Age of Wonders III

Age of Wonders III

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Marine Expansion Mod
   
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4.285 MB
2017 年 7 月 2 日 下午 3:19
2024 年 4 月 28 日 上午 10:57
13 项改动说明 ( 查看 )
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Marine Expansion Mod

描述
This mod deepens the marine warfare experience.

FEATURES:
- Each race can recruit one of 10 new ships (man-o-war, pest boat, elfen cruiser, whaler, fireship, ghost ship, flagship, privateer, artillery ship and party boat)
- one new marine treasure site (devil's riff, spawns kraken and giant sea serpent)
- one new sea beast (giant sea serpent)
- 1 scenario
- pirate nest spawns ghost ships and/or privateers, too.

FUTURE PLANS:
- brief overview over all the ships (external document)

LANGUAGES:
-English, German, partly French (everything except descriptions and the scenario)

Hint:
Depending on the ship you need to develop "shipbuilding" or "advanced shipbuilding" in order to build the ship in a town with a harbour.

Which race can build which ship?
Human -> man-o-war
Goblin -> pest boat
Orc - > flagship
Halfling- > party boat
Highelves -> elven cruiser
Dwarf -> fireship
Frostlings -> whaler
draconians -> artillery ship
tigrans -> privateer
Undead -> ghost ship

Feedback is welcome.
68 条留言
DayCamel 2023 年 3 月 11 日 下午 5:33 
is this compatible with PBEM Single Player balance mod?
elijafire 2023 年 1 月 31 日 下午 6:13 
Nevermind old man is broken and the patch requires 9 other mods I don't use.
Franziskus  [作者] 2023 年 1 月 28 日 下午 2:07 
@elijarfire: I personally don't know of any problem but I can't say with absolute certainty.
elijafire 2023 年 1 月 26 日 上午 12:21 
Is this compatible with Old Man and the Sea?
Janitor of Shadowland 2020 年 5 月 29 日 下午 9:42 
Giant sea serpent may be too powerful to be wandering the map early on. Love the new ships, regardless. The man-of-war's broadside is particularly my favourite! :blissful_creep:
StormChaser 2020 年 4 月 13 日 上午 10:55 
Nice mod, but I just ran it in Debug Mode, getting these errors:
[20:49:15][ERROR]Assertion failed: "!IsLocked()"
[20:49:18]Message: Can't request a value while locked!
[20:49:18]Source\ERand.cpp(836): (click to open)
BladeofSharpness 2019 年 9 月 17 日 上午 9:06 
yes, this is what I thought. That's ok though I already have sea serpents and a menagerie of extra sea units from others mods. But I'll appreciate more loreful ships
Franziskus  [作者] 2019 年 9 月 17 日 上午 9:04 
@BladeofSharpnee : If you add this mod during an ongoing game you would be able to build the new ships. However, wouldn't see any giant sea serpent because the devil's reefs are only be created in the initialization phase of the game.
BladeofSharpness 2019 年 9 月 16 日 上午 12:15 
Do you think adding your mod during a game would add the extra units? I know that mod updating themselves are doing that so...
Franziskus  [作者] 2019 年 7 月 20 日 上午 8:03 
Hi Ankhseram, sorry to hear that your strategy were overwhelmed by the "more unfriendly" habitants of the sea. However, I think you should give the mod a second try for the amount of evil sea monsters is determined ramdomly every match so that you have a good chance to meet much friendlier seas in your next match. Then search and destreoy all devil's riff as soon as possible to avoid those large hords of serpents. And if you have discovered that the sea is too dangerous for a simple crossing build enough strong escourt vessels first.. And as a last tip: priests (or similar units) do very well in preventing you from being assasined.