Age of Wonders III

Age of Wonders III

V-Mods: Builders
84 kommentarer
Dyna1One 2. dec. 2022 kl. 22:53 
Like FriendlyDemon mentioned in the discussions, unfortunately farms do not work for necromancers (cannot corrupt them)
SinisterPhish 3. aug. 2022 kl. 18:43 
This mod is FANTASTIC. The only thing I would change is to require one hex of space around the building to avoid too much congestion
Arno 17. jan. 2022 kl. 1:33 
VMod is working for me, after I delete Racial Watchtowers mod, gues both edit builders so they conflict. I sugest for you to check if you using another mod that kind.
Fluffles 10. juli 2021 kl. 21:45 
The mod doesn't seem to be working for me either. There are no new building options at all.
Kyber Voraluna 19. juni 2021 kl. 9:18 
So it seems to only work for me if i'm playing human Dreadnought. I can't get it to work with any of the other Races or classes.
Varegi  [ophavsmand] 11. mar. 2021 kl. 14:32 
very informative, last time I checked it was
Doctor Badass 11. mar. 2021 kl. 5:51 
ITS NOT WORKING
Cid Silverwing 17. okt. 2020 kl. 19:14 
Dunadd 6. okt. 2020 kl. 20:08 
@ LittleShepherd it costs 75 gold and takes 2 turns (after building a builder) to get 5 or so production from a racial dungeon for instance, so not sure why this is unbalanced. If anything it'd make PVP games less unbalanced, as it'd come down less to luck in getting better locations boosting production etc in the domain of you're starting city, as some people may have a quarry and haste berries and a forge (totalling +40 production) in their capital's domain at the start, while others may start with nothing in games without this mod. Making the builders tier III and increasing costs and using up builders would defeat the entire point of the mod and make it not worth installing at all.
KnightGabriel 24. aug. 2020 kl. 18:40 
For some reason this mod doesn't work on the elven court campaign. It works on the commonwealth campaign but not the elven court. Is racial watchtowers somehow conflicting with it?
Varegi  [ophavsmand] 8. aug. 2020 kl. 2:43 
@littleShepherd
Normal domain structures are tough as you can't just use the resource directly. You get issues like spawning mobs and getting rewards for "capturing" it. There have been some issues with them properly adding buildable structures to the city as well.. it's possible but one has to find all the missing links and the correct order to do that modification...
Also I'm pretty ok with the current condition of this specific mod...
The builders are not new, they are edited. Making new builders is triple the work because of ghouls.
Varegi  [ophavsmand] 8. aug. 2020 kl. 2:43 
@littleShepherd
They are vaguely described by icon and description. The actual numbers you get from mod description and pictures.
Some things:
It's not balanced mostly because builders aren't balanced as AI don't use them. It is only somewhat balanced if playing with other players. The idea about the variety is that you should get other race cities to produce their builders to get access to higher quality buildings in other categories... ofc there's more fiddling around to do always...
Making the builders disappear was in an earlier version, but now it's only for some buildings. It's just a on/off decision for each building in the editor.
Sheph 7. aug. 2020 kl. 20:11 
This is working 100%. Some weird balance decisions aren't reflected in your description. For example, the halfling quarry gives me 3 prod for the same price as dwarf quarry which give me 6 prod. I would make the differences a little less given it's all builders.
Sheph 31. juli 2020 kl. 14:39 
Do you have a released version of this mod where I can look at the tricks to build it? I usually can see the mod if I add it as a package. In what pack should I look for the new builder units?
Sheph 31. juli 2020 kl. 11:05 
The basic parts are working for me. I haven't tested advanced features.
I got crashes when I built these structure at the same time that I was starting a settlement but I can work around that.

Overall, it is overpowered and game-altering. Can you make the workers disappear after creation as in Civ6? If not, can we increase build cost or upkeep for these builders? Maybe make them tier 3 units? And why can't we build more of the normal domain structures like magma forge. Several classes have bonuses based on treasure sites and they don't appear to apply these structures. Overall, this is a revolutionary mod for gameplay.
Anita 13. mar. 2020 kl. 16:23 
The mods don't work anymore for me too ...
rudkin852 7. dec. 2019 kl. 12:56 
I cannot get this mod to work. I turned off the 'fortress mod' still didn't work. I found the 2016 'The League of Extraordinary Builders'and this works and has lots and lots you can build but Its a bit "cheaty",a gold mine cost a 100 gold in one turn to build.I sent a unit over it to claim it and I got 56 gold and a Tiger as well as a fully working gold mine!
AnaalNavrachUrweissBethed 16. nov. 2019 kl. 13:41 
Hi again.
A few days ago, I was searching for builders location in .rpk files, because I was giving a try to Westeros map, in which roads and fortresses construction where disabled.
As I missed those functions (empire infrastructures management seems important to me), I only created a pseudo mod to activate them again, inluding Westeros as a prerequisite mod.
To avoid conflicts whith mods that edit builders, maybe you could publish a version with a higher level of priority ? I had to put it to 1 so that the builders could create roads again ; MEGA FORGE is 5, for instance.
This could be a temporary solution to solve conlict issues ; after all, people who install your mod want to have extra options for their builders, overwriting the other mods already present...
Greetings. ;)
Varegi  [ophavsmand] 15. nov. 2019 kl. 21:06 
no
thomas.sloht 15. nov. 2019 kl. 1:25 
Does the structures grant access to city upgrades?

Giving Orcs easy access to Slaughter Pits, and Flowrock Machinery to the Dwarves?
Varegi  [ophavsmand] 11. nov. 2019 kl. 6:37 
ok
AnaalNavrachUrweissBethed 11. nov. 2019 kl. 0:00 
Hi. Found them. Never mind. ;)
AnaalNavrachUrweissBethed 9. nov. 2019 kl. 5:45 
Hi. I'm totally new to modding, and was wondering if you could be king enough to tell me in which .rpk the builders are found ? I didn't manage to find them by opening the various files via mod editor.
Fonzosh 16. apr. 2019 kl. 6:35 
Love the idea. Will give it a go. Keep up the good work modders. This is a great game that can be even better!
Nie 13. feb. 2019 kl. 3:36 
@varegi thanks for the reply, will be looking forward to your other mods then! :)
o8livion 9. feb. 2019 kl. 8:26 
ah okay thx. in case u publish that, ill test it =)
Varegi  [ophavsmand] 9. feb. 2019 kl. 6:48 
@Nie

Yes. I was going to at first. But then it turned out it was a whole lot of busywork and a major pain in the butt so I decided not to.
Consider this: You have to create a bunch of copies of 10-20 linked entries all around different files just to make 1 unit, and do that for all races. THEN because necromancers, you have to do all the same things + extra to make the undead versions of them. And even after you do that you may have missed something or done something in the wrong order, maybe just with one race, so you have to go through all files and look for a missing link or redo some of the entries because they for one reason or another won't work.
Of course I'm going to be doing this once I start working on my unit mods, but for now it was just too much. So maybe then I will make an update or another version replacing the builders with new builders.

Of course this all hangs on whether I get around to working on mods again.
Varegi  [ophavsmand] 9. feb. 2019 kl. 6:48 
@LotA

I don't really do compatibility patches, but if someone wants to do it, I can give them the original files for this mod to work with.

@o8livion & @Smoker

A way to do that would be to have the buildings be "Fortresses", that would also limit fortress building.. which I guess is fine but that I'm planning separately and as part of a bigger mod that won't have the functionality of this builder mod.

@Bantichai

Yes it's possible. Once I get inspired to open the editor I'll make a version for you. I'm not going to promise you when though.
Bantichai 1. feb. 2019 kl. 9:46 
Is it possible to make a version that disable the Vault of Knowledge or at least make it so that "Humans" cannot build it?
Nie 31. jan. 2019 kl. 15:29 
Would it be possible to create a different builder unit instead of editing the current ones? It would improve compatibility with other mods
o8livion 28. okt. 2018 kl. 11:10 
is there a way to limit the amount of specific resourcebuildings a city can have? is there a way to effect the random generated maps too?
德古拉 24. aug. 2018 kl. 8:44 
please create a patch for Fortress Additions Addendum.. I beg of you
Smoker 12. aug. 2018 kl. 8:30 
Great mod bud a find the crowding of buildings very anoying and ugly, a minimum distance of 2 between them will help visualy and in balancing the mid-late game. Thx for the mod.
Mason Redux 29. juni 2018 kl. 7:52 
Sounds awesome! Can't wait to see it ingame :-))
Good to see that this game has still a talented modder adding amazing stuff :-)
Varegi  [ophavsmand] 28. juni 2018 kl. 9:17 
@BERSERKER

I answered your comment however now you have to read from bottom to top for it to make any sense... damn these character limits.

Long story short: I'm planning a separate mod for "village-building".
Varegi  [ophavsmand] 28. juni 2018 kl. 9:16 
cont.

3. Building different types of "villages/outposts" through a city upgrade similar to mod 2. The built outpost would function much like a fortress having a wooden wall, but would have a few upgrades expanding their output of resources or domain. Havent worked out details, but it is possible to make variations of the fortress to have them produce mana/gold/knowledge, give them city upgrades(for what good those do for them outside of walls) and domain/vision sizes.

Perhaps 2 and 3 could be combined. They are all in planning stages right now, however I have confirmed they are doable. I just need to also learn to make models and icons for things to look nicer.
Varegi  [ophavsmand] 28. juni 2018 kl. 9:16 
cont.

1. Specializing your city and having separate upgrade trees for all city-specializations. (Idea is similar to the city upgrading from Empire Building Mod, but with more choices and specialization.)

2. City "district-building" mod. Giving builders the ability to build extra stuff similarly to this mod, after building 1 required building in town (for compatibility, thinking of adding that layer into this mod as well). It would give extra Mythical Upgrades and perhaps visit bonuses or unit recruitment locations... not clear on exact details
Varegi  [ophavsmand] 28. juni 2018 kl. 9:15 
@BERSERKER

Thanks, the purpose for this mod has been mostly completed. I'm only planning on fixing the Artificial Focus Chamber building and perhaps adding some other buildings that give Mythical city upgrades in this mod to expand on that... But adding "villages" is not within this mods scope.

I am however planning 3 types of city expanding mods for later. The third may interest you.
Mason Redux 19. juni 2018 kl. 1:21 
Hey, a big thanks for this amazing mod!
its amazing to place these buildings around and they are very helpfull.
in my current round i noticed.. there is only something missing to have :-(

it would be nice to place some villages around my citys.
i got some ideas from other mods but you guys knows better whats possible :-)

maybe its an idea :-)

thanks for all the work in this mod! :steamhappy:
Varegi  [ophavsmand] 26. maj 2018 kl. 20:35 
@Wilfrid Tiedemann

Thank you for the kind words.
:WheelOfAges:
Kestral  [ophavsmand] 26. maj 2018 kl. 17:07 
Posted a library with a sheet of (what I think are probably) working icons. Should have an icon for everything except draconic watchtower. :)
Marisa Gaming 23. maj 2018 kl. 13:33 
thanks for this still updating this after all this time, couldn't even be playing anymore without this mod since I first picked it up
new balance changes are amazing as well and make me use the builders a lot more than before as I didn't see all that much payoff before and mostly used them when I had too much money lying around
Kestral  [ophavsmand] 22. maj 2018 kl. 10:00 
Starting a new discussion to talk about icons. :)
Varegi  [ophavsmand] 19. maj 2018 kl. 0:15 
Oh. I didn't get these comments in my feed either. Wtf is happening. :UnhappyMask:

@jancomx

About the icons. I agree completely. And the one used now is a placeholder for when or if I would have made icons...

I currently don't have the skill, equipment or time to make good icons. A while ago I tried to make some simple weapon icons based on what already existed for my forge-mod to spice it up, but had to put it on hold as I got frustrated with the tools I used (gimp/krita).

If you really want to do that, I would really appreciate it.:HappyMask:
Kestral  [ophavsmand] 14. maj 2018 kl. 5:14 
Posted some balance feedback in the discussions section after playing a game with this mod over the weekend.
Overall, I'm loving the extra flexibility it provides in growing an empire.

Also, Icons: Having different ability icons for the different "Build X" abilities would definitely add a ton to the polished/professional feel, but I understand that image work can be a big hassle. I'd be willing to help out by making a batch of different icons if you want.
Kestral  [ophavsmand] 10. maj 2018 kl. 13:16 
This is awesome and very well done! Really been wanting something like this that was thought through in terms of gameplay.

I started a game with this mod enabled (as well as your forge mod) last night and will offer some balance suggestions in a discussion when I get the chance.
Varegi  [ophavsmand] 20. apr. 2018 kl. 17:46 
You are welcome, please share how balanced it feels in your games once you've had time to play around with the mod!

I decided to do these changes pointed out by you because I also felt the prices to be too high in my games, we never got around to building more than maybe 1 building.

:HappyMask:
Dunadd 20. apr. 2018 kl. 17:41 
Sounds good - thanks for making this!
Varegi  [ophavsmand] 20. apr. 2018 kl. 16:28 
Mod is updated (twice now) pricing etc. should make more sense.

Builder is only consumed when building gold mines, though they are built in 1 turn.

Gold mines/Trade Post cost 250*efficiency to build. Which means Dwarves build for 250g and Frostlings for 75g. Dwarf mines produce 10/turn and frostlings 3/turn. Keep in mind Happiness boosts and ability to offset upkeep easily. Shouldn't be too bad, but if it turns out to be too easy I might bump up the costs a bit.

Anyway, everything is always subject to change
Dunadd 20. apr. 2018 kl. 9:46 
How about making vault of knowledge make 2 turns, and dungeons and Sanctums take 3 turns to build, but buidling doesn't use up the builder?

Buildings also cost mana and gold, which no one has an unlimited supply of, so won't always be able to churn them out every turn.

The general idea of the mod i love - never made sense you couldn't build forges or mines - and too much luck in random maps on what locations are near whose starting cities.