Age of Wonders 4

Age of Wonders 4

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Can Be Cavalry
   
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File Size
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Updated
4.102 MB
Mar 29 @ 3:38am
Apr 6 @ 3:11am
4 Change Notes ( view )

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Can Be Cavalry

In 1 collection by Farsight
Farsight's Age of Wonders 4 Mods
41 items
Description
All Cultural and Tome units are now mountable.

Heroes can now use all weapons while mounting. ('Mounted Combat' mod has been integrated).

Note:
- To avoid any mod conflicts, put 'Can Be Cavalry' mod at the BUTTOM of the load order.
- If you are using my 'Tier III unit' mods, put 'Can Be Cavalry' ABOVE those mods in load order.


Latest Update:
- Updated for Primal Fury!
16 Comments
the waking darkness May 14 @ 12:09pm 
the lizardfolk race is missing now
weregamer May 6 @ 9:16am 
The Paradox launcher is complaining about a malformed metadata file, which makes it not default to enabled but you can manually enable it.
Arthur two sheds Jackson May 2 @ 5:13pm 
this mod disable the lizardfolk race for some reason
BoB Apr 17 @ 10:11am 
:steamthumbsup:
Sir Nilbog Apr 7 @ 4:22pm 
The game is unplayable without this mod for me now lol. So awesome
Farsight  [author] Apr 6 @ 3:12am 
@BoB, Pyromancer now has a mount, thank you for informing me!
BoB Apr 3 @ 6:55am 
The pyromancer was left without a mount...
Farsight  [author] Mar 30 @ 1:53am 
@Lemonz, If modded units have 'Can be cavalry' Trait then it will work.
Lemonz Mar 29 @ 11:48pm 
I assume this doesn't work with modded tomes or anything else that adds new units?
Khornelia Mar 29 @ 7:39pm 
Seems to be working really well mostly! The only issues I've noticed are that two-handed axe units like primal chargers have some major clipping with their axes on spiders especially, and primal staffs are held by the very end by heroes rather than gripping them more in the middle.