!
Dunadd 20 Nov, 2016 @ 1:23pm 
Good idea in general , but just too annoying that troops in vassal cities' domains get no supplies so slowly die in allied territory if you try to leave a garrison to help defend them.
Dunadd 31 Oct, 2016 @ 5:47pm 
Do you take Attrition while in the domain of a Vassal city? If so, would there be any way you could mod it so that you don't?
Dunadd 31 Oct, 2016 @ 3:16pm 
How do you get to recruit baggage trains?
RogerMorningstar 9 Sep, 2016 @ 1:53am 
their is a bug for me i don't how but i could not build settlers with the orc race. their should not be any compatibility with any of the mods i have installed. your mod works with most other mods right? can you help me out with this problem?
Ryvoix 9 Aug, 2016 @ 3:47pm 
It's okay. I didn't realize the effect of the baggage train supply is just like repair machine or healing. Frankly, if not for this mod, I wouldn't even try to understand what they mean. So I think it's my bad.
ferrata_vi  [author] 9 Aug, 2016 @ 3:26pm 
Hey Ryvoix, et al. -- the mod still needs to be finished. Thanks for hanging in there while I've focused my attention elsewhere. I'll do my best to devote some of my free time to filling this out and polishing it up. It's time to get back into a little AoW III anyways :)
Ryvoix 8 Aug, 2016 @ 7:48pm 
Ok, I have given it a few more tests. So I guess the supply of a support unit will apply to all the units in the same stack, while the one of a baggage train will only choose one of the units in stack to heal. Sorry, I think I didn't get the description right.
Ryvoix 8 Aug, 2016 @ 6:22pm 
Hi, I just tried your mod recently, and I really love the idea. But here I have a question: how exactly does the supply ability of support and baggage train work? I have put my units in a stack with both of them, but my soldiers still lose their HP. I've tried disable every other mods but it still happens. Is there any prerequisite that should be met so that the supply ability would work?
scip 15 May, 2016 @ 4:07am 
Good to hear, that you are back after a well deserved break. I've done some more testing and your mod-concept seems to work as intended, so far. But it can take my units especially at game start in very harsh conditions and tough situations. It's very challenging when you start only with a low-level town and without the technology to build any healers, supply buildings or baggage trains. Maybe it needs some balancing at this aspect.
Although it's quite a challenge, I like it.
ferrata_vi  [author] 14 May, 2016 @ 3:11pm 
Hi Spesh and scipio, coming back to it after a very long break. After such a long time away, I'm going to have to spend some time re-acquainting myself with everything. Will be making some additions, soon.
scip 10 Apr, 2016 @ 5:26pm 
Very cool idea. I love concepts that consider factors like attrition. But when I tested your mod it didn't work as intended (at least I hope so). I started a new map. Starting conditions were Settler and Battle Army. My starting position was in a tundra region. I established my settlement and moved my injured units into my domain. The Area is fertile tundra and I built a granary so far. But my units still losing more HP than regaining. So in a few turns my Army will starve to death. Am I doing something wrong?
Spesh 28 Mar, 2016 @ 7:22am 
you still working on this mod? it looks fantastic

I'd love to see implementation of a blanketing buff on all units produced or summoned by cities you control, so as to support units from other mods
ferrata_vi  [author] 23 Feb, 2016 @ 7:06pm 
Thanks Malaficus. I'll be getting back into it soon.
Malaficus Shaikan 19 Feb, 2016 @ 12:11am 
Looks promising.
I am looking forward to the compleet version.
ferrata_vi  [author] 12 Jan, 2016 @ 1:18pm 
Thanks Ecgbert. I'll fix it. I should have a little more time to continue work on it closer to the end of this month.
Ecgbert 12 Jan, 2016 @ 3:44am 
Positively rated your mod. I like the concept and looking forward to the update.

PS: grainary should read granary.
ferrata_vi  [author] 7 Dec, 2015 @ 7:49pm 
Hi Renegion, will do. I'm a little busy with Christmas sales right now, but as soon as I get some free time I'll sit down continue the mod. I'll start with druids.
Renegion 6 Dec, 2015 @ 11:27am 
ferrata-vi: Sounds cool. I would really like to add this to my AoW3 when those things are added. I stream AoW3 and a heavily modded Skyrim on my Twitch channel. So when you've got it going, let me know, I would love to spotlight your mod.
ferrata_vi  [author] 5 Dec, 2015 @ 2:40pm 
Thanks Renegion. Yeah, we're pretty much on the same page with those ideas. It will be a bit before I post an update, but it's coming.
Renegion 5 Dec, 2015 @ 12:07pm 
I am thinking, when you get into animal and druid units, they should have less / no attrition being "one with the land." Some balancing issue for necromancers would be nice. Maybe some kind of degradation of units unless a necro / support unit is present. Also, when you get into classes, are you going to account for heroes and leaders who have support like classes in the field?
ferrata_vi  [author] 30 Nov, 2015 @ 1:38pm 
I haven't spent much time testing the AI, but thus far I haven't seen any. It could have to do with the fact that it still thinks its a settler unit.

Regardless, as the description states, I mostly expect this mod will be best for multiplayer games.
Sorta 30 Nov, 2015 @ 7:05am 
How is the mod working with the AI - are they building baggage trains etc?
Dragon 28 Nov, 2015 @ 7:47pm 
Hello v2 =D