Age of Wonders III

Age of Wonders III

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The Old Man and the Sea
 
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9.250 MB
May 21, 2016 @ 2:37pm
Apr 17, 2017 @ 3:09am
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The Old Man and the Sea

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Description
This mod aims to enrich the water content of the game and increase the relevance of sea units and ships. This is the 2.00 version of the mod which is now featureing an additional sea dwelling as well as mythical city upgrades for the new water structures. There are however still going to be balancing changes and probably some polishing of the existing content as well as possible additional features.

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FEATURES
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– harbors unlock a new tugboat unit which can construct maritime posts for 80 gold which act like fortresses on water (except they have no defensive value)
– maritime posts can be upgraded to maritime fortresses for 80 gold (+1 domain)

– there are 4 new water structures:
— seaweed: + 30 population; grows in clusters like melons or flowers of solace; visiting units receive 2x fast healing for 3 turns
— coral reef: treasure site which grants +5 gold +10 mana when explored
— unlocks MCU coral ridge foundry
— pearl mine: treasure site which grants +15 gold when explored
— unlocks MCU jewelcrafter's workshop
— ship wreck: treasure site which grants +10 gold, +5 knowledge when explored
— unlocks MCU syndicate of lost treasures

– there are 9 new water units:
— sea serpent: T3 monster unit; can’t leave water; currently not obtainable for player (except through ghouling)
— kappa lurker: T1 infantry unit; added to sea dwelling (needs seagrass meadow)
— kappa hunter: T1 archer unit; added to sea dwelling (needs kelp forest)
— ghostly canon: T3 machine unit, currently not obtainable for player

– the other 5 units come from a new sea dwelling: the Nynevians!
— Kelpie: T1 animal unit; evolves into priestess of nimue; basic dwelling unit
— Nynevian Archer: T2 irregular unit; requires baracks
— Nynevian Soldier: T2 infantry unit; requires baracks
— Priestess of Nimue: T2 support unit; requires temple
— Nynevian Knight: T3 cavalry unit; requires stables of the rising tide

– harbors now heal boat units on the coresponding hex by 20% of their hp per turn
– working boats have repair machine
– mariner’s guild now additionaly grants mariner to irregular units; human irregulars gain hurl net instead
– war ships recruitment cost is increased by 40 gold each since their value has dramatically increased

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OPTIONAL FEATURES
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– by founding a city on top of a maritime post or maritime fortress you can create a water city
– water cities will spawn produced land units on the nearest land hex
– water cities have combat maps of land cities except units are embarked / swimming (this is why I call it an optional feature since I can see how this can be a dealbreaker for many players)
– cities founded upon a maritime fortress will start with a harbor

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KNOWN ISSUES / PLANS FOR THE FUTURE
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– working boats appear on land in the city build preview
– working boats are human for all races (I wanted them to be non-racial but only racial units can construct outposts; if I made one version for each race there would be unwanted side-effects like dwarven working boats being able to traverse mountains…)

– !unit descriptions!
– !new dwelling quests! (still uses reef dwelling quests except with different rewards)

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COMPATIBILITY
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– the mod will conflict with mods that make their own treasure site additions to the RMG or change the ship units or the sea dwelling
– thanks to Charlatan, there now is a compatibility patch for the RMG inetgration part of his decodence mod and this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=691916531
- the mod will conflict with other mods adding dwellings. fortunately we already have some compatibility patches on that front:
-- beastman dwelling compatibility mod: http://steamcommunity.com/sharedfiles/filedetails/?id=766737375
-- compatibility mod for gloweyes darkelves dwelling + beastman dwelling: http://steamcommunity.com/sharedfiles/filedetails/?id=873633294

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MY OTHER MOD PROJECTS
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– Hero Development Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=524567032
– Hero Professions Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=616553983
– Racial Heritage Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=534176740
– Beastman Dwelling: http://steamcommunity.com/sharedfiles/filedetails/?id=766737160
-- Archon Race Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=897959715
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91 Comments
Icezera Mar 14 @ 6:24pm 
Also unable to found cities on maritime port or fortress. Is there something else we have to do?
ilidan584 Feb 1 @ 6:04pm 
how do you found cities on water? It doesnt show up as a option
BelovedMonster Dec 1, 2017 @ 11:06am 
Hi all,
A poll of the best mods of AoW3 is being organized and this The Old Man and the Sea has been selected among the top 20.
You can rate it and the other 19 mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=27
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1488866180593890331/
DasTactic Aug 14, 2017 @ 8:27pm 
Love the mod but am finding the ships underpowered due to Tier 2 and 3 costs and build times. As they don't leave the water and can only heal at harbours they have a limited strategic value other than their vision range. Their survivablity is low once the gap is closed. And it would be good for the Galleon to have a second ranged attack while the cannon is reloading. I also feel they should have meaningful physical protection such as 50% so that their ram attack can be better utilised. At present the ships work well as scouts but not really as a protective force to stop enemy sea-borne invasions. Hope this feedback helps. :)
ronhan5600 Aug 4, 2017 @ 11:18pm 
I don't regard the knights a problem to play against, I just like some variety of units to play against. the lat game I played a draconian warlord that had the ability to produce manticores invaded me with 3 stacks, with 10 of the units being knights.I did some scouting and 2 more stacks were coming, wiht nine of the units being knights. Fortunately I had 3 flame tanks to oppose them. Does the ai over value physical protection?
Nookie Jul 29, 2017 @ 2:26pm 
In my recent game I am getting spammed by the kinghts as well. Don't see it as a problem personally, jsut wanted to add 5 cents =)
Eomolch  [author] Jul 27, 2017 @ 2:42am 
Hi rohan5600, I agree that the knights will need some nerf (or changed to T4 along with increased costs), though so far I never had the problem of the AI spamming them. Maybe a simple increase in cost (and therefore in production duration) will do.
ronhan5600 Jul 25, 2017 @ 4:05pm 
I like the idea of the nynevian dwelling but the knights are OP and the ai over produces them to a ridiculous extent.
Eomolch  [author] Jun 30, 2017 @ 3:13am 
Hi poman.rolanski, I think that mod only works with vanilla mystic city upgrades. But maybe if you ask the mod author he will be so kind to make an extension covering the mystic city dwellings from my mod.
poman.rolanski Jun 29, 2017 @ 12:47pm 
I wanted to build a coral reef shield thing in an archon dwelling and it wasn't showing.

I have the mystical dwelling upgrades mod