Age of Wonders III

Age of Wonders III

Every Unit a Hero EUaH
26 Comments
tracker947.gv 11 May, 2023 @ 11:14am 
Because Mammoth Riders weren't already scary enough xD
vampire3229 3 Sep, 2022 @ 3:35pm 
man oh dear god I went up orc shock troper a pack of 4 but 1 was a 7 leve champion with around 180 hp. bye him self cut down all my dwarf tir 3s and i was a warlord. it was crazy. cut down 6 battles before I finely took him down. almost lost. but once I killed him the rest of the orcs crubled fast. ai can realy abuse this mod....
vampire3229 30 Aug, 2022 @ 1:21pm 
I think this is a perfect Idea.. its so hard to hit champion. so this is nice I dea thanx know it will be more woth get top leves
Aiyree 23 Apr, 2022 @ 3:45am 
Конфликтует с модом на полки (REGIMENTS)
Alsinir  [author] 10 Aug, 2021 @ 11:46am 
From what I found it was impossible to change the medal rewards to be universal for all units; which is why modded units are at a disadvantage without me having access to these mods to add these units as well, as for the bonuses for units with multiple damage types, I might make a version of the mod that removes the 2ndary dmg per ranks, but at the same time the mod in itself is mostly a fun mod than a balanced mod, still when I come back to this game at some point I might update the mod to make it more balanced :)
xist10 10 Aug, 2021 @ 11:28am 
Top Idea, but I think, the mods has a few balance issues.
If a unit has more then one damage channel, you add (in the most cases) +1 for every channel. This makes such units,stronger then the same unit of other races.
Yes, 3 damagechannels a 3 damage is (in the most cases) worse then one with 9, but after champion 4 is it 3x7 vs. 13. A second point: Can you make a version without a damagebonus individual per unit ? The defense/health bonus is for everyone, but the damage not. So are the units from other mods at disadvange. Or at the best a flat bonus like the heros get ? The +1 Meele/Ranged damage from the Heroupgrade is no clear typ. And +1 melee strength and +1 ranged strength should work, if it is possible.
danzloblaha13 26 Jul, 2021 @ 12:23pm 
Reporting not working for me, not even as the only mod. Either not all units done or just not compatible with version of the game ? (no expansions on me)
Alsinir  [author] 13 Jun, 2020 @ 5:39pm 
@Loboramdk I had in plans a similar mod but it'd allow all units to have an ability that allows to gain dmg on kill, kind of like how the bone collectors gain health from eating corpses but permanent and the bonus would depend on the unit killed, meaning that I could make it a general skill for all units across the board including mod added units. Encountered some problems and as for now still working on it. To add these units to the original mod I'd need permission from the original mod creators for these respective mods to allow me to use their files, that's how modding AoW3 works.
Loboramdk 10 Jun, 2020 @ 5:07am 
Thank you so much for your work on this wonderful idea...I am just curious as to how far you got?

Have you thought about implementing this for other mod's added units, such as racial heritage?
AlienArtificer 11 Jan, 2020 @ 2:06am 
I think it'd be kinda cool to have mages with, like, ten shock damage and one physical damage in their attack. Sorta the reverse of what you normally see. But I could see how that'd be kinda immersion breaking for some.
Alsinir  [author] 10 Jan, 2020 @ 11:18pm 
There are very few ways that I know of to implement such a thing, originally I wanted to have a work-for-all solution but it would either have to skew all the units towards a specific dmg type (and physical ranged doesn't make sense on mages for example) or it'd not work. Also, you're welcome. :)
AlienArtificer 10 Jan, 2020 @ 11:14pm 
So there's not also some catch-all for any unit that doesn't have another buff? Like +1 ranged and melee damage or something? That's a shame, use way too many modded units. It'd be all uneven. Thanks for the response.
Alsinir  [author] 10 Jan, 2020 @ 1:38pm 
They get def, res and hp/ This is because in the moddable game files you can either edit an entity (e.g. elven archers) or a class (e.g. tier 1 units). For this mod I edited the classes to get hp def and res. but then I also edited individual units so that they get the type of dmg that matches them best.
AlienArtificer 6 Jan, 2020 @ 3:16am 
How does this interact with units added by other mods? Do they only get the +10 HP of vanilla championship? Do they get the HP, defense, and resistance but nothing else? Is there some other default champion bonus that applies to anything you haven't actively coded?
Alsinir  [author] 10 Dec, 2019 @ 12:28pm 
I'll look into the Manticore thing. Regiments? hmm I could make it work, yes, but I'd have to ask the creator of Regiments for his mod's files to add them into my mod, otherwise it's not compatible without a separate compatible version being made.
Kalsb 7 Dec, 2019 @ 4:38pm 
Is it possible to make this compatible with Regiments?
1D6+1 26 Oct, 2019 @ 2:41pm 
Even if the Manticore Rider level up, the melee strength does not increase.
Alsinir  [author] 11 Sep, 2019 @ 2:55pm 
I've seen and subbed to that one too, it's a nice idea, but it's 1 very time consuming and 2 I actually am working on a few a bit differently balanced project that will come out as soon as I work out how to make abilities I've created show up in the game
Tanksy 11 Sep, 2019 @ 12:34pm 
Have you seen "Leveled units very strong"? It's similar to this but he goes a lot further with unit variance and what buffs they get individually
Tanksy 11 Sep, 2019 @ 12:32pm 
Nice idea, I wanted to do something similar but it'd be a heck of a task. Kudos!
One point, I have to agree with Glythe's remark about low tier units being very strong. Elven Longbows and Storm Sisters for example would be insane after a few Champion ranks, as they are with the "Better Leveled units" mod.
Alsinir  [author] 31 Aug, 2019 @ 8:07pm 
The mod is mostly aimed at non-AI players as a bonus, but yeah, that's also something I thought about. If I only had the necessary modding knowledge I would try to use my more elaborate mod idea but sadly for that I will need some more practise. ^^
Again, thanks for the feedback tho.
glythe 31 Aug, 2019 @ 7:47pm 
I do not at all want to rain on your parade but consider that the AI primarily wins encounters with 1-2 stacks of units and auto resolve. It is likely that 90% of the AI units wont last long enough to level up unless he has a very healthy zerg.
Alsinir  [author] 31 Aug, 2019 @ 7:05pm 
My no. 1 idea how to fix the issue of tier 1 and 2 being too easy to exploit into a mini-hero too quickly is to increase the required exp for gold+ to maybe 200-250 (about 2-3 times the normal value) so you really need to invest into a unit to bring it that far into the progression process.
Alsinir  [author] 31 Aug, 2019 @ 6:48pm 
I do understand and appreciate the feedback tho!
Alsinir  [author] 31 Aug, 2019 @ 6:47pm 
The intention was to also make heroes lvl cap higher later for balance. The point of this is so that every unit has the potential to technically increase dmg and hp and defense indefinitely. that's why the buff is on the last reoccurring upgrade.
I was thinking to maybe increase the exp required per champion level to compensate for the buff however, to make it more reasonable.
Also bear in mind before any tier 1 or 2 unit can get killed with magic before reaching anything above veteran. From experience you really need to nourish a unit for it to make it that far.
glythe 31 Aug, 2019 @ 6:29pm 
It may just be my opinion but this will make tier I and II units completely overpowered. I would suggest changing the champion to 15 hp per level and move the other bonuses you want to give to the other tiers.

I've had some no mod games where I leveled a tier 1 unit up to over 150 health. That's something like 9 upgrades if not more and I can tell you that units like the draconian infantry with regeneration would be nearly invincible.

This mod will also make heroes extremely weak.