Age of Wonders III

Age of Wonders III

Unit Upgrade Techs - Endgame Knowledge Sinks
25 Comments
Barren Soul May 2 @ 10:49pm 
Really like this, but is there any way to disallow the AI from using it, in general or specifically in campaigns? When playing the campaign, the AI almost always starts with much more production and research than the player, and they're able to fully upgrade their best units to be practically unkillable before the player can even get established.
Dyna1One Jan 6, 2024 @ 7:05pm 
Earth doesn't have any bonuses, is this by design? (Air/Fire/Water do)
Dyna1One Dec 17, 2023 @ 3:25pm 
I'm a little late, but you mentioned a version including specializations from Ayalin's mod, would love to see that some time, great mod otherwise!
vampire3229 Sep 30, 2023 @ 8:49pm 
I look faward to them twicks in the mean time I be playing your mod any how. I cant belive I like it over the other guys old mod. wich was just chaose on his mod I had to refresh the page. like 20 times in a row. but your mod. I just open the path I want to reshech. WELL DONE AIRL
ᴀɪʀɪ  [author] Sep 26, 2023 @ 3:26pm 
@vampire3229
thanks so much for the feedback, I definitely want to tweak some of those things when I find the time. One day...

@Dunadd
I honestly have no idea! I would expect it to be fine. The only thing that might derail it is if Empire Building changes the Advanced Logistics tech too much.
Dunadd Sep 26, 2023 @ 12:43pm 
Thanks for making this. Is it compatible with empire building mod?
vampire3229 Sep 23, 2023 @ 1:07pm 
Airl also 1 more thing that makes me crazy wich breaks the game mad like is can you fix or undo the spell that refress the page. normaly cost 80 mana. and casting points to refess your spell book. to make. my brother abuse that that cost to mana to use as a sorcer class.. he just hits refess the pages a few times then gets his glifs of warding wich dose 16 damge per turn on anything in his land and kills everthing for free. gold mines on my game I set it up were you cant get a gold mine with your starting amry. most time it takes around 40-80 truns before your stronge enough to get a gold mine on my game. my whole game mosters are set at 300% more and harder mosters to kill. this mod is almost unplayble for me. unless you can fix that spell refress it needs to be 80 mana. and 80 casting points. please. upon you doing this I would be greatfull and can get my 6 freinds who play this game to play your mod here.
vampire3229 Sep 23, 2023 @ 12:44pm 
Airl I can tell you it breaks the game haveing 10 hp grads. I no you think that its only 8 HP upgrads.. but its 10.. I have tested this out. but it realy needs to not be more then 5 hp upgrad per leveing up. most games I have around 30 citys or 40 wich puts my reserch around 2,000 pr tunr to 3,000 perturn. Airl thanz for your hard work on this mod and for your time if its possble upon you fixing the over powerd HP buffs back down to 5 hp. I would donat $5 amercan dollors. just to show tanks for your time in this mod it realy means a lot to me and sweetens the game for me . thanx
vampire3229 Sep 23, 2023 @ 12:39pm 
I did noticed the hp upgrads do take longer wich is good. wich I realy like. but I play only orc warlord. and my engame power call to arms... geting gold medal on all things. is fine. but with your HP x 5 if I understand that right on first tire leve resherch gives all cavory. pluse 10 HP. same for the diffrent paths. on my game at the moment I have 1 army of matcors. wich 165 hp. pluse 2 restance upgrade. all that hp I can take a whole kindom with out the loss of even 1 maticore.. if I resherh 3 more hp upgrads my matcors will have 205 hp. with your mod. when normaly at gold meddrank they have 145.... form what I can see your HP mod if fully reserch adds plus 50 hp permenty to a unite type.. I love your mod over the old sloppy shoddy set up of how the other guy made this mod.. but it ruins my game and fun his mod was only pluse 5 hp boot wich max would be a 25 hp incress
vampire3229 Sep 23, 2023 @ 12:25pm 
Airl as to what your thinking about adding total awareness to giants or top end builds even no that idea is cool and could be fun its just bit to much plush 5 defecn then geting regroth for mosters. or something. so I would not add any more top end power. also I dont see a problem with you chaing merfolk-fey.. chaing some techs to gether form what I can see this is fine but I also lvoe the super long grind. so also fine if you gave them there single upgrads only for giants. I would be a fan of this also. if you change or add to this mod like super powers after all tire 5 s are reserched like gaints geting toltal awarness I would play a round with it for fun but for game balnce this mod here is perfect as it is..... other then 1 gripe I do have with this mod...
vampire3229 Sep 23, 2023 @ 12:15pm 
Airi MAN YOU DID A AMAZEING JOB on this I have a lot to say to tell you.. first off I have found no bugs.. this mod you have done is well polished... neat and easy to understand just the way it is. I have my game set up that with geting 3,000 reserh per game still takes me over 300 turns before I can even start to mess with your mod. 3,000 resherch per tun is hell to get to. even with that many of your upgrades take me 3 turns up to turn 7. and I can up it even more painfull if I want to . wich would be 6 turns to 15 turns. wich I think is fine. the ai is mostly dead buy then or not a threat how I have my game set up. 400% slower reserch and 400% longer growth. or 600% resherch and 400% long growth also I have a -30 construction pentaly for ai and humans wich makes all leve 1 buildings take 6 or 7 turns to just buil a barkes I also only play larg map with 2 undergrounds. or a hug maps. wich your mod its perfect for them map sizing games
ᴀɪʀɪ  [author] Sep 4, 2023 @ 10:43am 
@vampire3229
" magic restance 5 levels on his only worked 1 time on the first leve upgrade the other 4 did nothing. "

Also if you see anything like this happen please tell me! It's super easy to fix but super hard to catch.
ᴀɪʀɪ  [author] Sep 4, 2023 @ 10:41am 
On the other hand, what the old one was good at was the neat little upgrades that depended on which specialization you have -- if I remember correctly, Grey Guard Master could do things like give Total Awareness to Giant units. I'd like to do something similar one day in this one, though they'd probably only be practical to research in reeeeally long games XD
ᴀɪʀɪ  [author] Sep 4, 2023 @ 10:41am 
The techs are all listed as tier 7, but should be unlockable as soon as you get Advanced Logistics; the prereqs are tier 6. It's something I can change if it causes problems though.

I really wanted to avoid anything game breaking with this mod, at least not more so than the other. Generally this mod should be a bit less strong than the old one, if only because the research costs are higher. The HP techs do give a bit more per upgrade than before (+8 instead of +5 I believe), but they cost even more to research now.

The thing that might make mine stronger is that some of the upgrades are grouped; Merfolk and Fey get upgraded at the same time, for instance.
vampire3229 Sep 4, 2023 @ 3:53am 
on the old 1 your reserch leve 1 upgrads in your picher it looks like you go right for leve 7 upgrades. I hope that is not the cace. also do you think or feel this mod you made is close to the old 1. wich I think was close to fair. or is there iny thing game breaking about this mod you can tell me?? I might give it a try if its better then the old 1
vampire3229 Sep 4, 2023 @ 3:50am 
just wonted to say I got 3300 hours into this game all I play alone or with freinds and the old version of this mod I love have not run this 1 yet but my thanx for your time on this. on the old version with orc race the magic restance 5 levels on his only worked 1 time on the first leve upgrade the other 4 did nothing. if orcs had a xrtra 4 would break the game any how. not shure if it was a bug on his part or not
ᴀɪʀɪ  [author] Sep 2, 2023 @ 5:09pm 
@RAS DOIMO
For each of the basic upgrades, there's a chain of 5 techs you can research. So for each unit type, Infantry for example, you could upgrade Defense up to 5 times before you run out of Defense techs to research.
The branches for elemental damage are shorter -- 2 tiers are unlocked for each of the relevant Adept specializations, and an additional 2 if you also grab the Master specialization.
Dollynho your little friend Sep 2, 2023 @ 5:04pm 
the upgrades are infinite?
can you make so you can research only one time each upgrade?
ᴀɪʀɪ  [author] Jul 12, 2023 @ 8:14am 
Yeah thinking about it, especially given the nature of the mod, it's faaar more likely for the mod creator to accidentally bork a whole branch of upgrades--it could be applying a different bonus, or could be applying the right bonus but to a different unit type, etc. Definitely let me know if you spot something like that, I'm playing with these mods myself and would hate to run into that XD
ᴀɪʀɪ  [author] Jul 12, 2023 @ 8:09am 
Yeah I can't imagine that messing it up... honestly it's so straightforward that if the upgrade wasn't working on modded units my first thought would be that that upgrade (or even the whole subtree) wasn't working *at all*.

For what it's worth I just pulled up my current game and can confirm that, at the very least, the cavalry damage bonuses are working with units from Chivalrous Intentions, Ayalin's Premium Tribe Invasion, and The Old Man and the Sea.
Cookiesnm1lk Jul 11, 2023 @ 10:35pm 
not in my experience. i noticed that Civilrous Intent units definitely didn't get the bonus stats... i'm not sure what other unit things i have installed but i *know* that those didn't get the increased stats. and as long as the skill is researched it should give the stats right? cause i also use a mod to accelerate the research process. but that wouldn't mess it up right?
ᴀɪʀɪ  [author] Jul 11, 2023 @ 10:21pm 
It's supposed to. It should work as long as the mod gives their unit the appropriate requisite type, but then again I believe the original mod works the same way.
Cookiesnm1lk Jul 11, 2023 @ 10:11pm 
does this version work with modded units? the original mod did not.
Dyna1One Jul 7, 2023 @ 9:31pm 
Looks awesome so far! Excited to try it out myself
Weirdman Jul 7, 2023 @ 7:24pm 
Awesome! I'm glad you are trying to make a better version of my old mod. Locking the new tech behind a single 0-cost upgrade is a great idea.

Yes, this type of mod is tedious to make. I can become Hyper-focused when I get a creative idea and can ride that wave for a bit. This is how I was able to work on such a big mod but that energy dies quickly as my interest wanes.

Good luck with this.
And have fun!