Age of Wonders III

Age of Wonders III

Deluxe Specialization Combination Selection
337 Comments
CaptainKampfkeks May 29, 2023 @ 6:32pm 
I wonder if someone could make a compatch for Empire Buildings Mod, as with it, additional class buildings do not show up, which is kind of a bummer. Still, great mod all around.
r3xm0rt1s Feb 22, 2023 @ 11:12am 
I second the all classes combined request.
✧Starshadow Melody✧ Jan 9, 2023 @ 5:59am 
No peacekeeper+creation?
格拉默老兵 Oct 24, 2022 @ 8:31pm 
I LOVE this mod. I love 'All Vanilla'. Could I get 'All Classes Combined' too, please? :steamthumbsup:
Mutante de uma Figa Sep 13, 2022 @ 4:13pm 
I LOVE this mod. I love 'All Vanilla'. Could I get 'All Classes Combined' too, please? :steamhappy:
Fonzosh Jun 10, 2022 @ 10:07am 
@Paleenchantress This is sometimes the case with MP games. Often they can cope with lot less mods than single play so try to keep mods in MP to a minimum. Around 12 usually works.

@Loboramdk This is a question that I and several others have asked several times. The mod creator has more or less stopped updated the mod (but we would all be very happy if he did one more update with Total Good and Total evil combo :lunar2019grinningpig:)
PaleEnchantress Jun 10, 2022 @ 2:19am 
I had earlier posted this mod caused a crash when trying to host multiplayer. I was mistaken it's having this mod and hero professions on at the same time. Odd as they both work on their own and they both work together in single player. Oh well
Loboramdk May 6, 2022 @ 10:28am 
I am sure that I am not alone, in greatly appreciating your work, so thank you.

Just wanted to know, is there any particular reason, why there isn't an option, to combine Shadowborne with Destruction, or any of the magical spheres?
ALEXNTFOX Apr 26, 2022 @ 1:34pm 
@Samurai190 I would like a compatibility patch for Chivalrous Intentions. Units of other specializations do not appear when selecting additional specializations
Fyrebrand18 Mar 2, 2022 @ 11:55am 
If you have empire building mod I suggest you disable it. I experienced the same problem with the class buildings not showing up.
Pathalen Feb 27, 2022 @ 8:12am 
The short of it is, since you're specially duplicating second variants of all class units, and I believe research, to achieve this mod, it'll probably be better, both balance-wise and for fun, to remove the specialization versions of the class' casting research, to avoid far too unfairly high casting points and far too cluttered research tabs, and also perhaps allow create duplicate class buildings for the specialization which are unlocked from an always present research for the respective class.

This way, you'd still clutter the tab enough, and make it harder to get specific research options in exchange for the power of multiple classes, and will force more investment to achieve a larger variety of units, but will avoid having too much power but not giving infinite casting points per turn, and will, after researching the single research that allows you to make class buildings, leave the permanent to varying research options to 4/8, 5/7 and 6/6 at 2, 3 and 4 classes respectively.
Pathalen Feb 27, 2022 @ 8:12am 
Furthermore, given each class' upgrades are priority and permanent, and can't be swapped out with inspiration, instead of the usual 3 unchangable research choices (until fully researched), and 9 varying, you end up with 5/7, 7/5, and 9/3 when having 2, 3 or 4 classes respectively. While I agree it's a good balancing measure, that doesn't really work out, as you have at will +100 mana cap, +10 casting points from up to 4 classes, and all of them starting at their cheapest base cost, making it cost ridiculously cheap amounts to get to 100 casting points, and letting you go well and beyond that.

then there is the fact that the other 4/9 upgrades are unit chains, of which 3 are potentially utterly useless to you, as you cannot build the class building for them. Druid and Sorcerer mostly avoid this with having only one wasted research, as all but 1 of their class units are summoned, but even so, this is both unfun and unbalanced in wasting space and not doing anything.
Pathalen Feb 27, 2022 @ 8:12am 
Pardon, this is a tad too long, so I'll drop it in 3 consecutive comments to make it fit.

Heya, thanks for the great mod. I think there are some loopholes to be noted though. Now, obviously, this mod cannot act with balance fully in mind given its goal, so while having multiple classes via it results in multiple instances of the +max mana stock, +max casting points research, I understand why you'd want it to stay, even if its power is rather hefty.

Another issue, however, is class units. As while it lets you summon class units, it does not let you recruit ones from cities - or rather, it would, but you cannot build the class building for a respective class, say if you were both a Dreadnought and Warlord. If your starting class is Dreadnought, you cannot build the Warlord's building and have no point in any of the unit research the class offers, unless you get lucky and capture and opponent Warlord's city with the corresponding class building built up to the necessary level first.
Fonzosh Feb 15, 2022 @ 6:17am 
Hopefully it will arrive :lunar2019grinningpig:
Ayalin Feb 6, 2022 @ 8:25am 
Seems like many are looking for this; I may want to do something about it. If it's "easy" to regroup spec together I could do it, if I need to copy paste all spells in the game for all possible combinations it's too much work I think. I will check it.
Ayalin Feb 6, 2022 @ 8:24am 
better late than never ;)
phatninja63 Nov 1, 2021 @ 10:50am 
Still holding out hope for a Ayalin-Deluxe Patch. Who I gotta suc to make this happen?
CaptainKampfkeks Oct 1, 2021 @ 12:40pm 
I'm curious, how do the alignment specialisations work together? I'd imagine that if you hit the dedicated to good/evil/neutral talents, it might get funky.
Fonzosh Mar 7, 2021 @ 8:12am 
I actually get it working with EBM without any crashes.
Dultus Mar 7, 2021 @ 7:13am 
Any chance to get a specialization with multiple classes?
Fyrebrand18 Dec 3, 2020 @ 11:09pm 
Apparently this mod does not work correctly with the empire building mod. Heres to hoping for someone making a compatibility patch.
Fyrebrand18 Dec 2, 2020 @ 10:26pm 
The class specialisations don't seem to work for me, I can research class specific upgrades, but the buildings don't show up. I have a hero that's sorcerer first but has the dreadnought and theocrat specialisations but only the sorcerer building shows up. I have a lot of mods on, but I'm wondering if I'm just missing something before start shuffling mods.
ShadowDragon_79 Oct 30, 2020 @ 5:41pm 
Does the necromancer-specialisation cause crashes for anybody else?


I didn't play in a while, but when I did, I couldn't get that one to work ( game-creation would crash whenever Leaders with it were used - either by me, the AI or (supposedly) randomly selected by the AI ) ... :winter2019sadbulb:
( Or might that have been a conflict with Quo's CrossClass-mod?? )

All others worked fine, though. :winter2019happyyul:
ragernok Oct 29, 2020 @ 11:09pm 
thank you!
💖 Officer Hotpants 💖 Sep 4, 2020 @ 11:24pm 
Got it. Thanks.
Samurai190  [author] Sep 4, 2020 @ 11:11pm 
They are just the vanilla specializations combined, fully as they were, untouched.
💖 Officer Hotpants 💖 Sep 4, 2020 @ 1:58pm 
Just to clarify, are combination specialization equivalent to all of their included specializations at full strength? Or are the combo specializations reduced in individual specialization power to balance them against the vanilla dedicated specialization?
AlexNewbie Sep 2, 2020 @ 12:11pm 
can you add warrior, rogue and others in one combo? and no necromance curse, if it possible
Fonzosh Jul 15, 2020 @ 3:01am 
That doesnt work for me (and has never done so). As soon as I have an class building that is not of my major class it becomes "red" and I cant produce the troops of that class. For example, if I choose Sorc/warrior, I cant produce manticores but if I choose warrior/sorc I cant get both tier IV since sorc has a summoning spell and isnt dependant och class buildings. But, as I said before, I run the game with several mods for example everything that has to do with Empire Building mod, Legendary units, New Arsenal and several others. The game is stable, although it seems that this mod doesnt work all the way :lunar2019grinningpig:
Kerovanka Jul 14, 2020 @ 5:23pm 
Samurai190  [author] Jul 14, 2020 @ 11:12am 
Are you sure about that, Fonzosh? I have no problems with having class specific buildings of two or more classes in the same city.
Fonzosh Jul 14, 2020 @ 10:06am 
@kerovanka Strange bug. I have all the DLCs and several mods running and it works without a fault in my PBEM games (with several friends who has the same configuration). Are you sure you are not talking about the units that need the class specific building? The units that need the class specific building is not possible to get with this mod since you cannot have 2 class specific buildings in the same town.
Kerovanka Jul 14, 2020 @ 5:22am 
I have DLC bought
Samurai190  [author] Jul 13, 2020 @ 8:32pm 
I must say, I am not sure what could be causing it. What especially confuses me is that it only works for the Eternal Lords expansion.
Kerovanka Jul 13, 2020 @ 12:34pm 
I checked integrity game file(all it's okay)
Kerovanka Jul 13, 2020 @ 12:28pm 
after the construction of the building headquarters military commander the units did not appear. this is not only related to military commander, other specialization they don't work either.
only from tigran and frostling all work. so for goblins, draconians, high elf, dwarfs, orcs and human
too not works(. I don't know why. you made a very good mod. i am love yuor mod, but it doesn't work just right((
Samurai190  [author] Jul 13, 2020 @ 7:18am 
I am confused, I don't seem to have the problem of not seeing warlord units. Can you describe the problem in more detail?
Kerovanka Jul 13, 2020 @ 6:29am 
i have bug: took a wizard+warlord+goblins. cant see units of the warlord! it is bug. only for tigran and frostlig everything works without bugs. other races except tigran and frostling working with a bug.
I AM TESTED YOUR MOD WITHOUT OTHER MODS!!!! (so nothing overlaps!!).
Just below write about it alextherus. Do yuo fix this problem?
Fonzosh May 21, 2020 @ 10:52am 
:winter2019sadsnowman::winter2019sadsnowman::winter2019sadsnowman::winter2019sadsnowman:
Samurai190  [author] May 20, 2020 @ 12:20pm 
Can't say I really have any news to give, my modding spark still remains unlit, for now.
Fonzosh May 20, 2020 @ 8:24am 
Any news on Ultimate evil (Shadowborn+destruction) and ultimate good (keeper of peace+creation)? Me and my friends thinking of starting a long PBEM game soon and would like to have these on each side.
Samurai190  [author] May 17, 2020 @ 1:24am 
As long as nothing overrides them, you do.
alextherus May 16, 2020 @ 8:56pm 
Do you get to build the chosen specialization class buildings and units? I don't see them (don't know if it is because of incompatibility with another mod)
Fonzosh Mar 1, 2020 @ 12:24am 
Accordning to me it is working perfectly
mattmsp Feb 29, 2020 @ 5:03pm 
Is the mod not working now?
Fonzosh Nov 7, 2019 @ 1:19pm 
Ive sugested to the dev that great evil and great good would be fabulous, but he says it wold take a lot of work and doesnt know if he has the time to get around to it.
Inve Nov 7, 2019 @ 12:51pm 
we need a greater good :D
Cid Silverwing Nov 7, 2019 @ 11:45am 
As Inve said, would love a choice for Creation + Keeper of the Peace Adept+Master
Inve Nov 6, 2019 @ 3:01pm 
hey there dev, can we get "creation" and "keeper of peace" adept + master? :D
Fonzosh Oct 27, 2019 @ 2:15am 
Any update on Alignment + Aligment Elements? Would love to have it in my PBEM games.