Age of Wonders III

Age of Wonders III

The Wrong Kind of Balance
36 Comments
Fonzosh Sep 7, 2024 @ 5:01am 
:lunar2019grinningpig:
Lord Cameron  [author] Sep 6, 2024 @ 5:47pm 
It very much is, just got an update a month ago
Fonzosh Sep 6, 2024 @ 11:11am 
So, this mod is still alive? I will probably start trying it quite soon since right now I have nothing else (and come on, the new AoW is paradox rubbish)
Lord Cameron  [author] Aug 14, 2024 @ 2:42pm 
I'm back! Not sure what that means, but I am. I've started testing out my mods with a modded playthrough of the AoW3 campaign, check it out here: https://youtu.be/KyYjWvSbuG8

This mod especially has been overhauled and fixed as a result of the playthrough, and has inspired me to add many new cool mechanics (My favourite is that you can take cover behind battering rams now.)

I've also started adding pictures so you can get a taste of what the mod offers.
Lord Cameron  [author] Nov 6, 2019 @ 2:50pm 
It works, however it may override some of the Empire building mod. Additionally Empire Building Units will be a little underpowered. But you should still get most if not all content from both.
Fonzosh Nov 6, 2019 @ 10:16am 
I would love to have this mod, but I guess it wont work with Empire Building mod. Correct?
Lord Cameron  [author] Sep 13, 2019 @ 4:04pm 
Updated! Tried to fix galleons (again). Now they don't shoot cannons until gold and fire broadside until then. Makes more sense anyways. Let me know your thoughts on it!
Also all lesser elementals now reward you for evolving them by keeping their ranged attack.
Small tweaks here and there, including Firstborn now costing more to hire, but having Volunteer.
Lord Cameron  [author] Jul 1, 2018 @ 1:50pm 
If you look at the change notes you can see what is in. I'd say it's pretty far along, and much more polished since the last update. I'll probably still add to it in the future, but not anytime soon. So if you'll ever try it out now will be the time.
TheoWolf Jul 1, 2018 @ 12:20am 
Is this still being worked on? and how complete would you say it is? I''ve been keeping an eye on itt because it interests me but It says "Alphs" and I dunno how much I want to get into it if it's mostly unfinished
Lord Cameron  [author] Jan 6, 2018 @ 9:13pm 
Haha they used to be invincible. Fixing that was one of my biggest challenges making this mod. Also believe it or not they used to be stronger than they are now!
Mr. Rainger Jan 6, 2018 @ 8:43pm 
This mod makes cherubs scary
Lord Cameron  [author] Dec 13, 2017 @ 11:38am 
Update! Probably last for quite a while.
Lord Cameron  [author] Nov 30, 2017 @ 1:59pm 
First update in nearly a year! Added in the Wrong Kind of Legends patch so now you can have everything in 1 mod instead of 3. You may of course still play legendary units without this mod.
Lord Cameron  [author] Feb 5, 2017 @ 9:32am 
I sent you a friend invite. Let's discuss
BBB Feb 5, 2017 @ 6:38am 
@ Lord cameron, I also favour the "wrong" kind of balance. We should brainstorm together!
Lord Cameron  [author] Jan 23, 2017 @ 3:26pm 
Okay, they can summon lost souls now. In theory.
Lord Cameron  [author] Dec 21, 2016 @ 6:57pm 
I sort of play it by ear. I suppose the Archon Dwelling could do with a boost, and the fairies. I think something will probably eventually happen. Basically I play my mod and then say "I wish I could do this" Then I pause and add it in. As to the range that would be fairly easy, but I believe the range is actually already an increase over the base game. And I do want people to be able to approach the Reaper ;P it's ability has a 95% success rate against average resistance I believe. And thank you very much. (And if by the summonings you mean the archdruid and sorcerer ones, probably not, or at least not for a long time, because I've balanced them without changes to their summoned units. Druids and apprentices might get a buff though.
antvas Dec 21, 2016 @ 10:22am 
Hmm. If not a new ability, how about an improvement of an existing one? Is is possilbe to alter the range of their "invoke death" ability by one tile? That way they can still get damaged and be a bit more effective in the mid-range. Otherwise, well, always support him and thats that i guess... Also, do you have any plans to change / improve the summonings and the rest of the dwellings? Great job by the way and for the Legendary units mod :D
Lord Cameron  [author] Dec 21, 2016 @ 9:46am 
My only worry is that the Dread Reapers are already so strong, they would just become ridiculous if I gave them a buff. At the same time, I want them to be fun.
antvas Dec 20, 2016 @ 11:54am 
That would be great in my opinion. Any kind of ability, that you decide and would allow him to maneuver a bit more would be welcomed i think. (They can certainly outrun him for 9 lives worth the time :P Big Cats and all that :D )
Lord Cameron  [author] Dec 20, 2016 @ 11:16am 
I could do something like that. Or give it sprint or something. Of course that might make it even more over the top. But currently tigran scouts can play the clock easily. (Maybe so fast they can outrun death itself?)
antvas Dec 20, 2016 @ 10:20am 
Point taken. My experience was with a lone Reaper without any other unit. I played some more and he is really powerfull in a group with other units assisting...So i see why the 'slow' status.
I don't know about a summon (even though it sounds cool :D ), but at least an ability that can teleport him a bit far that can only be used every 2 or 3 turns. If smt like that can be done.
Lord Cameron  [author] Dec 20, 2016 @ 9:32am 
It's a hard one. I like the idea of the slow and unstopabble death. I also like how strong it is, but its hard to let it be that strong and also be fast. What I do is have other units assist, like lost souls to tie up the scoundrals while the grim reaper attacks. What if the grim reaper could summon a lost soul?
antvas Dec 20, 2016 @ 5:43am 
Dread Reaper with slow status... He "dies" from tier I ranged units... It's kinda sad really :D
To clarify: Automatic battle against scounders that roam the map. I reload and played the battle manually and although i won, it wasn't enjoyable at all. Dread reaper was constatly running and couldn't reach the other units!!! i had to wait for finger of death and cast spells to catch them... So... Just asking if there is a room for debate to alter this :D Plz.... Its too sad for the little Reaper!!!
Lord Cameron  [author] Nov 27, 2016 @ 5:11pm 
@ Lord Commissar Vect, I've slightly buffed the frostlings. Still testing to see if it is enough, but it is certainly stronger!
Lord Cameron  [author] Nov 27, 2016 @ 5:08pm 
@ Avadon, I updated the description with my design philosphy and such like, as it is now in a semi releasable state, and I agree with you that my prior description was very vague.
Lord Cameron  [author] Sep 16, 2016 @ 9:34am 
(And it works)
Lord Cameron  [author] Sep 16, 2016 @ 9:07am 
I'm back!!!!!
Lord Cameron  [author] Sep 5, 2016 @ 1:30pm 
Good news and bad news. I was shown how to make this compatible Legendary Units (Or any other mod depending on how much work I want to put it) ! Bad news is I can't update this again. I'm waiting on devs for help.
Lord Cameron  [author] Sep 1, 2016 @ 8:59am 
(Just above the picture on this page)
Lord Cameron  [author] Sep 1, 2016 @ 8:59am 
Check the change notes. It tells you ;)
Avadon Sep 1, 2016 @ 2:01am 
Be nice to know what it actually balances.
Lord Cameron  [author] Aug 27, 2016 @ 8:48am 
I was thinking of creating a topic of which mods are compatible, so if anyone has any questions feel free to ask
Gnolam Aug 27, 2016 @ 7:47am 
frostlings seem pretty nerfed though, especially if a competent opponent can start spreading tropical into your lands. I believe that frostlings should be slowed or something outside of arctic but not take damage.
Gnolam Aug 27, 2016 @ 7:44am 
I found an incompatibility problem, if you have the mod that changes cadavers to an army of animated skeletons, the changes to the cadaver won't take place.
Fonzosh Aug 26, 2016 @ 11:02am 
Ohh, thats a lot of changes. Any incompatability problems?