Age of Wonders III

Age of Wonders III

Ayalin Premium Archdruid Mod
70 条留言
Ayalin  [作者] 2022 年 12 月 16 日 下午 12:28 
Re Dragon; it is available at level one with Path of the Beastmaster unlocked, but it's a vanilla skill so if you have another mod modifying (or even not modifying) the skill with a higher priority than this one, it will overwrite my own change.
Ayalin  [作者] 2022 年 12 月 16 日 下午 12:24 
hm? gonna check.
Dragon 2022 年 12 月 16 日 上午 11:03 
Befriend Animal isn't available at level 2 under the Beastmaster tree, even though it mention that it does
Ayalin  [作者] 2022 年 11 月 30 日 上午 9:14 
The second reason is about the variety of choice and possible combinations. To be honest with you initially I was more leaning toward pure locked specialisation, but then I realised I would have to create and add at least twice the amount of skills than what the mod already does, and that was too much work.
Ayalin  [作者] 2022 年 11 月 30 日 上午 9:12 
Hello Robot, yes you can follow multiple paths. The thing though is that you will be naturally limited by your skill points, and all specialised skills have an "upfront" skill point cost, consisting of the base skill for each paths. For example, if you try to have all path from all tiers available for your hero, you have to spend 2x3+3x3+3x4 -> 27 skill points for nothing but a few HP. which means if you are level 15, you only have 75-27-> 48 skill points left to learn interesting skills.
Robot1Bot 2022 年 11 月 30 日 上午 5:14 
Are you supposed to be able to have your heroes follow multiple paths? Such as a hero who is following both the path of the ranger and keeper? Cause it feels a bit odd to me.
Ayalin  [作者] 2022 年 10 月 12 日 下午 2:48 
Mod updated with the right changes I believe; thanks for your feedback :)
Ayalin  [作者] 2022 年 10 月 5 日 下午 12:25 
Long strider seems to be a good candidate for replacing Hunter finesse as a required upgrade for Produce Panther rider
Ayalin  [作者] 2022 年 10 月 5 日 下午 12:24 
I will have a look for a replacement then, the Hunter finesse requirement was made mainly for balancing purpose (the Produce panther rider should not be available too soon in the game).
skaz88 2022 年 10 月 5 日 下午 12:07 
If you change the requirement for produce panther rider to something else, there's no conflict with leader overhaul.
skaz88 2022 年 10 月 5 日 上午 11:08 
I think the reason Leader Overhaul is clashing is because of the Hunter's Finesse skill, it looks like the overhaul removes this and produce panther rider depends on that........
Ayalin  [作者] 2022 年 10 月 5 日 上午 9:25 
I think orc could have "knee-crack" (it's another Ranger hero skill introduced with the update)- it will be a bit more useful than martial art I think; and for Tigrans well... maybe a weaker version of Inflict crippling wounds (1 turn duration only, -25% move instead of 50%).
Ayalin  [作者] 2022 年 10 月 5 日 上午 9:21 
Hey fezim thanks for your kind words and the good feedback- what you said makes sense, I will try to add a bit of racial distinction on this one :)
Cheers !
fezim 2022 年 10 月 5 日 上午 9:14 
I think the addition of long shot on elite hunters calls for a bit of furthered racial variation, since the ability seems kind of out of place on some variations, orc and tigran hunters in particular with their blades/javelins.

Orc hunters would probably make a lot more sense with the old martial arts, they seem to fulfill more of an irregular role anyways rather than an archer.
For Tigrans it just doesn't fit with their throwing blades, but I couldn't think of a proper alternative here (projectile resistance perhaps? ignoring line of sight seems to make them a good unit for short range dps from shortly behind the main line, where they would be likely to eat some ranged fire as well).

Keep up the good work! :D
Ayalin  [作者] 2022 年 9 月 14 日 上午 12:58 
Thanks Funi! Yeah I mentioned it on in the rogue class comment section but after testing a bit it's quite a headache to load all dependencies from 7 pretty big mods... :( Much more simple to do the stuff within each premium class.
Next is Dreadnought- I have started reviewing all the vanilla skills and omg dread have a pretty poor talent pool compare to other classes, so there is a lot of new talent to do :o
Funi Time 2022 年 9 月 13 日 下午 2:14 
Hero upgrades look really good! Which class is next?

Shame you couldn't do dependencies but I'll happy drop TDI when all the classes are done.
Haven't found any issues with hero mods or TDI so far either. Looks like separate edits between all of them so no conflicts.
Ayalin  [作者] 2022 年 9 月 13 日 上午 8:09 
The mod has been updated with the full rework skill tree and the different pathings, let me know what you guys think :)
Dragon 2022 年 7 月 22 日 下午 5:17 
Call of the Pack does not say what it does in the research book, I had to go digging for info in the complete mod change list link.
Fyrebrand18 2022 年 7 月 11 日 上午 10:03 
Thank you!
Ayalin  [作者] 2022 年 7 月 11 日 上午 10:02 
So I just checked, there are not many changes for Archdruid but there are some definitely, so I guess one of them is countering one of mine. For affecting mod priority, once you open the game, you go into the user content pane, then open the package management; then in the package management you choose 'open' an rpk file located in the folder which contains all the mods you have installed, then you put my mod at a high value (at least above the Leader Overhaul one). I assume if you put 100 it should definitely be higher.
Ayalin  [作者] 2022 年 7 月 11 日 上午 9:57 
Yeah you can find the issue by deactivated your mods one by one up to the point where the tech eventually appears. Let me check Leader overhaul
Fyrebrand18 2022 年 7 月 11 日 上午 9:33 
I have found the problem and I cannot believe that it's Leader Overhaul.
Fyrebrand18 2022 年 7 月 11 日 上午 8:41 
Is there a tutorial you can point me to on how to change the priority?
Ayalin  [作者] 2022 年 7 月 11 日 上午 8:34 
To be more clear- there has to be one mod which overlap this one and makes the tech not available. You can up the priority of this mod I believe if you open the mod editor.
Ayalin  [作者] 2022 年 7 月 11 日 上午 8:32 
hmm ok- it's certainly a mod compatibility issue then, but I will double check on my side.
Fyrebrand18 2022 年 7 月 11 日 上午 8:30 
I tested it with high elf.
Ayalin  [作者] 2022 年 7 月 11 日 上午 7:26 
arf- which race? I will test on my side, if it works on my side it's certainly a matter of bad mod compatibility.
Fyrebrand18 2022 年 7 月 11 日 上午 7:06 
Produce Panther Rider doesn't seem to appear for me.
Jowry 2022 年 2 月 28 日 上午 9:31 
that could be it too, good idea
Ayalin  [作者] 2022 年 2 月 28 日 上午 2:05 
I usually play a lot with snakes ((Tiers III + tiers IV) and don't bother summoning tiers 1 / tiers 2 beasts when I play druid unless I am really forced to. It's true that they don't offer much compare to let's say the Ghost warriors from Sorcerer (which are insanely good for their tiers). Might want to look into but I think what I would do would be to modify the Empire upgrade called "Beast mastery" and makes it buff tiers I & II units rather than adding an additionnal upgrade.
Jowry 2022 年 2 月 27 日 下午 4:48 
I know, but even with Tree of eternal the tier 1 and 2 animals/monsters mostly from another mod called Chivalrous Intentions (another famous mod) and they are still a bit fragile and don't do much damage, for example black spider and spiderling , which are both tier 1 and are the only ones that don't evolve, if you think it's going to get unbalanced and just put the empire upgrade to buff only tier 1 and 2 animals/monsters, then tier 3 and 4 won't be affected (because already are strong) so it will encourage the use of tier 1 and 2 animals/monsters, even more baby spiders, baby snakes that evolve
Ayalin  [作者] 2022 年 2 月 27 日 下午 12:10 
I agree with you and I gave them +20% physic resist thanks to tree of eternal (in my mod). You need to summon them in the city having the building though.
Jowry 2022 年 2 月 27 日 上午 6:15 
I have a suggestion, how about an empire upgrade that increases 10hp, 2 defense, 1 or 2 damage on all channels for all animals/monsters, it's because I think most animals/monsters mostly tier 1 or 2 very weak and squishy
Boricapra 2021 年 4 月 7 日 下午 1:33 
Alright, many thanks Sera.
Ayalin  [作者] 2021 年 4 月 4 日 上午 8:19 
Hello @Boribee; made the test with Human and high elves- as soon as I reached metropolis with the symbiosis researched the mana gain increased accordingly, with a blue dot appearing on the forest / dense vegetation tiles being displayed. So it's working, and I assume there is one of your mod conflicting for these civilisations with the symbiosis upgrade. I will do one more test, I will research symbiosis after my cities reached metropolis status, but it's working fine on my side so far.
Ayalin  [作者] 2021 年 4 月 1 日 下午 2:04 
I will run a quick test on my side and let you know. If it works fine on my side it means you have another mod conflicting with this one.
Boricapra 2021 年 4 月 1 日 下午 12:17 
Yes, they were metropolis. I am currently playing as High Elven Arch-Druids and my human and high elf metropolises do not produce mana via their forests, strangely however my halfling metropolis do. And as I mentioned so did the goblin metropolis. Seemingly neither humans nor high elves can utilise symbiosis. I have yet to reach the status of metropolis with my orc and dwarf settlements to test their response.
Ayalin  [作者] 2021 年 3 月 29 日 下午 3:19 
Hello Boribee, call of the pack gives quick learner which increase Experience gain for those affected. Strange bug (?) for the natural symbiosis though it is supposed to work normally on underground and surface. Were they metropolis status? The mana gain only works for metropolis status in theory.
Boricapra 2021 年 3 月 29 日 上午 8:47 
The Call of the Pack spell doesn't tell what the granted ability is, neither do the animals seem to gain any ability at all. The Natural Symbiose also doesn't seem to work. My forests are not producing any mana. It is strange that when I was playing with a goblin arch-druid underground, the wetlands and forest did produce mana, but when I played as high elves or humans on the surface, they didn't.
Necroburn 2020 年 8 月 3 日 下午 11:09 
I find the strength of the panther rider to be a little underwhelming for a T3 unit
BOT 2020 年 2 月 2 日 下午 1:50 
I tried a mod that splits the summoning, but it was made with a specific lost for the "other" categories. Hope that helps :)
Ayalin  [作者] 2020 年 2 月 2 日 上午 7:04 
Hmm that's a good question, I don't have the answer, certainly requires testing
BOT 2020 年 2 月 1 日 上午 11:52 
just wondering if the summon split works with mods that add more animals, specifically chivalrous intentions?
Lordmitch2 2019 年 12 月 8 日 下午 6:04 
The call of the pack spell don't tell you what ability the animals gain.
Ayalin  [作者] 2019 年 7 月 17 日 下午 2:49 
@Narukami guess who is there ! it's Premium Necromancer !:D
Ayalin  [作者] 2019 年 7 月 12 日 下午 3:08 
and monsters for tree of life is easy to do, I will try to add it next update :)
Ayalin  [作者] 2019 年 7 月 12 日 下午 3:08 
Will check again on racial tag, thank you for mentioning it! Yes Natural Symbiosis is too strong late game I will do something about it. Probably limit the effect to your capital but I am not sure it's doable technically speaking. If I were to do this the effect would certainly not be limited anymore to lvl 4 city only and would work on all city level of your capital.
God Of Sheep 2019 年 7 月 11 日 下午 2:12 
3. Natural Symbiosis, is probably too strong, late game is infinite mana.

4. Tree of Eternal Life, only affecting beasts makes this feel a tad weird, by the time you research / build you will be near hornd gods / other t4 summons, having this affect monsters too would be fairly nice for things such Feathered serpents / phoenixes

5. Overrun, super good, late game pure beast armies with all other buffs and this actually makes them very viable.
God Of Sheep 2019 年 7 月 11 日 下午 2:12 
Hey, Ive played 20 or so games with your 4 mods + empire bulding mod on small-medium maps, so all of my feedback is in that context.

1. Panther Rider super strong unit, combines amazingly with Academician granting projectile resistance and +4 movement. Missing racial tags, so it dosn't get some of the Governance boosts, such as Meteoric Armor on dwarf for example.

2. Summon Animal Spells split, the game should have always been this way
Narukami 2019 年 7 月 7 日 下午 11:57 
Necromancer? That's my favorite! I'm dying to see it)
P.s. Oh, I've forgotten: racial prefixes for Panther Riders. Otherwise, all is good)