Age of Wonders III

Age of Wonders III

Dark Elves
34 Comments
CliMaX Jul 27, 2022 @ 12:08pm 
I can't see the spider queen model in the game. I can't see the lower body model.. I can see the upper body. how can i do?
MV Jan 30, 2020 @ 5:50pm 
This mod appears broken. Psionics are now kobolds. Among other issues.
Fizz Jul 6, 2018 @ 10:12am 
Is it just me or did the Psijonic neophytes lost their evolution to adept?
ShadowDragon_79 Apr 13, 2018 @ 12:32pm 
Strange... I did have them spawn for 'Monoculture'.
Fizz Mar 1, 2018 @ 4:05am 
No Support Dark Elf spawns when you get the Multiculture Empire Quest. I guess they wouldn't either for Monoculture or Heptotopia.
ShadowDragon_79 Feb 13, 2018 @ 12:27pm 
Thanks. :) It was just a small change, after all.
dizzy Feb 13, 2018 @ 12:06pm 
This mod makes the delf archers bad ass: http://steamcommunity.com/sharedfiles/filedetails/?id=1300294937
dizzy Feb 13, 2018 @ 10:11am 
I am revising my statement below. The Delf archer unit is fine. I stated it had a long range bow (7 hexes which is artiller range) and I had erroneously thought it had 3 shots. It does not. It has one shot with a 2 turn cooldown. My mistake. It's a very balanced unit. Perhaps too conservatively balanced. I'd reduce the cooldown to 1 turn because the short range of the delf archer shortbows (3 hexes) are awfully disadvantaged compared to the Helves Longbows (5 hexes).

The only problem this Delf Longbow Snipe Target one shot with long range poses, is that when the 1st longbow in the arcane forge list is built, it is a THREE shot long range (7 hex) bow. That's pretty uber... Basically, your hero will be running around with a catapult that can fire 3 times.

Aside from the arcane forge issue, I'd prefer the Snipe Target Delf archer cooldown be reduced to 1 turn from 2. Thanks for this mod! Delves add much diversity of play.
ShadowDragon_79 Feb 13, 2018 @ 3:55am 
@Ana:

Nothing fancy (especially not the preview-image) , but here you go. I changed the range from long to medium and shortly tested that I changed the correct value, hope it works for you, too:

http://steamcommunity.com/sharedfiles/filedetails/?id=1300294937
ShadowDragon_79 Feb 12, 2018 @ 9:30am 
@Ana:


1. I like it as it is - keeps things a bit more diverse ( I don't like "flat" balancing - or however that's called - where each sides' version of an unit basically has the same stats ) . Of course then, other species should have some other advantage, though... ( e.g. I gave dwarves a lot of armor-related unit levelup boni in my install, and other things to the others )


2. That should be easy... in the package-manager, create an empty mod, include this one as dependancy, and then edit the appropriate stat in that new mod (should be in one of the ability-packs)

Can't promise it since I'm working on a lot of other things, but maybe I'll look into it...
ShadowDragon_79 Feb 12, 2018 @ 9:18am 
@Shaithias:

Could you eventually please increse the priority of this mod (at least to 1 or 2) ?
That would help with a little something I'm trying to mod on top of this...
dizzy Feb 9, 2018 @ 4:58am 
No one has complained about the artillery ranged bows the dark elves have? Wow. Can someone make a patch that fixes this?
BelovedMonster Dec 2, 2017 @ 1:54am 
Hi all!
A poll of the best mods of AoW3 is being organized and this one 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/
ShadowDragon_79 Nov 20, 2017 @ 7:34am 
It adds Dark elves as a playable race with their own units. For me it works fine so far.
Djtooth Nov 15, 2017 @ 11:13am 
Screen shots, and description of what this does?
Zionus5 Nov 7, 2017 @ 11:14am 
Seems that cause agony has been replaced with cause fear. Is this intentional or do i have a conflcit somewhere?
GandalfTheGun Nov 6, 2017 @ 10:56am 
I figured out what is wrong with the names but not the high elf rewards. insectoids was messing with the names for some reason but I tried just dark elves with nothing else and i still keep getting high elf units
ShadowDragon_79 Nov 6, 2017 @ 10:54am 
Hm, since I'm modding the game by now a bit myself, I can say that technically the darkelves' data is in the highelf-category, but they are linked as separate, do have their own groups, and for me they do work as separate.
So, sorry, but no idea what's wrong on your end... they technically are close to the highelves, but really should be different in-game.

... Though, maybe one of your other mods takes precedence and overwrites something ( in RAM, not on the harddrive ) , thus causing this behaviour?
GandalfTheGun Oct 25, 2017 @ 2:51pm 
I did yes. and I had both enabled. I have no idea why the city names were messed up or why the dark elf cities gave high elves
ShadowDragon_79 Oct 25, 2017 @ 4:22am 
Though, AoW has been updated when I just logged into steam, so I can only hope that AoW-update doesn't break anything...
ShadowDragon_79 Oct 25, 2017 @ 4:20am 
@GandalfTheBlack :

Did you also install the required template-mod which is linked above?

For me this mod works ok, though setting it up was a bit weird... ( somehow I have 2 instances of the template-mod in my AoW-launcher - activated both just to be sure, and since that it works )
GandalfTheGun Oct 5, 2017 @ 4:22pm 
Having a few minor issues with the mod. any independant or even my capital its named
{STR_cityName} by default. and it is always there even with a rename. it has the rename then the {STR_cityName}. same with the alerts on the right. it still considers it {STR_cityName} Then another is independants that are dark elves only give high elf units
ShadowDragon_79 Sep 22, 2017 @ 5:36pm 
As for compatibility updates, I'm using "Army Mod - Spider's Gift" (Link) and really like it, but many other species there do have access to some unit which can build several ressource-buildings (like a +5 goldmine) , and the darkelves not having anything of the like puts them at quite a disadvantage... So it would be nice if you could add such a unit as "compatibility"-(balance-)patch.

Admittedly I atm. don't have an idea for such a unit yet, but maybe you or someone else might come up with one?
ShadowDragon_79 Sep 22, 2017 @ 5:34pm 
Hm, by now got it to work... and I have to say it is a nice mod. :)
Didn't get very far yet, but I really like the wizards from my starting-army... ;)
Also got a unit to evolve to swordmaster, which also is a nice idea.

One question, though - is this compatible with the "darkelf dwelling"-mod?

Furthermore I did find a few text-problems:
1) In the species-leadership-tree, the 4th economy-option doesn't display the value of the mana-bonus, but rather just "{manaBonus}" ; and
2) the description for the Darkelves' turret also doesn't show for how many turns units are immobilized, but rather just "{thrownetTurn}" .
Shaithias  [author] Sep 12, 2017 @ 2:26pm 
Hey guys, I am open for compatibility modding, and for another modder to join with making updates.
ShadowDragon_79 Sep 10, 2017 @ 2:00pm 
So I installed the templates-mod and this... Now I have 2 mods called "Dark Elf Template" in my package manager, although with different filenames in brackets ( pub / Darkelf and [somelongnumber] / Darkelf ) - and can only activate one of them at a time, because otherwise the package-manager complains about a conflict.

Now, which of the two should I activate? (I'd guess the one with the number?)


Also, how do I set mod-priorities in the package-manager?



@Stoke :

Are you missing the templates-mod linked above?
Stoke Jun 16, 2017 @ 9:02am 
This mod does not work. Each time i try to start a game after updating mod list i get an error telling me "missing packages-dark elves mod you must uninsall dark elves"
Zionus5 Jun 2, 2016 @ 6:23pm 
Why did the recent update get rid of all the Drow (Dark elf) buildings and unique units like weapon masters; and replace them with Highelvesn ones?
Etharil Mar 17, 2016 @ 1:44pm 
@EvilNed loweing your graphics settings to medium should help.
Shaithias  [author] Mar 17, 2016 @ 12:23pm 
Yes, go for a compatibility patch, what mod is it? Also, spider body not rendering is a low poly issue. Would require a new spider body model.
Tanaka Mar 9, 2016 @ 3:57pm 
Where did all the comments go?
Inviktys Mar 9, 2016 @ 7:28am 
Hi Shaithias! Would you allow me to make a compatibility patch for this mod and my own.
EvilNed Feb 28, 2016 @ 2:38pm 
To clarify, it just looks as if her upper body is hovering mid-air.
EvilNed Feb 28, 2016 @ 2:38pm 
The Spiderqueen not displaying her Spider-part. Any ideas? Awesome mod otherwise.