Age of Wonders III

Age of Wonders III

MP Mod
43 Comments
Griff  [author] Dec 26, 2017 @ 5:55am 
Dunno how it works with the campaign, havent really tested.
Figaround Dec 24, 2017 @ 12:23am 
Your mod affect the campaign?
Griff  [author] Dec 23, 2017 @ 1:53pm 
Hmm.. havent seen beast horde used in a while, so not sure. It's quite expensive spell though, so it should be fairly powerful. And by the time you get to use it, regular tier 4 units arent so special anymore usually. Not to mention its only 6% chance to summon tier 4, so I'm not convinced that it's op :-).
Loken Dec 22, 2017 @ 8:57pm 
Letting tier IV monsters come with call beast horde is completely op.
scottkbeers Sep 22, 2017 @ 2:14pm 
Not really just the make sense ones like fear sir.You're right those other stuns should negate fear aswell.
Griff  [author] Sep 22, 2017 @ 3:34am 
I suppose you're correct. Could make fearsome unactive if any such effects are in place (like stun, freeze, entangle or paralyze). You think there are other abilities that should be negated while the unit is disabled?
scottkbeers Sep 21, 2017 @ 11:43pm 
Hi thanks for response.. Ok fare enough BUT not fare enough is the Fn thing still fearing you when its Fn PETRIFIED!!!!!! That makes 000 SENSE.
Griff  [author] Sep 21, 2017 @ 10:01pm 
Heya,

Sorry, been spending too much time on discord lately, forgot to check steam in a while. :-)

Yeah the fearsome can be pretty powerful ability, comparable to frost aura or static shield. But generally only tier 4 units have it, and there are several ways to counter it (like break control and iron heart), so I dont find it necessarily overpowered. And the success rate depends on the resistance and spirit protection of the unit, so if you have high values its more unlikely to succeed.
scottkbeers Sep 13, 2017 @ 11:36pm 
You know some kind of a response would be great sir..
WerfsFlamin Sep 12, 2017 @ 10:45am 
yes I did find out to Fearsome is quite a powerful thing even on the bone dragon even if you petrify stun or entangle it or any other monster with fearsome it still can panik their should be like a buff on those stuns that like haults the ability to fearsome or any other panik ability or just temporary make all those that attack it while its petrifyed or stunned or entangled immune to it till its not.
scottkbeers Sep 11, 2017 @ 11:35am 
Can we please put in a fix for the Bone Dragon? The fear ability it has is way to out of control imho.. Example.. My hero petrified it and it hit yay! BUT then some how it was still able to fear my units even though it was petrified lol! WTF the damn thing is frozen cant do ♥♥♥♥♥♥♥♥♥ BUT still some how can send my troops running in fear of it!!!!

Also the rate at wich its fear ability hits is far FAR to likely!! seams like 75% or more atleast!!!
Griff  [author] Jul 17, 2017 @ 12:49pm 
@MartialDoctor
Sorry for the late response. I'm not certain if you need the DLCs or not actually, havent been able to test it myself. I guess it should work, but if you find otherwise, let me know.. :-)
MartialDoctor Jun 29, 2017 @ 1:13am 
So, can you use this mod without the DLCs? A few friends and I plan on playing some MP games. Some have the DLCs, some do not...
Griff  [author] May 13, 2017 @ 5:31pm 
And I think the mod should be fairly compatible, except some mods that change lots of things might overwrite some things here or vice versa, depending on what priority theyre set on. (Mods with higher priority may overwrite things from lower priority mods)
Griff  [author] May 13, 2017 @ 5:24pm 
Yes, the changes work for single player too. It should improve single player balance quite a bit, but some exploits against AI in tactical combat might still be possible, since the mod isnt made primarily for fighting against the AI.
Rohzdear May 13, 2017 @ 9:23am 
Does this affect non-multiplayer games?
Will this mod override any gameplay mods I might already have installed?
I am not interested in mutiplayer for AoE3, but I am in fixing any balancing issues the devs might have left unfixed.
Griff  [author] May 13, 2017 @ 7:19am 
Yes they alrdy had stun, but we decided that the stun chance was too high originally. So the stun chance was nerfed a bit for school of enchantment and gold medal storm sisters. Other units that had inflict stun (like sorc heroes) still have the 8 strength version.
idanbhk May 12, 2017 @ 1:55pm 
I don't understand the changes to School of Enchantment and Storm Sisters- the ability involved already was Inflict Stun.
Griff  [author] Feb 14, 2017 @ 6:46am 
Thx, I'll take that into consideration. Maybe the chance for horned god is bit too much. But the idea for the boost of the spell in first place was to give arch druid some decent lategame tactical spell.
OnErrorResumeNext Feb 11, 2017 @ 5:12pm 
You should consider fixing beast horde. It can summon Horned Gods, which if it happens can be an instaloss.

Generally shouldn't leave these things to RNG. Not only that, but it doesn't unsummon units, even if all the original unsummoned units are dead. Atm I'd consider it broken.
Griff  [author] Jan 21, 2017 @ 6:48am 
Yeah, I put shadow stalker back to 60hp. Not sure of that dark pact nerf either, could maybe reverse it later. Although could use more input on that.
orlyzzz Jan 6, 2017 @ 8:14am 
Shadow stalkers now have 55 starting health (was 60).>>>>> SS is the worst unit among t4 units(is considered like a t3)

- Dark pact costs 3800 RP (was 4000). >>>>>with 8 cities this upgrade take like 20-25 turns, so u have stakers turn 35 +20 = 50 turn. The game is long decided by then.

All over the rougue and stakers need a buff not a nerf.
Trump Great Again Jan 3, 2017 @ 12:09pm 
Ty got it !
Griff  [author] Jan 3, 2017 @ 1:57am 
@ivivan_13
You need to activate it on user content tab, on the aow3 startup window. If it doesn't show there, try clicking the update button. The mod itself is small, so it wont take long to download.
Trump Great Again Dec 29, 2016 @ 12:28pm 
How i can download this mod? I already subscrived.
Griff  [author] Dec 22, 2016 @ 12:02pm 
Thanks spock. Yeah undead can be bit hard to counter for many classes, especially in early game. Dreadnought is similar, but they shine more in late game. Could consider if they need some more weaknesses as some have suggested.

Other option would be to add more racial units to the game, so countering certain classes wouldnt be so "roll of the die", so to speak. But can use other mods for that, or perhaps make a new one.
spockimpossible Nov 10, 2016 @ 4:13pm 
great mod. Thanks for the hard work. I think shadowstalkers and reapers still need nerfing. I also think undead need more vulnerabilities.
Griff  [author] Sep 6, 2016 @ 3:16pm 
@Wild
If youre looking for reliable players, you could check out our steam group http://steamcommunity.com/groups/AoW3NQ

We host games often, and most members are pretty friendly :-)

And aow games are at their best in MP imho (although can take time).
Wiid Sep 4, 2016 @ 1:44pm 
I would love to play this game in multiplayer, but this game just doesnt seem geared for it at all. I wish it was like Sins of a Solar Empire where it was live action in the over map, the constant break down to tactical battles (Which I love btw) breaks the action to much slows the game down and pulls players out of the game if there not the one of the people fighting. I feel like this game needs a special mod geared to MP Empire Building and another one just for Tactical battles. Its great with close friends but not for random encounters.
Wiid Sep 4, 2016 @ 1:41pm 
The thought of building fantasy empires against other live players is orgasmic, much better then anything Total Warhammer could offer, itleast in terms of 4x anyway. But trying to find reliable people who will sit down for the hours needed to get to that point seems like a daunting prospect.
Griff  [author] Aug 9, 2016 @ 1:50am 
Seems it uploaded it on top of this file again. The previous update was on separate instance, maybe ill remove that1.
SaintTodd Mar 28, 2016 @ 10:44am 
Yes, Mighty Meek.
Griff  [author] Mar 28, 2016 @ 10:14am 
@SaintTodd
Which spell, mighty meek? I'm not quite sure of that mighty meek change either, could maybe reverse that one. But nerf on mass stasis at least was necessary.

@spock
yeah could try giving storm sisters the weaker insfict stun at gold medal.
alexej Mar 28, 2016 @ 4:28am 
@SaintTodd : Mighty Meek?
spockimpossible Mar 26, 2016 @ 11:29am 
Lowering the chance to stun could work if players don't agree on stun removed at gold.
SaintTodd Mar 25, 2016 @ 11:23am 
You nerfed my favorite spell in the entire game. No thanks.
Griff  [author] Mar 25, 2016 @ 3:55am 
Yes sorcerer heroes get inflict stun at level 7. But school of enchantment gives support units ability called "sorcerers inflict stun", which is bit weaker. I can understand the confusion here, maybe shouldve articulated it better.
CHOCOLATE-SALTY-BALLS Mar 25, 2016 @ 3:08am 
Um is it just me or do sorcerers get inflict stun as a hero upgrade? In which case school of enchantment is pretty much useless.
Griff  [author] Mar 24, 2016 @ 2:55pm 
And yeah, maybe that storm sister nerf wasn't so good. Although it's not bad change for sorc. ;-) Could try using the new sorc stun ability as an upgrade instead. (unless theres some issue with it, like zaskow seems to be hinting?)
Griff  [author] Mar 24, 2016 @ 2:54pm 
Hey guys, thx for the comments.

Those tigran and halfling changes are under testing, need to see how they play out. But many people seem to think tigran WL pounce is op, and halflings are kinda weak normally.. And I agree, so hence these changes. I suppose it's possible to put the pounce on bronze medal if you think it's better. (abed suggested silver though)

Those single shot ranged attack upgrades was cause it seemed to me single shot attacks should get more bonus with medals than 3-shot or AoE attacks (to even the damage potential a bit).

Mighty meek was changed via bbq's suggestion. Mighty meek normally applies the damage bonus to all channels simultaneously, allowing massive damage if given to low level multichannel unit. He liked to abuse that, but seems it's getting old for him. Dunno if this solution is very good though, but couldnt figure how to direct the bonus to main damage channel instead.
Zaskow Mar 24, 2016 @ 9:43am 
>>- All warbreeds gain 20% physical protection at start.
Interesting decision.
>>- Tigran berserker and manticore lose pounce at start, but gain it at silver medal.
Too radical. Effective killing of tigran warlord.
>>- Halflings now have 10% physical weakness (instead of 20%).
You'll frustrate so much yourself playing against these guys, because this buffs halfling enourmously with current luck level (I suppose you don't know where it could be changed).
>>- Trebuchet gains 1 additional ranged strength per 2 medals.
- Frostling javelineer 1 additional ranged strength per 2 medals.
- Dwarf crossbowman 1 additional ranged strength per 2 medals.
Nice try to buff mediocre archers.
>>Storm sister gains inflict shocking at gold, instead of inflict stun.
So heavy nerf. :( I know, why you did this (overlap with sorc stun), but...
Zaskow Mar 24, 2016 @ 9:43am 
Some spells and units are overnerfed too much.
Now comments...
>>All engineers gain +8 hp and build roads at bronze medal.
I think engies need something useful from beginning. Their leveling is pretty difficult, because even with hp-buff they're weak t1 units with low stats and attack. It's easier just buy builder for 60 gold for roads.
>>All single-shot bards gain +1 ranged damage per 2 medals.
Well, bards will be much less effective as attacking support comparing with racials even with this buff.
>>- School of enchantment: costs 600RP (down from 800), and gives sorcerers inflict stun instead, which has 7 strength (instead of 8).
School spam problem remains, maybe at lesser level, but still.
>>Mighty meek: affects physical channel only (was all channels).
Why?
Techno Mar 24, 2016 @ 9:03am 
Nice job!

in my personal oppinion:

Warlord: Tigran berserker and manticore lose pounce at start, but gain it at BRONZE medal.

- Storm sister gains inflict shocking at gold, instead of inflict stun. - bad idea.