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Just for self-studying and maybe not issuing to stream. Thanks.
You are welcome to make such a patch! I have my hands full with multiple mods already.
Hello, thank you to everyone still working and playing on AOW3.
My background is T3/T4 units usually cause bankruptcy to Ai opponents, the MOD "Knights And Merchants" seems good on controlling them, after studied 5 games for over200 turns/each, i see lots of T1/T2 running around the map in a very well-balance ratio. As it capable of basic MOD "Wasteland Expansion (Beta)" & "Fated Expedition (BETA)", now i turn my eyes on yours.
My request is a "CI" capability patch for "Knights And Merchants", my task is let CI's L3/L4 structures links to its basic building 'Command Post', and remove CI's bonus T3 unit from 'Grand Palace'.
Just a personal wish, please ignore this message if not reasonable.
Thank you for reporting these!
Both mods have been updated and the issues solved!
Minotaur Mauler doesn't gain bonus damage on rank up.
CA's Nomad Skymaster is missing Nomad trait.
Sorry, I thought this mod is the only unit mod I'm using.
Never heard of that unit. Sounds like it's from another mod.
How can I build the human fellknight? I saw it's unlocked by the palace of perished in the pedia, but it doesn't appear in the actual game
Uploaded! It used to be on Nexus but I removed it once they decided to get involved in politics. I don't care what the politics are, as soon as a side is taken it can spiral into any sensibilities and I want to best avoid that.
I will update Additions too if there are requests. Fated Expedition will wait until the mod feels "done" as it is still in beta.
It's been a while since the latest update on ModDB since the site is a mess to use when it comes to update mods. I often have to redo the process multiple times due to site issues and fear whenever I have to. Additionally, the comments are complete dead there so I am not sure if anyone even cares.
I can update it if you want to, though! Glad in that case that some one cares about it.
Hmmm... I see, then. Thank you for your help!
If possible, may I ask for the direct link to that mod as well, please?
It is with one of them, the one not resizing units. You can test it out!
The Necropolis building paths are quite the labyrinth but I can recall you needed the Haunted Vault first. When hovering your mouse over the Haunted Vault building option it should be listed there as well as it's requirements.
Thank you for listening and for your reactivity !
Update released. As I looked at the unit some stats had to be reduced drastically. I believe last time I did any balance changes to it was 5 years ago which really speaks volumes to how important feedback is! Thank you!
The exact changes are in the notes (found below the mod header). While damage was kept, it's defenses and resistance has been significantly reduced.
If DB stay cheap and accessible, maybe they could have -1 in damage and defense, and a weakness to shock. But more importantly, I think Martial Arts an First Strike are skills for swordmasters, not mindless automated objects. They could have Overwhelm and/or Bleeding Wounds has promotion.
I agree Arboreal should get Forestry, they did not have that since I wanted to emphasize them being slow but it also makes sense they would know the shortcuts. I will add that to the next update since the Treeman has it by default (applied by being a Fey unit).
Dancing Swords can be tough but they can also be killed quickly depending if you can field a good counter, same with the Gargoyles and other unconventional units. Of course, if you can give me strong statistics and ideas for changes backed up by said statistics I am glad to look into it!
Thank you, it is a beautiful unit.
It's from Chivalrous Additions: Wasteland.
You need the Menhir of Fire before you can build the additional building that produces them.
May i know how to recruit "Forge Giant" ?
Is it from you ?
Currently you get the Intrepid Airship/Skyhaunt if you build a palace and has the Advanced Logistics research. I have had ideas in the past but if I ever do such a thing it will be in Additions: Wasteland due to the 100mb steam limit. The main problem that arises with siege engines is that you want to avoid a situation where fielding only or almost only them outside of playing dreadnought becomes a viable strategy to counter certain classes such as theocrats and necromancers.
There is also the Saker secret unit if you have a Mariner's Guild (which I am considering changing the model of at some point).
We have some ideas for the mysterious new playable race we are cooking up however! ;3
There was giant muchroom in uPatch 1.4 for SM. It moved VERY slow but had serious long range attack.
While I had long considered both these units I was wondering if the mod size would bloat beyond the steam limit once I get to the Karagh (if that ever happens) but thankfully that is not the case and the mod increased by only 1!
The main reason is also that they feel more flavorful and above all, play in a much more interesting way as I felt the crab was sort of redudant in it's "big tanky thing" role and the white griffin it's "first striking flyer" role for their respective races which is already covered by their default T3. The crab also felt sort of random for many and looked out of place when spammed from a desert city!
Hope you enjoy!
Maybe, now that I look at it. It was replaced with the Frostfire Artillery.
There were never any werewolves in the mod.
It cannot be applied onto attacks that does not have shock damage by default.
What +1 shock damage are you referring to?
Also is it a bug that the tier 3 High elf noble archer- does not get the +1 shock dmg?
There is a complete unit list thread for more details above! The priest can only be produced by Theocrats but rewarded or be given as a starting unit by all classes (a half-class unit if you will). You can also see this if you filter classes in the Tome of Wonders (though the tome is very limited in it's information on building links and such so be aware of that).
With "tin" I meant it's in the building descriptions.
How do i know what upgrade i need for the buildings to unlock?
Also what do you mean with tin?
You mean the three buildings it unlocks? You are the wrong class. It says so on the tin.
After building the Noble court for High elves, the other building don't show up?
I think you are in a better position to mod 4 than I am. Good luck!