Age of Wonders III

Age of Wonders III

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New Arsenal for Empire Building Mod
 
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0.429 MB
Mar 3, 2018 @ 2:01pm
Aug 5, 2018 @ 8:13am
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New Arsenal for Empire Building Mod

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Description
To use this compatibility patch you need additionally both base mods: the New Arsenal mod and the Empire Building mod. I didn’t test the mod extensively yet, so if you encounter any issues, just post in the comments.
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42 Comments
Der Mentat  [author] Mar 28 @ 1:26pm 
Great to hear it works now. Crushes seem to be common issue for people that use several mods that add a lot of content. But I don't think there are any options to prevent this. At least the next game (AoW PF) will be able to include more content.
rjrozen Mar 27 @ 7:52am 
Determined the problem - conflict with littleShepherd's EBM conversion. Disabling that mod allowed the new buildings and units to show up. But the game still crashes when playing on the largest maps.
rjrozen Feb 23 @ 5:22pm 
Not working for me. I have the EBM and all of the EBM-compatible mods installed, and neither the arsenals nor the new units appear. Also, the game crashes at around the 160-turn mark (playing on largest world map) and cannot be continued.
Der Mentat  [author] Jan 6 @ 1:16pm 
Sounds good! Feedback, especially regarding balance is always welcome :)
Gabriel Jan 6 @ 10:47am 
Thanks for the reply Der Mentat.

I make my living as a dev, so i know pretty well as some "simple" requests might take days or even weeks of work and generate some collateral that are worse than before the request itself, heh.
So, I'm playing a game with my gf right now (We usually play in teams of 2 against AI in the same numbers). We will take notes of our thougths about balance between T3, tree distribution and governance effects (which seem inexistant in the arsenal mod) and I will try to make some adjustments myself after i have some grasp of the inner changes of both mods (i have take a liking for mods and the mod tools themselves both on AoW and Civilization). I'll share it here when (and if) I have some degree of success.
Der Mentat  [author] Jan 6 @ 8:22am 
The Veterans Hall and the New Arsenal building are much less balanced compared to each other though. If you'd choose the veterans hall you prevent at the same time that the city can ever produce racial T4 units.

Besides, this request sounds pretty easy to implement but would actually take some time (which I currently don't have) because I created hidden duplicates of several buildings to make it work in the current version and would of course need to change this completely.
When I have time for modding later in the year I'll consider it again but I can't promise anything.
Gabriel Jan 3 @ 8:42am 
Hi @Der Mentat. First of all thanks for the EBM and all the compatibility mods accompanying it.

Having recently start to play AoW3 again and subscribed to your mods, I'd like to make a suggestion on this one in particular: "Swap" the original T3 building with the new Arsenal one in the dependencies. I reason that being the original ones those who better represent each race (I'm purposedly taking a conservative stance here) and that with this mod you end up with 2 T3 buildings in each city (one that is unlocked by the war/veteran hall + the new arsenal ones), it seems to me that building would be more appropriate to appear in every city of that race.

Thanks for the attention and a Happy New year.
Mr_Enigma Aug 5, 2018 @ 12:53pm 
love this mod!
Der Mentat  [author] Aug 5, 2018 @ 8:16am 
Updated elves and goblins.
Der Mentat  [author] Jul 31, 2018 @ 5:48am 
Really strange, a while ago I didn't have any issues with elven and goblin units. Maybe this is related to updates of the Arsenal mod that some races don't work any more after a while (this happend already to humans and draconians as you can see in the older comments).

I can probably fix it within a week.