Age of Wonders III

Age of Wonders III

The Wrong Kind of Balance
37 kommentarer
Lord Cameron  [ophavsmand] 10. juli kl. 11:31 
This latest update is probably the biggest "fixing what was broken" change I've ever done for this mod. Highly recommend updating.
Fonzosh 7. sep. 2024 kl. 5:01 
:lunar2019grinningpig:
Lord Cameron  [ophavsmand] 6. sep. 2024 kl. 17:47 
It very much is, just got an update a month ago
Fonzosh 6. sep. 2024 kl. 11:11 
So, this mod is still alive? I will probably start trying it quite soon since right now I have nothing else (and come on, the new AoW is paradox rubbish)
Lord Cameron  [ophavsmand] 14. aug. 2024 kl. 14:42 
I'm back! Not sure what that means, but I am. I've started testing out my mods with a modded playthrough of the AoW3 campaign, check it out here: https://youtu.be/KyYjWvSbuG8

This mod especially has been overhauled and fixed as a result of the playthrough, and has inspired me to add many new cool mechanics (My favourite is that you can take cover behind battering rams now.)

I've also started adding pictures so you can get a taste of what the mod offers.
Lord Cameron  [ophavsmand] 6. nov. 2019 kl. 14:50 
It works, however it may override some of the Empire building mod. Additionally Empire Building Units will be a little underpowered. But you should still get most if not all content from both.
Fonzosh 6. nov. 2019 kl. 10:16 
I would love to have this mod, but I guess it wont work with Empire Building mod. Correct?
Lord Cameron  [ophavsmand] 13. sep. 2019 kl. 16:04 
Updated! Tried to fix galleons (again). Now they don't shoot cannons until gold and fire broadside until then. Makes more sense anyways. Let me know your thoughts on it!
Also all lesser elementals now reward you for evolving them by keeping their ranged attack.
Small tweaks here and there, including Firstborn now costing more to hire, but having Volunteer.
Lord Cameron  [ophavsmand] 1. juli 2018 kl. 13:50 
If you look at the change notes you can see what is in. I'd say it's pretty far along, and much more polished since the last update. I'll probably still add to it in the future, but not anytime soon. So if you'll ever try it out now will be the time.
TheoWolf 1. juli 2018 kl. 0:20 
Is this still being worked on? and how complete would you say it is? I''ve been keeping an eye on itt because it interests me but It says "Alphs" and I dunno how much I want to get into it if it's mostly unfinished
Lord Cameron  [ophavsmand] 6. jan. 2018 kl. 21:13 
Haha they used to be invincible. Fixing that was one of my biggest challenges making this mod. Also believe it or not they used to be stronger than they are now!
Mr. Rainger 6. jan. 2018 kl. 20:43 
This mod makes cherubs scary
Lord Cameron  [ophavsmand] 13. dec. 2017 kl. 11:38 
Update! Probably last for quite a while.
Lord Cameron  [ophavsmand] 30. nov. 2017 kl. 13:59 
First update in nearly a year! Added in the Wrong Kind of Legends patch so now you can have everything in 1 mod instead of 3. You may of course still play legendary units without this mod.
Lord Cameron  [ophavsmand] 5. feb. 2017 kl. 9:32 
I sent you a friend invite. Let's discuss
BBB 5. feb. 2017 kl. 6:38 
@ Lord cameron, I also favour the "wrong" kind of balance. We should brainstorm together!
Lord Cameron  [ophavsmand] 23. jan. 2017 kl. 15:26 
Okay, they can summon lost souls now. In theory.
Lord Cameron  [ophavsmand] 21. dec. 2016 kl. 18:57 
I sort of play it by ear. I suppose the Archon Dwelling could do with a boost, and the fairies. I think something will probably eventually happen. Basically I play my mod and then say "I wish I could do this" Then I pause and add it in. As to the range that would be fairly easy, but I believe the range is actually already an increase over the base game. And I do want people to be able to approach the Reaper ;P it's ability has a 95% success rate against average resistance I believe. And thank you very much. (And if by the summonings you mean the archdruid and sorcerer ones, probably not, or at least not for a long time, because I've balanced them without changes to their summoned units. Druids and apprentices might get a buff though.
antvas 21. dec. 2016 kl. 10:22 
Hmm. If not a new ability, how about an improvement of an existing one? Is is possilbe to alter the range of their "invoke death" ability by one tile? That way they can still get damaged and be a bit more effective in the mid-range. Otherwise, well, always support him and thats that i guess... Also, do you have any plans to change / improve the summonings and the rest of the dwellings? Great job by the way and for the Legendary units mod :D
Lord Cameron  [ophavsmand] 21. dec. 2016 kl. 9:46 
My only worry is that the Dread Reapers are already so strong, they would just become ridiculous if I gave them a buff. At the same time, I want them to be fun.
antvas 20. dec. 2016 kl. 11:54 
That would be great in my opinion. Any kind of ability, that you decide and would allow him to maneuver a bit more would be welcomed i think. (They can certainly outrun him for 9 lives worth the time :P Big Cats and all that :D )
Lord Cameron  [ophavsmand] 20. dec. 2016 kl. 11:16 
I could do something like that. Or give it sprint or something. Of course that might make it even more over the top. But currently tigran scouts can play the clock easily. (Maybe so fast they can outrun death itself?)
antvas 20. dec. 2016 kl. 10:20 
Point taken. My experience was with a lone Reaper without any other unit. I played some more and he is really powerfull in a group with other units assisting...So i see why the 'slow' status.
I don't know about a summon (even though it sounds cool :D ), but at least an ability that can teleport him a bit far that can only be used every 2 or 3 turns. If smt like that can be done.
Lord Cameron  [ophavsmand] 20. dec. 2016 kl. 9:32 
It's a hard one. I like the idea of the slow and unstopabble death. I also like how strong it is, but its hard to let it be that strong and also be fast. What I do is have other units assist, like lost souls to tie up the scoundrals while the grim reaper attacks. What if the grim reaper could summon a lost soul?
antvas 20. dec. 2016 kl. 5:43 
Dread Reaper with slow status... He "dies" from tier I ranged units... It's kinda sad really :D
To clarify: Automatic battle against scounders that roam the map. I reload and played the battle manually and although i won, it wasn't enjoyable at all. Dread reaper was constatly running and couldn't reach the other units!!! i had to wait for finger of death and cast spells to catch them... So... Just asking if there is a room for debate to alter this :D Plz.... Its too sad for the little Reaper!!!
Lord Cameron  [ophavsmand] 27. nov. 2016 kl. 17:11 
@ Lord Commissar Vect, I've slightly buffed the frostlings. Still testing to see if it is enough, but it is certainly stronger!
Lord Cameron  [ophavsmand] 27. nov. 2016 kl. 17:08 
@ Avadon, I updated the description with my design philosphy and such like, as it is now in a semi releasable state, and I agree with you that my prior description was very vague.
Lord Cameron  [ophavsmand] 16. sep. 2016 kl. 9:34 
(And it works)
Lord Cameron  [ophavsmand] 16. sep. 2016 kl. 9:07 
I'm back!!!!!
Lord Cameron  [ophavsmand] 5. sep. 2016 kl. 13:30 
Good news and bad news. I was shown how to make this compatible Legendary Units (Or any other mod depending on how much work I want to put it) ! Bad news is I can't update this again. I'm waiting on devs for help.
Lord Cameron  [ophavsmand] 1. sep. 2016 kl. 8:59 
(Just above the picture on this page)
Lord Cameron  [ophavsmand] 1. sep. 2016 kl. 8:59 
Check the change notes. It tells you ;)
Avadon 1. sep. 2016 kl. 2:01 
Be nice to know what it actually balances.
Lord Cameron  [ophavsmand] 27. aug. 2016 kl. 8:48 
I was thinking of creating a topic of which mods are compatible, so if anyone has any questions feel free to ask
Gnolam 27. aug. 2016 kl. 7:47 
frostlings seem pretty nerfed though, especially if a competent opponent can start spreading tropical into your lands. I believe that frostlings should be slowed or something outside of arctic but not take damage.
Gnolam 27. aug. 2016 kl. 7:44 
I found an incompatibility problem, if you have the mod that changes cadavers to an army of animated skeletons, the changes to the cadaver won't take place.
Fonzosh 26. aug. 2016 kl. 11:02 
Ohh, thats a lot of changes. Any incompatability problems?