Age of Wonders III

Age of Wonders III

Chivalrous Intentions
2,000 Comments
rizzoyuen Nov 26 @ 3:52am 
@That Human
Just for self-studying and maybe not issuing to stream. Thanks.
That Human  [author] Nov 26 @ 12:25am 
@rizzoyuen
You are welcome to make such a patch! I have my hands full with multiple mods already.
rizzoyuen Nov 25 @ 6:18pm 
@That Human
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.
qwreasfdzxvc1 Nov 3 @ 1:57pm 
Thanks for fixing!:steamthumbsup:
That Human  [author] Nov 2 @ 10:12pm 
@qwreasfdzxvc1
Thank you for reporting these!

Both mods have been updated and the issues solved!
qwreasfdzxvc1 Nov 2 @ 7:58pm 
Hi I want to report some oversights.
Minotaur Mauler doesn't gain bonus damage on rank up.
CA's Nomad Skymaster is missing Nomad trait.
catmint Oct 29 @ 7:32am 
You are right, It's from another mod I subscribed for hero skills.
Sorry, I thought this mod is the only unit mod I'm using.
That Human  [author] Oct 29 @ 3:35am 
@catmint
Never heard of that unit. Sounds like it's from another mod.
catmint Oct 28 @ 11:50pm 
Hi
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
Cecylia Oct 27 @ 8:16am 
@That Human I understand, I don’t like that NexusMods decided to get into politics either. Thank you for uploading the mod and for all your hard work! :luv: :luv: :luv:
That Human  [author] Oct 27 @ 6:37am 
@Cecylia
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.
Cecylia Oct 27 @ 6:23am 
@That Human That would be really nice of you, but I don’t want to bother you! :luv: I love this mod because it adds so many cool new units, and I can’t imagine playing AOE without it :luv: Have you thought about uploading the mod to another modding site? I remember it used to be on NexusMods, but for some reason, it was removed :/
That Human  [author] Oct 27 @ 5:04am 
@Cecylia
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.
Cecylia Oct 27 @ 4:49am 
Hello :dehand: Is the mod being updated on ModDB? I only see the version from Jul 1, 2025, while on Steam there’s an update listed from October 6, 2025
minhduynv Oct 3 @ 3:28am 
@That Human
Hmmm... I see, then. Thank you for your help!
If possible, may I ask for the direct link to that mod as well, please?
That Human  [author] Oct 2 @ 12:47pm 
@minhduynv
It is with one of them, the one not resizing units. You can test it out!
minhduynv Oct 2 @ 9:59am 
Hi, I could say I like this mod with more units for more fun. Still, may I ask if your mod can be in compatible with regiment mod, please?
That Human  [author] Jul 18 @ 8:01am 
@orog58
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.
orog58 Jul 18 @ 6:53am 
Hi, I'm trying to figure out how to make a spectre. In your list it says graves of the damned, but I can't figure out what that is! haha, sorry can you help?
Vacuumrider Jul 14 @ 4:00am 
@That Human
Thank you for listening and for your reactivity !
That Human  [author] Jul 12 @ 6:43pm 
@Vacuumrider
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.
Vacuumrider Jul 12 @ 7:29am 
Some build have no answer against dancing blades.With good damage, very good defense, Tireless, Overwhelm, Martial Arts and First Strike they simply destroy most close combat units for a fraction of the price, but still they have Reinforced, are immune to 2 elements and very resistant to 2 others. Gargoyle for exemple are countered by physical damage and pikemen and are T3. Sure, DB have low hp and Cannot regenerate but are easily heal by supports.
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.
That Human  [author] Jul 11 @ 2:19pm 
@Vacuumrider
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!
Vacuumrider Jul 11 @ 10:25am 
Thank you for your work. Just wanna say you forgot "forestry" on the Draconian Arboreal. I also think the dancing sword is far to OP. Still the best mod out there.
rizzoyuen Jul 8 @ 11:09pm 
@That Human
Thank you, it is a beautiful unit.
That Human  [author] Jul 7 @ 6:11am 
@rizzoyuen
It's from Chivalrous Additions: Wasteland.
You need the Menhir of Fire before you can build the additional building that produces them.
rizzoyuen Jul 6 @ 11:41pm 
@That Human
May i know how to recruit "Forge Giant" ?
Is it from you ?
That Human  [author] Jun 28 @ 8:54pm 
@Haywood Jablome
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
Haywood Jablome Jun 28 @ 1:19pm 
Thanks for being committed to the modding community for this game and adding more content after all these years. Will you be adding one or two siege specific units to each race? The vanilla trebuchets and rams are available to everyone. They're really boring to use and would like to see what you can cook up.
avenger711 Jun 27 @ 11:11am 
Treeman? From AoW SM? That's interesting.
There was giant muchroom in uPatch 1.4 for SM. It moved VERY slow but had serious long range attack.
willlfrog Jun 27 @ 8:33am 
sweet, will try them out !!!
That Human  [author] Jun 27 @ 8:22am 
New update is here! Includes two new units, one for human and one for high elf archdruids. These units replace their previous unique T3s which are now encountered through summoning, evolving or in the wild.

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!
That Human  [author] Jun 26 @ 7:08pm 
New update releasing very soon with new content! Stay tuned!
That Human  [author] Jun 25 @ 7:11pm 
@ReverseRaven
Maybe, now that I look at it. It was replaced with the Frostfire Artillery.
ReverseRaven Jun 25 @ 5:10pm 
Maybe he means the Warwolf? The old Frostling Dreadnought T4 iirc
That Human  [author] Jun 16 @ 11:46pm 
@Yoinkyz
There were never any werewolves in the mod.
Yoinkyz Jun 16 @ 3:25pm 
why was the warewolf removed?
That Human  [author] Jun 3 @ 7:56pm 
@Joop
It cannot be applied onto attacks that does not have shock damage by default.
Joop Jun 3 @ 8:47am 
The high elf ranged bonus
That Human  [author] Jun 3 @ 1:38am 
@Joop
What +1 shock damage are you referring to?
Joop May 31 @ 8:50am 
Thank you That Human.
Also is it a bug that the tier 3 High elf noble archer- does not get the +1 shock dmg?
That Human  [author] May 30 @ 7:50pm 
@Joop
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.
Joop May 30 @ 5:25pm 
High elf storm priest*
Joop May 30 @ 5:25pm 
How can i produce the high elf tier 2 priest with healing?
Joop May 30 @ 5:24pm 
I don't know how to tag you on steam, pardon.
How do i know what upgrade i need for the buildings to unlock?
Also what do you mean with tin?
That Human  [author] May 30 @ 2:11pm 
@Joop
You mean the three buildings it unlocks? You are the wrong class. It says so on the tin.
Joop May 30 @ 1:38pm 
Hi, I think the mod is broken?
After building the Noble court for High elves, the other building don't show up?
Ostrich-Hungry Apr 17 @ 9:54pm 
I'm so surprised to be this updated. amazing
That Human  [author] Mar 27 @ 1:26pm 
@Zarathrustra
I think you are in a better position to mod 4 than I am. Good luck!
Zarathustra Mar 27 @ 10:38am 
Could the maker(s) of this mod take a look at the 'Unit Lore and Miscellany" workshop mod for Age of Wonders 4? It needs updating and ideally new descriptions for the new dlc units added. I only ask because the original creator hasn't updated in a long time and is allowing others to do it for them, but I have no idea how to mod lol.