Age of Wonders III

Age of Wonders III

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Chivalrous Intentions
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93.461 MB
13/out./2018 às 10:04
17 de mai. às 22:51
330 notas de atualização ( ver )
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Chivalrous Intentions

Descrição
For non-Steam users:
https://www.moddb.com/mods/chivalrous-intentions
Please note: Many units use DLC content to work! Without them many units will be missing!
If you have problems with invisible models:
https://steamcommunity.com/app/226840/discussions/0/3315233099222399220/

OVERVIEW:
Adding 459 units, Chivalrous Intentions is a massive mod that does not just aim to add more things, but also balance the game and add more to the lore of Age of Wonders, with returning units, units based on concept art and "speculative" units that are lore friendly.
CORE UNITS:
Every race have a new building line that can be built alongside the barracks line. It is cheaper with more unit variety but lacks the additional ranks given by the barracks line.
Additonally, those who manage to build a Grand Palace or Palace of the Perished can now produce a T3 unit from it. Every race also gets one new ship.
CLASS UNITS:
Every race/class combination get a series of new units exclusive to them in the new building line, although some may appear in random spawns depending on the race and unit. Necromancers can now also produce skeletons and some Rogues may be able to produce a pirate-themed non-ship unit from their harbor.
DWELLINGS:
All dwellings have more units. Some classes may also have special units available to them. However, as units usually require their own building you are unlikely to make all units available in a single game and should focus on what you want to make! The more powerful units may require some more complex paths.
SECRET UNITS:
Unlocking certain Mystical City Upgrades in your city may also unlock secret units unique to that race. These are balanced around the rarity of the building and the strength of it's least powerful defending stack at normal settings.
OTHER UNITS:
There are many animals and other units to find in the world or summon with spells, some rarer than others.
EVENTS/HAPPENINGS:
Many new events have been added, including invasions. Watch out for zombies and the dreaded goblintide!
INDEPENDENT STACKS:
Independents have been organized into new stacks. A lost library may host the souls of ancient patrons or be populated by goblin squatters just to mention a few. The original stacks still exist with the addition of new units.
SPAWNERS:
Spawners have been reworked and are more akin of central points of unrest in the area of a certain type. A bear cave can spawn a warg stack, for example. Goblin, Orc, Frostling and Satyr tribes and pirate crews have also set up warcamps throughout the world which may cause other rowing raiders to appear etc.
COMPATIBILITY:
The mod is designed with compatibility in mind and balanced to work well with other mods such as Empire Building Mod as well as mods adding new races and classes without making the vanilla races and classes vastly superior. It should work well with most mods.
Old Man and the Sea is not recommended without the "Ze" patch. Without it, it's RMG is broken and removes some of the normal sea structures and makes the game very unstable. Unfinished, abandoned mods are not recommended in general due to the instability issues they bring.

Is incompatible with "Deluxe Specialization Combination Selection", probably due to how it heavily modifies tech trees as long as you use Secondary Class Options (big thanks to darth.cygnus and Catmeister for this!).
It is possibly also incompatible with M.Ul.E's AI Booster 0.9, but it could be another issue with that mod as it appears to be left incomplete since 2016.
If you encounter incompatibility please let me know!

PS: Keep the number of mods you run to 30 or less. The game becomes unstable beyond that point. This is regardless of what the mod does. This is something anyone running any mod should know and most find out the hard way.

PS2: If you run any mod that requires this mod to run never ask me about any issues. I cannot solve issues if they do not exist in CI. Bring any and all of the problems you run into with the sub-mod's author.

It is recommended to finish your current game before adding or updating mods.

Credits:
That Human: Design, balance, textures, model composition, icons, flavor text, lore, sound design.
好想养只宠物啊: Meshes, rigging, model editing
Poldon: Typo fixes, playtesting
Vacuity: Typo fixes
Iguana-on-a-stick: Balance advice, screenshots
Siwinger: Playtesting, screenshots
ElJoe: Saker model
Additional thanks:
Liberty Valance (Wolfie) for meshes!
dilaguna for meshes!
ashetaroth for meshes!
And huge thanks to the community for constructive feedback!

You can support me here:
https://www.subscribestar.com/chivalrousintentionalmodding
Discussões populares Ver todos (19)
560
24 de mar. às 19:37
AFIXADO: The Council Hall with Chivalrous Intentions
That Human
71
18/fev./2023 às 14:56
AFIXADO: Chivalrous Intentions Complete Unit List
That Human
9
1
23 de mai. às 4:12
AFIXADO: Chivalrous Intentions to AoW4?
That Human
1.902 comentário(s)
Kingz159 2 de jun. às 17:39 
Question. What is your favorite unit for each race? Because I personally am too in love with the Dreadnaught’s units haha they are so cool to me
Thats How We do action in Uganda 23 de mai. às 4:11 
Hi when i hover on final racial barracks building, it says it will unlock 3 more different buildings, but it only unlock new t3 units, no new buildings, how does it work?

Second question why some races/classes gets new t4 units and others dont? is this coz of balance reasons or You simply got bored before making t4 for everyone?
Martin 17 de mai. às 23:45 
@That Human
Thank you for the detailed answer.
That Human  [autor(a)] 17 de mai. às 23:37 
@Martin
Campaigns are fully playable but do keep in mind a possible difficulty increase especially on earlier scenarios. For example, while Reskar's scenario has enemies set to be unable to produce Manticore Riders the orc warlord present will still be able to produce tyrants.

Expansion content will also be unavailable except in the expansion campaigns and units made through them (like the high elf hearthguard) will also be absent.
Martin 17 de mai. às 23:25 
Hi, are campaigns recommended with this mod?
ferrisb 2 de abr. às 10:29 
Great mod!
Thank you all for the work.
rizzoyuen 26 de mar. às 2:09 
@Gladen
Thank you for your concerns, i will check it one by one.
Gladen 19 de mar. às 10:00 
@rizzoyuen

Its not due to Wasteland Expansion. It's certainly one of the other more outdated mod.

I never edited any Tigrans abilities/spell, but I'm quite sure you can continue play with any visual or audio mods. But certain mods like racial heritage, archon/tiefling and ayalins has had bugs before and is not safe to assume they are bug free despite being newer.

The reference of Nomads from logs is simply only because you played on a tactical battle with them. Playing against other things from mods with broken abilities or spells as in this case is due to other mods. Such could the Racial Heritage, Black Dwarfs, Ayalin Premium or if ThatHuman had attempt to add something new and fancy autospell judging from logs.
rizzoyuen 17 de mar. às 13:25 
@That Human
Ok, will remove "black dwarves" first.
Cause no others can provide after service as like "That Human".
That Human  [autor(a)] 17 de mar. às 13:12 
@rizzoyuen
I know that some mods such as the "black dwarves" is incompatible with wasteland is it will cause a ton of issues if combined as both compete to edit the same lists. You should speak with Gladen but also reads into what mods were abandoned halfway through development as well.