Age of Wonders III

Age of Wonders III

Fortress Additions
41 Comments
PlummusDucis Aug 27, 2020 @ 7:59am 
Heya mate! I always play AoW3 with your mod; I absolutely love it. I'm currently working on an overhaul expanding building abilities to Engineers. How could I go about making it compatible with this mod?
~かαɨƴʊ~ Nov 30, 2018 @ 2:02am 
Heya! i love your mod! Buuut...could it be that iam unable to build water fortresses now? the other day i wanted to protect my route through the river...aaand i realized i cannot build a water fortress p-p
leon feargus  [author] Jun 12, 2018 @ 10:53am 
@Ana: AI does not build any of these structures, same as the old fortresses.
@me: This mod is not compatible with Racial Watchtowers. Ancient watchtowers should have their vanilla model. There used to be a problem that it would show up as a halfling tower. I hope that problem is no longer there because I am not in a situation where I can easily fix things, anyway ... see below.
@Artemis: The mod ´broke´ after the latest patch (poseidon) that added marine structures. I made a new version called: Fortress Additions Addendum. You should subscribe to that one and unsubscribe from this one.
Cheers
Artemis *Seven* Jun 12, 2018 @ 10:45am 
I just got back to the game after a long hiatus only to find that this mod is suddenly not compatible with the vanilla version of the game (no DLCs)... What's up with that?
< blank > Apr 24, 2018 @ 6:30pm 
Hi leon, I wanna say I really love this mod and the flexibility it brings. I have just 2 questions.

Is it possible to integrate/make compatible this mod with the Racial Watchtowers mod?

And is there any way to change the original watchtowers (i.e. Ancient Watchtower) back to their vanilla model?

Thank you!
dizzy Feb 2, 2018 @ 8:50am 
Does the AI use them?
leon feargus  [author] Oct 14, 2017 @ 2:20pm 
Since it is very difficult for me to upload big mod files I will not be making any compatibility patches or other versions. If I can assist other modders in this regard I will be happy to help.
leon feargus  [author] Oct 14, 2017 @ 2:17pm 
I have made an updated version of this mod and finally manged to upload it to my own account. I advise everyone to unsubscribe from this one and subscribe to the new version instead. In due time I will have this version removed in order to avoid confusion. Sorry for any inconvenience.
martin.duchoslav Sep 21, 2017 @ 1:44pm 
@Eredar
Agreed here, a compatibility patch would be awesome.
Haru Haias Sep 16, 2017 @ 11:42am 
Any version of this great mod that doesn't need the dlc?
leon feargus  [author] Aug 20, 2017 @ 3:28pm 
I am thinking of updating and fixing this mod. How can I help out the Extraordinary and Poseidon mods?
MadGAD Aug 11, 2017 @ 1:46pm 
League of Extraordinary builders and Poseidon needs your hel to make a comatibility patch.
Your mod is one of the most immersive in terms of empire building features.
Sunbolt Jun 29, 2017 @ 12:38pm 
I really like the mod it adds various upgrades to the simple fortresses and makes watch towers worth defending. However with the new poseidon abilities added to base game this mod is somewhat obsolete due to the conflicts of poseidon fortress and the mods custom ones not able to be built in water. Would be nice if you picked it back up and added the changes from poseidon to this mod but no worries if you dont. was a great mod before poseidon came along. :stein:
leon feargus  [author] May 9, 2017 @ 5:38am 
I am currently not modding anymore, sorry. I might pick it up again in the future but can't be sure.
The Speaker Apr 27, 2017 @ 2:51am 
Are there any plans to make this compatable with the new 1.8 Poseidan patch? From what I can see, builders from this mode can't build forts on water.
< blank > Jan 28, 2017 @ 10:11pm 
Any way to replace the Ancient Watchtower's model with the old watchtower model?

Thank you btw, everything else works just as you intended and I love the additions. I just really miss the vanilla watchtower texture cuz I feel the new Ancient Watchtower doesn't really look ancient. If anything, it looks like a Hafling's 3-story home. Watchtowers reminiscent of AOW2's texture may be a good idea.
Sheph Jan 22, 2017 @ 10:08am 
Thank you for the rpk's. Where are most of the mechanics occurring? I would like to have workers remove cityentities that have been razed. Can you think of how this might be accompilshed?
Cain Nov 23, 2016 @ 7:59am 
This mod requires downloadable content. Please edit the page to reflect this.
qinlongfei Nov 8, 2016 @ 7:36am 
Is there a chance for a patch with League of Extrodinary Builders mod?
thatoneguyfromthatoneplacestl Oct 9, 2016 @ 1:47pm 
No. There is a minimum distance between them. In fact, you can't build watchtowers right next to fortresses, either
DerMajor Oct 8, 2016 @ 11:19am 
Isn't this mod op because you can build endless towers etc. next to each other?
OldFashioned Jul 29, 2016 @ 9:34am 
Hey, is this mod supposed to require dlc? Because I get a message about needing dlc2 and 3.
thatoneguyfromthatoneplacestl Jul 17, 2016 @ 7:20am 
Hey, loving this mod! I did notice, though, that for humans (the race not the player) the upgrade from sentry camp to wooden fortress does not give domain radius like it should. Upgrading from wood to stone increases it to domain radius 3 as it should be. Just thought I'd say something.
Slashimus Jun 26, 2016 @ 4:45pm 
Do human players really need more advantages?
HjAa Jun 26, 2016 @ 11:53am 
Don't think the AI ever uses builders, anyway. This will only affect human players.
leon feargus  [author] Jun 21, 2016 @ 4:59am 
@slashimus: I have not been able to make the AI use the strategic building functions and am afraid there is just no coding support for it.
@christophe: In order to avoid conflict between mods I had to make this mod override Racial Watchtowers mod, because both mods change the racial builder units.
christophe.poth Jun 19, 2016 @ 5:45am 
Hi great mod!
Is it compatible with racial watchtower by any chance ?
Keep up the good work!
Slashimus Jun 17, 2016 @ 7:10pm 
Does the AI use this stuff? AFAIK the AI tends to completely ignore builder units and the like so I always restrict myself to never using them.
thatoneguyfromthatoneplacestl Jun 13, 2016 @ 2:19pm 
@ leon feargus: Well played. I'm an idiot :)
scip Jun 12, 2016 @ 2:13am 
@leon feargus: thanks for your explanation. I have to look, if the domain supply feature from forage & attrition is active after the tower-upgrade. I judged only after the visuals/marker.
leon feargus  [author] Jun 11, 2016 @ 2:14pm 
Oh, I just thought you were that one guy from that one place ...
- Thanks and have fun!
thatoneguyfromthatoneplacestl Jun 11, 2016 @ 10:10am 
@ Eomolch: Thanks, man. I will try this again.
@ leon feargus: I'm not sure if we know each other...my best friend plays a TON of Total War games on here, maybe from that? Also I've been stalking the mod community for AOW3 for a long time, and commented a few times. Some great mods out there, and this might be among them. Great job!
leon feargus  [author] Jun 11, 2016 @ 8:04am 
When you upgrade a Lookout to a Watchtower the domain marker, for some reason, disappears. To prevent this from happening you can keep an army (a unit) on the structure when upgrading.
It is important to note that, even though the marker disappears, functionality remains the same, meaning you can still summon units there and raze it without an army.
The only mechanical effect difference is when the tower is located in a city's domain. In the former case the tower's domain will be absorbed by the city's. In the latter case it will remain a seperate little domain, which may be important in the fringe case that units summoned there will not have the benefits of a spell/structure of the city.
Hope this is clear enough.
scip Jun 11, 2016 @ 7:37am 
Thanks alot Eomolch. I've just tested your mod and I love it. I use also Forage & Attrition and your new Buildings that add domain are a good way to make some kind of bridgehead when advancing with armies. But when I build a lookout I get 1 hex domain but lose it, when upgrading to a watchtower. Is this intended?
leon feargus  [author] Jun 11, 2016 @ 7:28am 
Hah. Newby modder makes dependency mistake. Thanks again, Eomolch.
@ thatoneguyfromthatoneplacestl: Don't I know you from somewhere? - As was disclaimed in the description I had upload troubles. One of the devs tried to help and uploaded the mod to figure out the problem, this is why it was up for a while.
Eomolch  [author] Jun 11, 2016 @ 3:09am 
For some reason the deluxe edition and preorder DLC (which I didn't even know was a thing) were in the dependency list. Udpated it, so that you should now all be able to use the mod.
Tanstaafl Jun 10, 2016 @ 9:55pm 
I get a missing DLC0 error message when I try to start a new game that includes this mod. I have all three DLCs (deluxe edition, eternal lords, golden realms).
Olorin Jun 10, 2016 @ 5:12pm 
Looks good ! :)
thatoneguyfromthatoneplacestl Jun 10, 2016 @ 3:09pm 
Ok, so I loaded this mod by itself, and it's telling me I'm missing DLC 0 and DLC 1. I am modding Illiterate, so I don't really know what that means. I have all DLC except the Deluxe Edition. Does this mod require that?
thatoneguyfromthatoneplacestl Jun 10, 2016 @ 2:51pm 
Cool. I saw this a day or two ago, even toyed with it a little (conflicts with one of my mods so I was loading/unloading to try to figure out which one), and it up and disappeared. This mod looks awesome, I just have to figure out where the conflict is. Also, thanks to my favorite modder for helping this guy out.
leon feargus  [author] Jun 10, 2016 @ 1:58pm 
Thank you very much, Eomolch, for uploading this for me!