Age of Wonders III

Age of Wonders III

89 ratings
Fortress Additions Addendum
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
17.423 MB
Oct 14, 2017 @ 1:23pm
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
Fortress Additions Addendum

Description
FORTRESS ADDITIONS
Replaces the 'Build Fortress' and ‘Build Watchtower’ abilities of Builders with the 'Build Sentry Camp' and ‘Build Lookout’ abilities. Upgrade chains are: Sentry Camp -> Wooden Fort -> Stone Fortress -> Stronghold and Lookout -> Watchtower. Also changes functionality of Watchtowers to match that of Forts, gives a tiny base income to the structures and adds some racial flavour.

Update:
- 'Poseidon' changes have been incorporated. Embarked builders can now build a Buoy, which can be upgraded to a Marine Fort. Marine Forts serve as Watchtowers as well as Fortresses.
- Watchtowers now have +1 domain (in order to workaround an annoying glitch).

This is version 2.1 Please help me by testing and providing feedback!

Mod purpose:
This mod aims to increase the value and usage of defensive structures. It adds options for resource gathering, refining the choices that must be made as to where to build them, to what extent to upgrade them and whether or not to settle them with a Pioneer.

Sentry Camp
Cost: 60 Gold
Build Time: 1 Turn
Domain Radius: 1
Base income: 1 Gold
TC: Brigand Hideout

Wooden Fort Upgrade
Upgrade Cost: 60 Gold
Upgrade Time: 1 Turn
Domain Radius: 2
Base income: 2 Gold
TC: Fortress – Wooden Wall

Stone Fortress Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 3
Base income: 4 Gold
TC: Fortress - Stone Wall

Stronghold Upgrade
Upgrade Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 4
Base income: 8 Gold
TC: Fortress - Stone Wall

Lookout
Cost: 60 Gold
Build Time: 1 Turn
Vision Radius: 5
Base income: 1 Knowledge
TC: Fortress - No Wall

Watchtower Upgrade
Cost: 120 Gold
Upgrade Time: 2 Turns
Domain Radius: 1
Vision Radius: 7
Base income: 1 Gold, 2 Knowledge
TC: Fortress - Wooden Wall

Buoy
Cost: 60 Gold
Build Time: 1 Turn
Vision Radius: 5
Base income: 1 Knowledge
TC: Waterfort

Marine Fort Upgrade
Cost: 150 Gold
Upgrade Time: 3 Turns
Domain Radius: 2
Vision Radius: 7
Base income: 2 Gold, 2 Knowledge
TC: Waterfort

Notes:
- When an outpost is created on any of these structures it will inherit the correspondent wall-type. In the case of Watchtowers and Strongholds there will also be new city upgrades, City Watch and Citadel. These city upgrades can only be acquired this way and provide +2 vision and +1 domain respectively.
- All of the structures expand domain. This means one can use summon spells on and around them and raze them without having an army present.
- The domain radius of the Sentry Camp, Wooden Fort and Marine Fort can infringe on existing domain by 1 hex , the domain radius of the Stone Fortress and Stronghold can infringe on existing domain by 2 hexes.
- The vanilla watchtower was renamed ‘Ancient Watchtower’ and has gained +1 vision on account of being so tall and looking so ancient.
- Builders now have ‘Build Road’ as default ability on the strategic map.
- Structure ownership flags have been adjusted for visibility.

Possible future updates/wish-list:
- ToW integration
- RMG integration
- AI integration
- Racial builders & pioneers
- Builders & pioneers valid in TC
- Visual adaptation for Necromancers
- Event messages for finished construction
Suggestions are welcome.

This mod changes these rpk-files: Aow_Structures, Aow_Unitproperties, Unitpioneer, Unithalflings, Unitfrostlings, Unittigrans, Cityhalflings, Cityfrostlings, Citytigran, Citypropertieslogic.

Many thanks to IHunterKiller for paving the way with his Racial Watchtowers mod, Gloweye for general helpfulness, Eomolch for being cooperative, Eric for helping with the upload and Decoy for the initial idea: http://aow.triumph.net/forums/topic/suggestion-sentry-camp/
27 Comments
pipo.p Aug 28, 2023 @ 7:12am 
@ elijafire I believe that it is vanilla feature as for the central hex.
elijafire Apr 28, 2023 @ 8:42am 
Teraforming gets overwritten when you teraform around a stronghold then place a city on it.
leon feargus  [author] Nov 29, 2021 @ 1:48pm 
@ Dragon: No, I won't be working on this mod anymore.
Dragon Nov 29, 2021 @ 11:17am 
Is this mod still getting updates?
Paan De God Feb 18, 2021 @ 2:49am 
One suggestion would be that if the enemy is crossing borders of the fort it receives some damage ( like that spell when enemy receives damage when he is at city domain with spell active...or makes that spell active for forts ), I mean enemy can just walk by fort-like there is nothing really.

Another one would be great if each for an upgrade would put 2 trebuchets on the wall and last upgrade cannons, I mean forts are meant to hold a strategic defense position.
Shadow1474 Jan 6, 2020 @ 1:38pm 
Normally, watchtowers get recaptured automatically if they're in your domain, but after building the goblin one, and upgrading it (tested them both), neither one of them get recaptured despite being in a domain owned by you. I assume that's the case for the rest of them too.

Not only that, but they have a dashed line in the form of a circle around them when owned by you whether they're selected or not for some reason.

I've also encountered a consistently repeatable game freeze when upgrading the goblin watchtower located underground, but that could just maybe be on my end considering I use No Domain Structure Minimum Distance. I'd thought I'd mention it nonetheless, though, just in case.
pipo.p Nov 9, 2019 @ 12:50pm 
Hello, do you have in mind to add new popular races to your mod: Shadow Elves from the Shadow Realm mod and Living Archons from Eolmoch? What would you eventually need from their authors to be able to do this?

Also, about feedback, the Tome of Wonders lists one Buoy entry for each vanilla race. I don't know if it is caused by your mod, but in case it is, could you turn all of them invisible, but one generic entry. Or else, add the name of the race to the entry's name (e.g. "Halfling Buoy" instead of "Buoy")?
leon feargus  [author] Dec 3, 2018 @ 4:04am 
@skaz: I don't think so, as both mods change the original builder units.
@Richard: The rpk files are mentioned in the mod description. (at the bottom)
Richard Dec 3, 2018 @ 12:47am 
Hello, which RPK files does your mod edit? I would like to make compatibility patch with garrison command mod.
~かæყα~ Nov 30, 2018 @ 2:05am 
nevermind my comment in the previous mod, here we ave the water fortress