Age of Wonders III

Age of Wonders III

Shieldman Unit Mod
39 kommentarer
✠Baron Von Dorf✠ (SF9912) 15. maj 2019 kl. 4:42 
Yup it is the Deluxe Edition DLC alright
✠Baron Von Dorf✠ (SF9912) 15. maj 2019 kl. 3:29 
I have both DLC but it keeps asking for thie DLC1 that I have no idea what it is so that is why I am thinking it could be the Deluxe Edition DLC
NeoStratagem  [ophavsmand] 14. maj 2019 kl. 19:45 
This requires both dlc's. There is a base game version of this as well. If something is not working as intended I cannot fix this. I lost the files and can longer update it.
✠Baron Von Dorf✠ (SF9912) 14. maj 2019 kl. 17:20 
Do I also need the Deluxe Edition DLC for this mod to work :(
✠Baron Von Dorf✠ (SF9912) 14. maj 2019 kl. 16:36 
nevermind I cannot go back to the base game :(
✠Baron Von Dorf✠ (SF9912) 14. maj 2019 kl. 16:26 
it says it is missing DLC1 or something everytime I try to use this mod :l I guess I will just go back to the base game anyways oh well
✠Baron Von Dorf✠ (SF9912) 14. maj 2019 kl. 15:59 
I do not think it is working I cannot start the game with it :l
Dunadd 13. feb. 2018 kl. 17:44 
Also is there any chance you'd make a mod that just does what you say in the first 4 lines ? (i.e doesn't add in lots of new unit types so it'd be compatible with more other mods? Or would it still result in conflicts?)
Dunadd 13. feb. 2018 kl. 17:40 
Will this be comptaible with Empire Building mod?
honker 19. jan. 2018 kl. 10:58 
Hi, thx for beautiful mod, but maybe crossbow for goblin, frosting, alabaster for ork, dwarf? Dwarf maybe pavise alabaster?
Ork swordman with AXE??? Maybe big two hands axe and pavise on his back and "Varangian guard ork"?
KOS 20. nov. 2017 kl. 2:21 
Стандартные пехотинцы при установке мода, теряют возможность лазать на стены. Исправьте пожалуйста. Мод отличный.
Ecgbert 16. nov. 2017 kl. 18:17 
I've noticed with the humans that swordsman and longswordsmen do not benefit from the Arena bonus, which in turns prevents them from benefiting from the human military governance that improves training.

Otherwise I think it's a great mod and fills a needed gap in military units.
NeoStratagem  [ophavsmand] 3. okt. 2017 kl. 20:21 
The difference is this one requires the expansion and the base game one does not.
****. 3. okt. 2017 kl. 20:01 
What's the difference between this and base game
NeoStratagem  [ophavsmand] 28. sep. 2017 kl. 13:14 
So far eveything that I have done is to impact tactical battles.
NeoStratagem  [ophavsmand] 28. sep. 2017 kl. 13:08 
Yeah it will be a seperate mod with this with this in it as well.
The Numi 28. sep. 2017 kl. 11:35 
I think separating it is a good idea, if it's something less related to what this mod does.
NeoStratagem  [ophavsmand] 28. sep. 2017 kl. 10:28 
I am playing on expanding this mod to futher change the game. I am debating releasing it as a seperate mod with all of this mod included of course.
NeoStratagem  [ophavsmand] 24. sep. 2017 kl. 16:28 
Ok so I managed to find a backup I made for v1.3 and patched it back up to 1.5. My tigran units did not have a naming error on my end so hopefully this fixes it. MAKE SURE TO CLICK UPDATE ON AOW3 LAUNCHER
NeoStratagem  [ophavsmand] 24. sep. 2017 kl. 11:41 
When I subscribe to my own mod it creates a unique folder with a huge stirng of digits so it didn't overwrite the files I was working on. I had already exported it to steam mutiple times without it locking the file like it is now. Also the importing option seems to just not work for me.
alexej 24. sep. 2017 kl. 3:37 
Is there a chance you subscribed to this mod (and trying to open it from there) you uploaded on workshop and original files you hard worked on are in other location?
NeoStratagem  [ophavsmand] 24. sep. 2017 kl. 0:02 
I would fix it but my file seems to no longer be able to open. Says the file cannot be opened since it has been exported which I never did. I tried importing it and it creates a new file with [pub] at the end but that files says the same thing....I might be ♥♥♥♥ outta luck.
alexej 23. sep. 2017 kl. 21:31 
One of your tigran units is called draconian axeman :) You gave some races mounted bows which were exclusive for warlord class and seconded with dreadnaught fire pistol skill for cavalry so you changed balance a bit. But models are nice cg
Akinaba 23. sep. 2017 kl. 4:28 
AWE SOME
The Numi 22. sep. 2017 kl. 12:40 
I just gave it a try withour Racial Heritage and now it works. So it was the one causing problem. Which is a real shame as I'd rahter not get rid of that mod.

You're doing amazing work and I really like this mod! If you'd make a compatible patch for it after you've ironed out your core mod, as I understand you wanna focus on that first, I'd happily use this.
NeoStratagem  [ophavsmand] 22. sep. 2017 kl. 11:24 
@Nemesiux A base game version has been uploaded to steam workshop. Everything should working fine, if not be sure to let me know.
NeoStratagem  [ophavsmand] 22. sep. 2017 kl. 11:07 
@Nemesiux No problem at all. I was going to mention the 75% off sale at the paradox website but it appears it ended yesterday...
Nemesiux 22. sep. 2017 kl. 10:28 
Thanks neostratagem i do love the base ge and i will buy the dlcs when i will jave the money once again thanks for responding to me
:WWWOLF:
NeoStratagem  [ophavsmand] 22. sep. 2017 kl. 10:02 
v1.5 has been pushed with only the fix to remove Shield Ability from the Elf Swordmaster.
@Nemesiux I will try sometime soonish if I am able.
NeoStratagem  [ophavsmand] 22. sep. 2017 kl. 9:58 
Wow I am just overlooking things left and right. I will remove the shield for the blademaster. As for the incompatabilities, you are indeed correct. Any mod that changes a unit base unit such as the elf swordsman may overwirte the changes with their changes.
The Numi 22. sep. 2017 kl. 6:34 
Hmm, High Elf Swordsman is still lacking the changes so betting it's incompatible issues for me. I'm guessing it's Racial Heritage, since the second building tier for Statue of the Woods (Flourishing Garden) adds Vines and Wood Elf Heritage traits to them. Not sure how giving traits works, but I'm guessing buildings specifically meant for a single unit counts as modifying them.

Atleast I believe that, I haven't checked the other races and their Racial Heritage. That's a shame though, I'll have to check further by disabling the mod later.
The Numi 22. sep. 2017 kl. 6:14 
Awesome! Will give it a try later. I also noticed that the Blademaster had Shield trait, has that been removed? Seemed a bit out of place since they have no shield.

Would it also be alright to suggest some unique names for some of the race units, so they're not all the same? An example could be instead of High Elf Mounted Bowman, it'd fit being High Elf Unicorn Bowman or Unicorn Archer?
Nemesiux 22. sep. 2017 kl. 5:08 
can you do the same mod but only for base game?
NeoStratagem  [ophavsmand] 21. sep. 2017 kl. 22:18 
NeoStratagem  [ophavsmand] 21. sep. 2017 kl. 22:15 
Ok I have just finished with a lot of unit balancing and fixed the swordmaster not having his overwhelm!
NeoStratagem  [ophavsmand] 21. sep. 2017 kl. 20:53 
Ah for some reason the Elf Blademaster lost his overwhelm ability. I will upload a fix for that.
NeoStratagem  [ophavsmand] 21. sep. 2017 kl. 20:45 
I will check the High Elves out and see if I find anything. Yeah I know the sowrdsman is a copy right now just with overwhelm I am willing to make adjustments to the units. And as for a compatiblility patch I will look into it in the future after I iron out any issues and finish making the units stand out more.
The Numi 21. sep. 2017 kl. 15:08 
Oh, also, is it possible to request the Shieldman change to other unit mods, such as Racial Reinforcements in a compatible patch? Not sure how balanced it'd be, too bad all awesome extra racial unit mods are spread out, as some units tend to start overlapping.
The Numi 21. sep. 2017 kl. 15:01 
Loving this mod! Any mod that adds more to the races are interesting, but especially making the tier 1 units more useful as well.

I encountered one problem, for me the High Elves don't get that bonus and the Swordmaster seems essentially just a copy of Swordsman in terms of traits. Otherwise most other races seems to have it working well.

Not sure if it's because I got lots of mods on (perhaps likely), but don't know what could cause it to be incompatible for just one race.