Age of Wonders III

Age of Wonders III

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Ayalin Premium Defender Mod
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21 Aug, 2019 @ 10:52am
14 Jul, 2022 @ 2:28pm
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Ayalin Premium Defender Mod

Description
[UPDATE 2021] Hey guys - I did not have the time to make new mods since a long time, because I have been busy with creating my own game with other friends, and we have just started to communicate about our project on twitter ! We are doing a Roguelite/RPG on mobile and you can follow us here : https://twitter.com/etheractive

This mod is supposed to reduce the frustration caused by losing cities due to small groups of units coming out of the fog of war when your hero left the base with the main army and contains:

- A new chain of cheap building upgrades which, once fully developed, will spawn a Tiers I infantry, a Tiers I Archer and a Tiers II Support unit at the beginning of the battle if your city is attacked. Units spawned will be dependant on the race you are playing.

- Allow all classes and races of the game to research Spell of Return from Sorcerer. Effect is identical except it is now an Avatar tiers III spell, Research Cost is down to 300 (was 800) and mana cost is down to 50 (was 100).

Dev Note: this mod is also made to prepare the Sorcerer Premium Mod where Spell of Return will be removed from the Sorcerer class. If you play with this mod as a sorcerer without the (soon-to-come) Premium Sorcerer Mod, you will have two different copies of Spell of Return available for research, the original one and the one from this mod.

- Did you enjoy this mod? Feel free to play my other mods, compatibility is guaranteed! :)
Mod focused on Leader Specialisations:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1760070090
Mod focused on strategical Hero upgrades:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1864942809
Mod focused on Mystical upgrades and buildings :
https://gtm.you1.cn/sharedfiles/filedetails/?id=2814208650

Class Premium Mods:
Mod focused on the Rogue class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1763432370
Mod focused on the Archdruid class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1774260986
Mod focused on the Dreadnought class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1789568568
Mod focused on the Necromancer class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1807189966
Mod focused on the Sorcerer Class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=1849210970
Mod focused on the Warlord Class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=2818891793
Mod focused on the Theocrat Class:
https://gtm.you1.cn/sharedfiles/filedetails/?id=2857139583
71 Comments
n.l.c.thien1998 6 Jun, 2023 @ 5:33am 
hello, i really enjoy your mod, are you planning to do more mods for AoW3 in near future? Some updates on Racial bonus would be great since many mods only focus units and building so far :3
Ayalin  [author] 30 Mar, 2023 @ 12:53am 
Hmm ok just to be sure- you are only using my collection and you have been experiencing a bug from time to time? When does it happen exactly? In game? Because the source seems to be coming from the launcher
GorbadIronclaw 4 Nov, 2022 @ 3:08pm 
I've created small mod buffing AI a lot (+4 def +3 res with neutral fights), +100% xp from fights and adapted your Academician specialisation as different, very cheap spell but giving +1 rank to all produced units. They still tend to die off to say Goblintide event from Chivalrous. I think in that case buffing your garrisons a bit and setting priority to highest might give AI better chance - still to be tested.
There are still events in Chivalrous like Age of Piracy that I've seen at least twice spawning 12 cannons, which no AI will survive when released near capital city and leader is dead. I've reported it to That Human but the stacks seem to be created randomly from all units provided in pool, so no real way to avoid this kind of situations.
Ayalin  [author] 4 Nov, 2022 @ 2:01pm 
hmm maybe, worth testing, but it does delay potentially some important economic / military upgrades for AI cities.
After having a few thought about it, I am feeling that the AI research priority might be the most important thing which can help her being strong. I have started to review that a little bit on my side for my class premium mods, and I also took care when redesigning hero skill tree to choose carefully skill priorities for AI.
There might be also a balancing issue with the invasion events from Chivalrous, I think it's worth giving the feedback to That human as well.
GorbadIronclaw 4 Nov, 2022 @ 1:54pm 
The same issue I'm struggling with - AI dies to invasions from Chivalrous mod way to often. What I will to test is Garrison I costing twice the price and giving archer and infantry units + all garrisons build priority set to very high for AI. Hope it helps with them being wiped out.
rizzoyuen 16 Oct, 2022 @ 10:27am 
@Ayalin :steamthumbsup:Thanks :)
Ayalin  [author] 16 Oct, 2022 @ 7:50am 
no worries all ideas are always welcome!
10 gold is maybe a bit too low, but adding slightly more units sounds good as well. I think it's not that long to do, I will have a look and keep you updated :)
rizzoyuen 16 Oct, 2022 @ 6:04am 
@Ayalin Referring to the decrease of building cost.

if a supernatural phenomenon exist, Ai willing to that outpost investment.

Guard I - Cost 10 , Tier 1 unit x 3 ( Ai's army + 3 is good under my experience)
Guard II - Cost 150, Another Tier 1 unit x 3 (Totally 6 are strong vs roaming groups)
Guard III - Cancel (Mid-game ready have own T3 army)
(Just a propose with my experience. Pls ignore if inappropriate.)

Do what you think to keep your great works :steamthumbsup:
rizzoyuen 16 Oct, 2022 @ 5:15am 
@Ayalin Thank you for your reply.

Agree with u, no-need to touch so many items as a programmer's view (Also MODs problems related to the new race ).

Sorry about that, i didn't know races difference (What a complicated sets of races buildings). IF there is no other ways to give them free, just let it be. Thanks :)
Ayalin  [author] 16 Oct, 2022 @ 4:47am 
Hello rizzoyuen, thank you very much for your kind words:)
There is one big issue with your idea- as you may have noticed, defending units belong to the race of the city. Which means, in other words, that despite the fact they all look the same each garrison building is linked to one single race only.
Therefore, if I were to attach the effect to let's say barracks / temple etc, it means I would need to create 9 different barracks / temple etc for the 9 races of the game and this would heavily hurt the mod compatibility with other mods.
It would also mean that when migrating a city, you would need to rebuild said upgrades every time.
I can look at decreasing their current cost though.