Age of Wonders III

Age of Wonders III

Beastman Dwelling
47 Comments
Yoinkyz Aug 30, 2023 @ 10:14am 
you gotta update those Minotaur or just remove em i have other minotaurs that look fine but these ones are abominations. xD i like the angel fury thing with the cool jump attack mechanic
Dunadd Nov 7, 2019 @ 1:46pm 
Still a bug where if a player controlled minotaur unit and any unit friendly to it move next to or through hexes next to one another, the minotaur makes a sweeping strike attack on the friendly unit or hero, doing them damage or killing them. Not a complaint, I love the mod and thanks for making it. Just thought you might want to know. Rarely an issue, but when it happens, slightly annoying.
skaz88 Jan 7, 2019 @ 3:54pm 
Which rpk are the units in?
pipo.p Sep 15, 2018 @ 9:45am 
FLOURISHING_DEFENSE DESCRIPTION
typo (sloww) + could use the other city defence enchantment format (see any racial defense city upgrade): e.g. Prismatic Spire in City_Upgrades_DLC2.xml:
"Pulls down a mighty beam (...) onto the enemy. Deals (...) damage to a random enemy unit each combat round. Enemies behind the city walls cannot be targeted."
->
"Makes the surrounding vegetation into attacking the enemy with root spears. Deals (...) damage, with a chance to slow down a random enemy unit each combat round."
(last line only in case you want the effect of course, as dwellings don't have walls)
pipo.p Sep 15, 2018 @ 9:44am 
Hello, xhile translating you mod, I get a few questions that could help improve some descriptions. Note that I haven't played the mod yet.

SWEEPING_STRIKE DESCRIPTION
Does it work above obstacles (like Pounce?). Does it work above friendly units, to reach for an ennemy target 3 hexes away?

Replace 'city' by 'dwelling' in the following descriptions (to keep consistancy with other dwellings):
VERDAMT_QUARRY DESCRIPTION
RUNESTONE_OF_VENGEANCE DESCRIPTION
RUNESTONE_OF_ABSOLUTION DESCRIPTION
LABYRINTH_OF_MINOS DESCRIPTION
UNDERWORLD_CONCLAVE DESCRIPTION

UNDERWORLD_CONCLAVE DESCRIPTION
"This city generates an additional {maanBonus}." Is the typo harmful here?
Dunadd Apr 24, 2018 @ 5:29pm 
Minotaur's Furious Strike still bugged so it attacks any friendly unit it moves adjacent to - and any friendly unit that moves adjacent to it.
Dunadd Feb 18, 2018 @ 11:32am 
Getting a weird bug where if i move a unit of minotaurs next to any friendly unit they attack it.
BelovedMonster Dec 2, 2017 @ 1:49am 
Hi all,
A poll of the best mods of AoW3 is being organized and Beastman Dwelling 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/
Marquis de Sade Aug 31, 2017 @ 7:03pm 
Summon black dragon doesnt work!
Richard Jul 29, 2017 @ 1:47am 
Good mod, basilisk looks cool but you should work on minotaur and harpy.
Euzekiel May 3, 2017 @ 6:46am 
Citing Hiliadan from Triumph´s forum: For other mods with issues, you probably need to contact their authors so that they do a small edit in their mod to say to the game that the mod works with v1.8 (it’s a quick edit, very simple).
Dunadd Apr 23, 2017 @ 5:08pm 
ah right thanks again
HjAa Apr 23, 2017 @ 4:56pm 
Let me answer that. The "something inside" is a very rare mutation from the Spontaneous Mutation spell. It will happen very rarely when a skinshifter shifts, and if it happens you will just have to kill the thing inside once. Other mutations are extra defense, attack, poison spit and so on.
Dunadd Apr 23, 2017 @ 4:06pm 
Or do they only come back polymorphed once and if you then kill them again, that's them dead?
Dunadd Apr 23, 2017 @ 4:02pm 
But how many times do i have to kill them before they actually die? If they keep coming back as something else at full hits every time then they'll be invincible
Dunadd Apr 23, 2017 @ 4:01pm 
ah right i see - thanks
Eomolch  [author] Apr 23, 2017 @ 2:58pm 
No, you just got very unlucky. Each time the skinshifter turns into another unit (so without medals into a zephyr bird) he will get a random mutation from the wild magic random mutation spell. So my guess is that in your particular situation the skinshifter got "something inside" as the effect and that spawned the nightshade faerie when he got killed.
Dunadd Apr 23, 2017 @ 1:47pm 
Quick question on Skinshifters. I wounded one in a dungeon. It turned into a zephyr bird. Fair enough. But i then kill it and it turns into a unit of nightshade faeries at full health. Is this not a bit insanely OP?
HjAa Apr 15, 2017 @ 2:27am 
Oh... So that's why I was attacked three times but weren't allowed retaliation? The AI uses this to avoid retaliation. ^^;
Eomolch  [author] Apr 15, 2017 @ 2:04am 
Hi HjAa! The attack won't trigger retaliation if the center hex of the cone effect is an empty hex. If you directly attack one or several units the one in the center will retaliate. Maybe some hint to that in the description would be nice, but not sure how to put it without sounding this technical.
Dunadd Apr 14, 2017 @ 1:26pm 
what? no way - stupid heads and OP? That's not on! :-)
HjAa Apr 14, 2017 @ 12:51pm 
Haha, love it that you used the ox heads! The minotaur attacks don't trigger retaliations. Is this intended? If so, it should be in the description of the attack, methinks. :)
Eomolch  [author] Apr 11, 2017 @ 12:08pm 
Good!! :P
Dunadd Apr 11, 2017 @ 11:28am 
i'll email them now to tell them their ox heads are terrible
Eomolch  [author] Apr 11, 2017 @ 11:18am 
Hi dmcf! Glad to hear you like the Basilisk. I'd also like the Harpy to look a little more feathered / birdlike but to be honest this was the best I could do. Minotaur heads are from actual ingame oxes (settlers!) so leave your complaint to Triumph :P
Dunadd Apr 11, 2017 @ 10:27am 
Nice idea - and i like the look of the Basilisk unit a lot. Harpy could do with looking a bit less human. Minotaurs could do with better heads. Thanks for making it anyway despite my petty complaints :)
Eomolch  [author] Apr 6, 2017 @ 10:02am 
Hi Plaininine! Since I am unfortunately no expert in such problems I can only point you to the generic answer I've already given firez. :/
45fg45 Apr 6, 2017 @ 9:39am 
after some time basilisk model not vivsible in game and game wiki all other models on beastmen town always visible how made basilisk model visible
Eomolch  [author] Apr 4, 2017 @ 12:25pm 
Hm, so the models are missing/invisible for some of the units. This are the two things that you can try out that might help with that problem:

1) try to run the game with lower texture quality settings
2) unsubscribe and resubscribe the mod
Mike Honcho Apr 4, 2017 @ 9:52am 
i cant see the texturez in the game for example in basilisk i see only a haze and in minotaur only his head
Eomolch  [author] Apr 3, 2017 @ 3:48pm 
Hi firez! If you give me some more infos on your problem maybe I can help (:
Mike Honcho Apr 2, 2017 @ 7:18am 
i dont have textures of mod units :steamsad:
Eomolch  [author] Jan 5, 2017 @ 2:21pm 
Hi Tharion, thank's for the nice comment and my apologies for the tardy response!

For my units I use mostly just the content editor and gimp for reskinning. Only for the minotaur I extracted the model from the ox of the settler unit to blender and cut of the head to later transplant it to the orc shock trooper (I did something similar to this for the werewolf unit from my hero prof mod). The problem is that exporting / importing real models always requires you to do rigging and that is a messy buisness (I gave it up after >30h without convenient results).

But if you want to know some tricks withing the content editor or wonder how I created a particular model you can friend me and send a message here on steam. (or if that bothers you ask here right away)
Thariorn Dec 16, 2016 @ 2:44pm 
Hi Eomolch.
Just wanted to chime in and say how good the Dwelling works, great job :D

Btw., which programms did you use to alter/combine existing models?
I'm working on a mod and more or less reached the extent which vanilla models cover.
Eomolch  [author] Nov 15, 2016 @ 2:43pm 
Amazing job, ElderDays, thank you!! Uploaded the mod moments ago with the your new unit descriptions :)

@qinlongfei: the problem with the city distances should now be fixed for both my mods. now going to adjust the compatibility mod ....
ElderDays Nov 13, 2016 @ 7:33am 
Here are the descriptions for the harpy and bassilisk

"Here the repellent harpies make their nests,

Who drove the Archons from the isles.
With dire announcements of the coming woe.
They have broad wings, with razor sharp talons and a human neck and face,

Clawed feet and swollen, feathered bellies; they caw
Their lamentations in the eerie trees."
Desmond's Conflagration Canto XIII 

"I watched as Sir Darius approached the mouth of the could cave. I remember it issued forth a great stink. A mingling of decaying plant and flesh.  The very air seemed heavy with a most caustic venom. My brave master trod carefully through what seemed to me the broken remains of a dozen statues. Turning and offering me a final salute he then descended into the accursed pit. That was the last I ever saw of my goodly lord Sir Darius."

Dennis of Kern, The Squire's Tale.
Eomolch  [author] Nov 11, 2016 @ 1:23pm 
Hi qinlongfei, thanks for the remark! I noticed this myself before but didn't realize it only happened for my own dwellings. It could have to do with the min distance RMG entries for independent cities, so I am going to take a look there. It is certainly no problem with the comp patch though I guess I will have to update that one too if my suspicion above proves to be correct.
qinlongfei Nov 10, 2016 @ 8:19pm 
Not sure if it's the mod itself, or one of the compatibility patches (for both of your dwelling and Decodence), but RMG seems to have the problem putting down your dwelling away from independent cities. I have seen many times where a beastmen or a Nynevian dwelling right next to a village or outpost and cuts right into its domain. In my latest RMG, the game decided it would be a good idea to drop a Nynevian dwelling right into the middle of three independent city that forms a triangle, which cuts a third out of all three villages' domain.
Eomolch  [author] Oct 10, 2016 @ 2:11am 
Hi ElderDays, that would be actually very helpful :) Especially since I still need to do the descriptions for my water mod so it could be a while before I could give it a shot myself.
ElderDays Oct 9, 2016 @ 12:58pm 
I noticed the new units are lacking descriptions. I'd like to offer to write up a few blurbs if you are ar einterested.
Zharevion Oct 6, 2016 @ 7:29am 
Glad to see you're still in the game Eomolch, waiting for new patch before starting a new game but already subscribed to try it out.

Keep up the good work!.
Eomolch  [author] Oct 5, 2016 @ 3:37am 
Thanks! :steamhappy:
taewana Oct 3, 2016 @ 6:19pm 
wow. great mod.
Eomolch  [author] Oct 1, 2016 @ 4:20am 
Hi Zephyr Arsland, thanks for the nice words :) Also if you have any balancing suggestions (units or abilities you find too strong or weak) for any of my mods, I am always happy about some feedback there ;)
Zephyr Arsland Sep 29, 2016 @ 11:34pm 
Awesome! Your mods are top-notch, really immersive and add greatly to the playing experience. I'm glad you're still at it. This looks great. Kudos!
Eomolch  [author] Sep 22, 2016 @ 1:53am 
One does not simply retire from modding AoW3 :steammocking:
sheep from hell Sep 20, 2016 @ 7:40pm 
yeah a new mod. nice to see you are not finished with modding aow3 ;)