Age of Wonders III

Age of Wonders III

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V-Mods: ECCH - Invasions
   
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Oct 7, 2015 @ 9:00am
Aug 31, 2019 @ 1:11am
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V-Mods: ECCH - Invasions

Description
V-Mods: Epic Cataclysms and Cosmic Happenings - Invasions

About:
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I made this for myself and a friend, but anyone is free to use it.

For the loremongers: The names and descriptions of heroes/units and invasions are most likely not very lore-friendly, I've tried to add some decent descriptions to everything though.

Adds new invasion type cataclysms/happenings, also adding some customized vanilla units for the events. Does not touch vanilla units, all custom units are modified copies.

This mod doesn't include any custom scripting, everything is done in a simple way of copy-paste-edit from the games' own resources, which means any serious problems should be the result of mod conflict (unlikely) or a weak computer that can't handle the amount of mongols raiding your capital.


Game Stages:
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Added a Game stage "End Game" from turn 1001 to 10000 for convenience and in case games go past that, there's some possible action there as well. This doubles as a way to have invasions that can happen only through the cataclysm boxes in "shorter" games. The vanilla Game stages end at turn 1000 so no happenings would come after that normally.

Normally game stages go as follows:

Easy
Early 3-49, Mid 50-80, Late 80-1000

Normal
Early 3-34, Mid 35-64, Late 65-1000

Hard
Early 3-19, Mid 20-49, Late 50-1000

The mod does not touch these values.


Content/Changes:
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Previously mentioned addition to Game Stages.

Changes to original invasions:
- Max units / stack spawn cap raised from 4 to 6.
- Stack / area raised from 1 to 2
- Stack strength raised from strong to very strong on a few of them.

Mod added invasions: (Currently 22, details below)

Mid Game to Late Game: (3)

- Goblin Swarm:
A lot of Tier 1 goblin stacks.

-Spider Brood
Some random amounts of spiders led by stronger spiders.

-Snake Epidemic
A fair amount of mixed snakes, each stack should have 2 stronger ones.


Late Game only: (10)

- Goblin Horde:
Goblin hero + stacks of Tier 1-3 goblin-related units.

- Mongol Invasion:
Human hero + many full stacks of human horse archers.

- The Empire Strikes:
Halfling hero + stacks of warlord/theocrat -halfling Tier 1-3 units.

- Rise of the Bonelord:
Tigran hero + strong stacks of death bringers and bone themed Tier 1-4 units.

- Dragon Awakening:
6 random dragons / area. (no bone- or golden dragons)

- Pharaoh
A Tigran hero accompanied by a custom Tigran Pikeman and a fairly strong entourage of vanilla units. + Tigran warlord Tier 1-4 units.

- Ice Queen
Frostling Hero (big surprise) with a strong custom Frost Giant bodyguard + stacks of warlord/sorcerer -frostling Tier 1-4 units and Frost elementals.

- Elemental Gates
Elf hero accompanied by Earth, Air, Fire and Frost elementals and a special Horror (vanilla) + randomized stacks of elementals.

- Night of Horrors
Random horrors spawn, led by one of 2 possible Eldritch ones (yes)

- Orcish Horde
Orc version of the goblin one, orcs should be stronger though.


Late Game to "End Game": (8)

- Angelic Army:
Strong Elf hero with 2 custom angels and extras + 3-6 angels / area.

- Falling Angels:
Strong Elf hero with 2 custom fallen angels and extras + 3-6 fallen angels / area.

- Death Awaits:
6 Dread Reapers / area. A custom Reaper as boss, accompanied by a hero with nice loot. (The custom reaper should be quite overpowering, or rather unbeatable in most cases)

'The five Old Gods'
All are accompanied by their own Draconian Theocrat hero, that carries some powerful items. (all have their own separate happening) They are all named and made to be almost as strong as the custom reaper. They can usually be defeated with an overwhelming amount of units and a good strategy, but that is not guaranteed when they are gold medal or higher.

1. Vlathar
A strong Golden Dragon. 1 custom generic golden dragon / area.

2. Murtagh
An extremely strong Fire Dragon that is highly resistant to physical damage. 1 custom fire dragon / area.

3. Ygrandul
A powerful Frost Dragon that quickly becomes immune to projectiles. 1 custom frost dragon / area.

4. Bazerak
At first a weak Obsidian Dragon, but if allowed to level up will become the strongest of all five of them. 1 custom obsidian dragon / area.

5. Kalgaroth
A necromancer Bone Dragon, accompanied by 4 weak custom bone dragons in addition to the Theocrat hero. 1-6 custom bone dragons / area.


"End Game" only: (1)

- Grand Harvest
You know that custom reaper from before? Yeah, 1 / area of those. You're welcome.


Compatibility:
If something is removed by another mod or if names of unit sets / group sets or any other way that stuff is referenced etc are removed/changed then there is a possiblity of collision.

Incompatible with Tasty Buttcreams "Chivalrous Intentions" due to how unit spawns are handled in the mod. Specifically so far Goblin Horde has been reported to crash the game using this mod. I have uploaded a separate version of this mod (v1.5) without Goblin Horde. It should be compatible with Chivalrous Intentions.
81 Comments
Vvv Jan 29, 2021 @ 6:00am 
So far I had that invasion and I run both mods, just make sure it's not a memory issue. Other than that yes it might be possible since Chiv Inten did have a couple of updates since last time I played. It sux but this awesome game is limited as a 32 bit game, even if I tweak things so the game uses 4gb of memory instead of 3.2 it still can crash as the game progresses.
Cornelius Jan 28, 2021 @ 11:13pm 
My game crashes on the turn orcish horde is supposed to appear. It might be a conflict with chivalrous intentions as that mod has added some invasion invents too, or it could be bugged all on it's own.
That Human Aug 31, 2019 @ 1:23pm 
No problem! Should add that I did play with this mod and had a good time trying to hold out during the end of the world... Gold Dragon event right before the True Reaper showing up was an unpleasant combination, but I perservered!
Varegi  [author] Aug 31, 2019 @ 1:20pm 
@Tasty Buttcream

That's fair enough and good to know. I'll add it to the compatibility note at the end. Thanks!
That Human Aug 31, 2019 @ 1:06pm 
My mod uses it in order to spawn additional rogue units in brigand camps, plague of brigands spell, etc and avoid conflict with mods that modify the entitites themselves. In either case, I am sort of stuck with causing a conflict, but this was the best way as the only known spawn crashes are from events using hero retinues and avoided all spawn lists that were linked this way in the base game.
Varegi  [author] Aug 31, 2019 @ 12:28pm 
Using a group or a defective "unit_set" with a hero retinue would probably cause a crash indeed as it spawns exactly the units you link there and linking a group or 2 for one slot doesn't fit that logic. Having 2 of the same units shouldn't cause a crash though, because then none of the boss spawns would work in this mod and I know they do.

I did however notice that for some reason the rogue group sets call 2 assassins, I don't use the group, but I believe that only raises the chances of spawning said unit when the group is used.

For full compatibility I would probably have to make copies of each and every one of the "unit_set"s that I've used and renaming them as you've said.

I probably repeated a lot of stuff but yeah... There's a fix but it's tedious.
Varegi  [author] Aug 31, 2019 @ 12:28pm 
@Tasty Buttcream

If I understood your point correctly and if the collision is as you said, then someone whose mod Vvv is using, must have added units directly to an existing "unit_set" instead making a new one. I believe this is bad practice as it can cause crashes even without having other mods if the unit set is used in certain places. I would imagine it could crash the game when it tries to spawn defenders for dungeons etc.

In this case the "ROGUE_GOBLIN_ASSASSIN_UNIT_SET" only has the assassin unit in it by default.

The one thing I've made sure to do here is not touch the units themselves or their "unit_set"s. The hero retinues I use only call the "unit_set"s which SHOULD always refer to single units. "group_set"s always call multiple "unit_set"s.
Vvv Aug 31, 2019 @ 9:07am 
Well you guys are giving me the desire to do modding myself XD, and it does not seem that hard code wise, just tedious I guess. If I ever stop working over 40h a week, or If I break my leg I'l go into modding, you heard it here 1st haha
That Human Aug 31, 2019 @ 8:40am 
I think I know what the issue is. If the event has a hero, the hero's retinue will consist of directly linked scripts, say "ROGUE_GOBLIN_ASSASSIN_SET" being one of them, and these require each of these scripts to only be linked to one unit. If a hero retinue script is linked to two or more, it will crash the game. To bypass this, I would recommend copying the script and naming it for example, ROGUE_GOBLIN_ASSASSIN_SET2" and link that instead. This should make the two mods perfectly compatible.
Vvv Aug 31, 2019 @ 7:50am 
Hey Varegi, you're a true artist mate. Hit me up if u ever go modding again or whatsoever I think you deserve support and for this alone I would contribute willingly. Thx for the dedication :steamhappy: