Age of Wonders III

Age of Wonders III

Ayalin Hero Upgrades Mod
63 Comments
Ayalin  [author] Jan 22, 2023 @ 10:36am 
Hmm it sounds like I may have typed 0.8 instead of 0.08 then :) will check that this evening
Terrve Jan 22, 2023 @ 8:13am 
Seems like Magical Creature Trainer is slightly bugged, all types of elementals regenerate almost full health, instead of 8% of max hp during battle, (e. g golden medal Spirit Elemental regenerated 76 health from her 100 hp pull at the start of each turn in combat)
Ayalin  [author] Jan 19, 2023 @ 7:22am 
One possibility is that vanilla skill will have their data overwritten by other mods, but totally new skills created by myself for my mods should be there.
Ayalin  [author] Jan 19, 2023 @ 7:14am 
I am not sure what the Triumphant heroes does though which could prevent new skills to be available
Ayalin  [author] Jan 19, 2023 @ 7:14am 
Hello Cicero; so far paths are not exclusive to each other in the class mods, but you are not the first one giving me this feedback. I was considering that before making all 3 paths exclusive I would need to add even more skills per path. But it's something which might change. On the other hand it's not normal that you are not seeing anything new, honestly it's a bug certainly coming from bad compatibility.
Cicero Jan 19, 2023 @ 7:02am 
Sorry, didnt mean Triumphant Heroes. Meant the Empire Building Mod, which also introduces multiple paths for heroes.
Cicero Jan 19, 2023 @ 6:52am 
Is there any way to get this to work well together with the Triumphant Heroes mod?
I am not getting crashes or anything like that, but my main leader seems to only have the Triumphant paths available. My secondary heroes have both Triumphant and your mod paths available (which I would love to try as I like the idea of the super strong paths that excludes the other ones - combined with the triumphant paths that can be thrown in there too) but when I pick a path from your mod, it doesnt seem to actually unlock anything new, and the others path starters are not being removed.
skaz88 Oct 14, 2022 @ 11:17am 
Your mods are why I modded my heros/leaders to get 15 points per level. I use EBM too and I like the mix of abilities each mod is providing.
BladeofSharpness Oct 3, 2022 @ 9:31pm 
Hi there
I thought about this mod and although it is nice, I think it would be best if it worked differently, with a power (not a spell) that provides a bonus to one hex and the 6 surrounding hex. Some abilities do that, so I know that's possible. It would allow not having the ability to affect the units under your command, but any 6-7 units on a battlefield.
Dragon Jul 22, 2022 @ 9:31am 
Vvv Nov 22, 2020 @ 11:50pm 
This looks fun, will give it a try.
BOT May 10, 2020 @ 9:27am 
Sweet!

I actually just had some ideas for theocrat too.

A "celestial" i.e. flying support.

And some sort of empire upgrade that ties in to the alignments, three mutually exclusive ones to choose from, perhaps even a unit for each, it would be neat to have a class that gets something out of that mechanic without needing to take the specializations.

These are the two toughest ones to do I agree!
Ayalin  [author] May 10, 2020 @ 7:26am 
Hello BOT :) I am still around, and still willing to do them when it will be the right time; I am definitely thinking about improving the mechanical aspect of warlord as only Dread is really making use of them. Siege master fits the role and I would like to add a big catapult for their new Tiers III unit.
See you around and thank you very much for the ideas!
BOT May 10, 2020 @ 6:05am 
As for city upgrades:
Something specific to each race, instead of the usual same thing for everyone?

As for empire upgrade:
Perhaps the siege master thing could be what supports get?

That's all I got for now, hope everyone's staying safe, Cheers!
BOT May 10, 2020 @ 6:04am 
Hello, not sure where the best place to put suggestions.
But if your still looking for ideas for warlord and theocrat:
Warlord:
- some sort of army leader unit, maybe has the hero tag (as I understand it, that would give it the inspiring presence when researched), and some sort of army buff (racially specific?)
- and/or a banner bearer type unit (not sure what it would do, perhaps it could be part of the leader unit, i.e. a command squad type of thing)
- a siege master ( maybe butting into dreadnought territory, but could buff seige engines somehow, and set up temporary battlefield defenses, and also make a war camp)

In my mind the war camp would be a bandit camp that would give stationed units fast healing and use the bandit camp defenses when attacked, and would disappear if nothing was occupying it.(not sure how possible that would be lol)
candywolf Mar 6, 2020 @ 7:17pm 
wow your even cooler then i thought
Dr@g0n Mar 4, 2020 @ 4:30pm 
sweet
Ayalin  [author] Mar 4, 2020 @ 2:02pm 
Hello candy, hello guys;
I am still around, but I am working on my own video game project (rpg roguelite for mobile) with a team and it's taking all my time :)
Soo I will come back, with some mods finished later and with a new game on the market as well :)
candywolf Mar 4, 2020 @ 8:22am 
"I hate not finishing what I once started" would speaking this not tempt fate to prevent you finishing it =P
Dr@g0n Feb 4, 2020 @ 6:14pm 
great mod really enjoying this
BOT Dec 27, 2019 @ 7:01am 
Can't wait for the Warlord and Theocrat, your work is much appreciated.
9imept Nov 13, 2019 @ 12:25am 
great work, liked it very much) waiting for rest classes
Captain Obfuscate Nov 5, 2019 @ 5:44am 
@ Ayalin - ahhh, a game design freelancer! That explains why ur mods are so seamless! A freelancer has to be dreadfully competent or he/she does not eat! Thanks for your contributions!

Could you please consider doing something like this for Planetfall? It needs this sort of flavor added. I have not tried these mods yet but I will (once I figure out how to manually download the mods - didn''t buy AoW 3 from steam).

Again, great work!
Ayalin  [author] Nov 4, 2019 @ 1:34pm 
Hey Verdacy thank you very much for your kind words, best reward a modder can get =)

I will eventually finish the work for sure don't worry, I hate not finishing what I once started!
Verdacy Nov 4, 2019 @ 10:16am 
Just wanted to thank you for this and all of your other fantastic mods. I've been enjoying a new playthrough (Elf Sorcerer w/ Master Air + Conflux) and all of your content so far has fit seamlessly with the base game, which can't always be said for large mod collectiobs like yours. I, like so many others, really appreciate your mods and eagerly lookforward to your next one!

PS: As a modder myself, if there's any way I can help out with this project (ideas, balance, art, text/descriptions, etc), I'd love to assist!
Ayalin  [author] Oct 31, 2019 @ 1:24pm 
at all for sure! otherwise all my previous work is somehow not achieved- 2 classes are missing currently. Date is pretty hard to tell- I think I will have a bit more time in the middle of november, so expect one during this period. I am a freelancer in the game industry so my work flow is very inequal depending on the time of the year and the project I am able to find :)
Dragon Oct 30, 2019 @ 9:48pm 
@Ayalin Hoping for a Theocrat and Warrior class premium mod, might have a date set for those mods to be released? Awesome mods btw =) I understand that time is of upmost importance, but will we have those classes out anytime soon, or at all? Just wondering, thanks =D
Ayalin  [author] Oct 24, 2019 @ 2:42pm 
yeaaah sorry guys I am lacking a bit o time; to tell you the full story, I have also started a video game project with other people and it's definitely stealing away a lot of time from modding; the next one is kinda design ready I just need to find the time to do it!
Winda Greene Oct 24, 2019 @ 3:50am 
longing for your new mod
Ayalin  [author] Sep 25, 2019 @ 3:33pm 
yes he is right, check out for 6-digit rpk ID - they are inherited from native file and will generate crashes on the editor and the game. The only way to solve is to copy paste again indeed.
highwayhoss Sep 25, 2019 @ 3:14pm 
@highway: well it's not too hard normally; my mod spec was my very first one and I had 0 days of practice when I started this one! look for skill & class rpk, look how native spec are made and basically reproduce them with your own flavour. I would advice you for a better learning value to copy paste existing spells instead of just pointing toward them with the new skill you want to do.
Thanks. C@P would also be necessary to change the spell prerequisites. Oh and That Human gave a a tip; when you copy an entry from one .rpk to another, you must then Crtl-C the new entry and copy it again, otherwise you run into duplicate ID issues.
candywolf Sep 25, 2019 @ 2:53pm 
perfect! amazing! your so cool! thank you tested and working
highwayhoss Sep 25, 2019 @ 2:39pm 
Thanks, Ayalin. I've been talking with That Human (the author of the Chivalrous Intentions mod); he's been giving me some advice too. I'm using my personal mod to test out ideas.
Ayalin  [author] Sep 25, 2019 @ 2:28pm 
All right actually I am done with it I set up cost to 20 mana like the workshop mod; just let me know when you want it
Ayalin  [author] Sep 25, 2019 @ 2:21pm 
btw smoke how much mana do you want the inspiration spell to cost? you choose
Ayalin  [author] Sep 25, 2019 @ 2:21pm 
Hello guys;
@highway: well it's not too hard normally; my mod spec was my very first one and I had 0 days of practice when I started this one! look for skill & class rpk, look how native spec are made and basically reproduce them with your own flavour. I would advice you for a better learning value to copy paste existing spells instead of just pointing toward them with the new skill you want to do.
@smoke all right let me 30 min; in the meantime, add me on steam as friend and prepare a fake mail so that I can forward you the file
candywolf Sep 25, 2019 @ 2:06pm 
Ayalin i have windows 10 now on my second pc but i must wait for a part to use it =( .. can you send me that seek Inspiration .zip i cannot make mods on my linux the editor is not included in linux version. and the seek Inspiration mod on the workshop gives me a missing dlc error.
highwayhoss Sep 25, 2019 @ 7:19am 
BTW Ayalin, I was wondering if you can give guidelines, tips or tricks for creating new specializations; I had the idea of creating new "Class" specializations that give certain strategic spells and upgrades of one class to another.
highwayhoss Sep 25, 2019 @ 7:16am 
I've played Army Mod (and all of Liberty Valance's mods) and quite enjoyed them. However, the more I played, the more I realized some of the problems of the mod.
One thing is that the advantage of produced units over summoned and hired units is that fact that these units can take advantage of bonuses from city upgrades. This gives players an incentive to build units. Enchantments that mimic upgrades IMHO undermine this idea. This concept should encourage players to build cities which in turn build better units. I do, however, like the idea of the cross-pollination of techs where factions can learn skills from other classes.
BladeofSharpness Sep 25, 2019 @ 5:51am 
Sure. I will welcome a warrior spec, my huge campaign is still in the early-mid game and more toys is more fun!
Ayalin  [author] Sep 25, 2019 @ 5:00am 
To develop a bit on the topic: I am not super fan of finding complicate tricks to make up for what is a missing feature in the editor- a.i city upgrades able to give a global player prop. Generally speaking, when I am facing a limit issue with the editor, I tend to revert my design to something else instead of trying to push it at all cost.
Ayalin  [author] Sep 25, 2019 @ 4:56am 
So it's not just about imagination, it's that he had to do it this way- vendor spawning magic sites giving spells to players, instead of simply being able to build city upgrades -> give spell to player (or any global player prop actually).
This being said, it's still a funny and interesting approach in terms of design. I am pretty sure I can reproduce what he did, but it's a lot of work honestly and I am already very busy with finishing premium class mods you know :)
BladeofSharpness Sep 24, 2019 @ 11:17pm 
2/2


It works like that. You have some units, like the Cosmos Vendor that can create sites. The site will create a legendary unexplored site without defenders. When you step into it, you get rewarded with extra research points, a new spell or an empire-wide buff (Just got the Magical Accountant buff that provides +5 gold and +5 mana per city, very nice!)

Can you check what this mod does, it seems that the author had 'advanced modding knowledge' and was rather imaginative in his approach. Perhaps there is something that can help here? At the very least you might learn a trick or too anyway!
BladeofSharpness Sep 24, 2019 @ 11:17pm 
1/2

@Ayalin. Sorry to chat here, I don't know if there would be a better place for that.

As you know I would like very much to have permanent enchantments giving the same buff as city buff provided by nearby sites (Enchanted Armor), so that early units can be buffed to the same level as newly produced units.

I know you said it was not possible, but I discovered that Army Mod: Spiders Gift is doing some advanced 'magic' with modding. Perhaps there is a way as they do it?
candywolf Sep 24, 2019 @ 11:45am 
ok im buying windows lol
candywolf Sep 23, 2019 @ 4:03pm 
i cannot make mods im on linux sadly =/

mod ideas for free:
1. replace of normal settler with a settler that unlocks after palace and has 1000 gold upkeep.. so i can have 'build settlements' enabled as id like.. but cant steamroll frontline villages spam.
2. cosmic event ~ invisible hero roams the land attacking npc's, summons units that always loose.. training the static defenders to gold ranks.
Ayalin  [author] Sep 23, 2019 @ 2:16pm 
hmm no but it's like giga quick to do (5 min lol). I wouldnt do it because it already exists though- let me know if you cannot fix the existing one amy I can send you a zip file with a similar mod that you can put in your mod folder and see if it works better
candywolf Sep 23, 2019 @ 1:50pm 
this is probably not the place to ask but i have wanted a 'seek Inspiration' cost reduction spell mod for a long time.. when i tried this https://steamcommunity.com/sharedfiles/filedetails/?id=1869902560 it shows an error regarding missing dlc (wich i have).. does any of your mods alter the seek Inspiration spell?
highwayhoss Sep 22, 2019 @ 1:15pm 
Mana Vaults sound like a good idea. In fact, cities could always use more economic/non-military buildings. I noticed in the AoW_Structures .rpk file there are some unused buildings.
Ayalin  [author] Sep 22, 2019 @ 12:33pm 
@Blade: hey thanks for the support! highway already answered some questions, just to give you mine:
a) unit renaming- I don't think so. It would be a pure new game feature so level ed won't allow it.
b) same for city name
c) spells giving same bonus as city special upgrades- again, it's a huge shame but level ed does not allow (or I missed it) a building to give a player property (and spells are unlocked through a player prop). It can only give spell casting points or city properties (so effects affecting the city itself only). It's super sad because it would allow a whole new world of possibilities if you could do it.
d) for mana reserve: so this one actually is doable and very simple to do. But I quite like the fact you cannot store too much mana compare to gold because it forces you to think differently the way you manage your mana spendings / earnings. In other words, I like the initial intended design here :)