Age of Wonders III Modding Support – Update

Hi everybody,

Since last week’s announcement we’ve been testing the mod tools to see what they can do. We’ve also been working on a guide which talks you through some of the basics of modding AoW3. In this update I’ll show you one of the ‘case studies’ from that guide to give you an idea of how you mod things in AoW3.

Adding Obsidian Dragons to the Dragon Dwelling.

We hear some of you like dragons and want some more dragons to play with. Well, this is how you can mod that into the game.

The pack manager. Note the new 'Launch Mod Editor' option : )>

A screenshot of the pack manager. Note the new ‘Launch Mod Editor’ option : )>

All the dragons have a city upgrade, called a Lair, which unlocks the dragon in the dwelling. To build this upgrade you first need another upgrade (a Burrow), which unlocks the wyvern that matches the dragon’s type.

So first you fire up the modding tools and open up the file with city upgrades. Then you add the new ‘Black Burrow’ and ‘Black Lair’ city upgrades, link up name and description text, set cost, link the icons, etc. You also create and link two new city properties ‘Has Black Burrow’ and ‘Has Black Lair’ to the new upgrades. In our ‘Black Lair’ you set ‘Has Black Burrow’ as the ‘Required City Property’ to create an unlock chain. This is a method we use all over the place, so you’ll find yourself setting required or forbidden properties for spells, skill, abilities, etc. Finally we tell the dwelling that it has two new upgrades, by adding the two entries to the city upgrade list for the ‘Dragon – Dwelling Race Definition’.

Screenshot of the modder version of our resource editor. In this screenshot you see newly added content highlighted red, to clearly show it's modded content.

One of the mod tools. Modded content is highlighted in red.

Now it’s time to mod the dragons and wyvern themselves. So you open the files containing the units, select the units and hit the ‘modify’ button. This tells the mod tools you want to change an existing unit. Then you set the ‘Required City Property’ for the ‘Obsidian Dragon’ to ‘Has Black Lair’ and for the ‘Obsidian Wyvern’ you set it to ‘Has Black Burrow’. Then you find and modify the ‘Dwelling Unit Link Data’ setting – which is the list which tells the dwelling which units it can make – and add both the Obsidian Dragon and Wyvern.

And presto, mod done! The Dragon Dwelling can now produce the Obsidian Dragon and Wyvern if you build the Black Lair and Black Burrow.

The mod in action!

The mod in action!

Next to all the testing and typing we’ve been keeping an eye on the forum – both here and elsewhere – to see what you all thought about modding. It’s been great to see all the ideas that are going around for mods and even better to see people already teaming up to make mods.

We’ve also seen what people would want to do and – as a result of that – we are looking if we can extend mod support to make it even more powerful. More about that soon!

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Home Forums Age of Wonders III Modding Support – Update

This topic contains 59 replies, has 34 voices, and was last updated by  SaintTodd 3 years, 11 months ago.

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  • #225125

    SikBok
    Keymaster

    Topic for the ‘Age of Wonders III Modding Support – Update’ news post discussion.

    #225131

    Lykus
    Member

    Yeah Obsidian Dragon here I come!!!

    #225150

    notme
    Member

    @gloweye now you can make Dark Elf dwelling 🙂

    I think I may make elemental dwelling – where you pay mana for unit production.

    #225153

    Bob5
    Member

    Indeed looks like Dark Elf Dwelling may come around, provided you can add the graphics to the game itself. Cloning an existing dwelling, removing existing upgrades and adding your own shouldn’t really be a problem.

    Also really liking that you’re looking into expanding the options for us.

    #225179

    Centurion-X
    Member

    I would love to see the ability to add entirely new creatures and races (other words: the possibilities to edit any textures).

    #225185

    Gloweye
    Member

    @gloweye now you can make Dark Elf dwelling :)

    I think I may make elemental dwelling – where you pay mana for unit production.

    If it’s up to me…I’m sure as hell going to make a good attempt here.

    #225196

    Khelle
    Member

    Nice one 🙂 I was skeptical about moding support, but it looks quite promising.

    #225225

    vota dc
    Member

    Mmmmm not too different from AOW1, just require a couple of steps more. In AOW 1 you just add the creature in the building (the requirement was automatic and dependant on the tier), here you set the building, the has-blablabla of the building and the has-blablabla to the unit. Just 3 steps.
    I wonder if the has-X of the unit can work with OR and AND. For example a Quicksilver dragon that require Golden Dragon building AND a dreadnought tecnology building (that seems hard since one is in the dwelling and another is in the city) or a centaur that require the stable medal building AND the archer medal building (both in the same city). Or a kobold that require a fey building OR the pillar of degenerate in the giant dwelling OR the Arena in any city.

    #225270

    Dano13
    Member

    Hi there,

    I must say I am really, really stoked about these mod tools! They look very robust.

    Here is what I am hoping they enable. Some of these might result in unbalancing, but if I am only playing single player … who cares?

    1) New magic items to stock the loot lists with, especially if I can create them with abilities that aren’t currently present in magic items. eg. A staff of death that allows the user to use the Invoke Death ability.

    2) Similar to 1, but secret spells that allow the user to apply effects not currently enabled by spells, or modify current spells (Eg. A spell called mauling, a group effect that does damage and applies a bleeding effect on everyone that fails to save). I know the particle effects and spell icon would have to be recycled, but perhaps we could apply a simple tint or something to the icon in the spell book as a visual distinction?

    3) Mystical city upgrades – eg. Assassin’s guild – all infantry get the wall climbing and backstab ability when the corresponding city structure is built. Or maybe it allows a very powerful spell to be researched, so – not only do you have to clear out the structure, but it has to be within a city domain.

    4) Adjust the Forge item magic point cap from five, and allow us to scale the cost as you go up from 5, so a person could make a really powerful artifact at great, great cost. Perhaps mystic city upgrades or empire level spells could also increase the forge level cap.

    5) Create monsters And dump them in the loot encounter list. Eg. Take an assassin model, and add Undead, Shadow Step, Fearsome, Greater Life Stealing, Dominate and Spirit and Fire weakness – Presto – a vampire. Again it would be great if we could tint it somehow to give a visual distinction between Assassins and Vampires.

    Of course I doubt that the AI will be dynamic enough to use all these changes, but again, if it gives me an advantage, so what? I can just increase the difficulty or ease back on the modding.

    6) Modding cosmic events? I know – longshot, but I can dream, right?

    Anyway – can’t wait for this – and I really, really appreciate the dev updates on this. I check every day hoping to hear more about this.

    #225276

    Ubermensch
    Member

    I am so EXCITED!!! So many ideas!!!

    #225277

    Is it possible to import models to use for modding?
    If possible, I’m making a pure machine dwelling.

    #225280

    Stormwind
    Member

    Cylons?

    #225281

    NINJEW
    Member

    i’m going to leave game balance alone but change every model for every unit to be some slight variation of the warbreed’s model

    #225361

    svmariscal
    Member

    Please add detachable bard wigs, so my eyes can stop bleeding.

    #225390

    Vastator
    Member

    What about the modification of graphics, at least the simpler elements? Will we be able to modify and use new icons for units or buildings?
    In the example above you used the fire lair icon for th e new modded liar, are we limited to vanilla graphics assets or can we use custom created ones?

    #225396

    bensku
    Member

    I stopped playing AoW 3 months ago… Well, looks like it is time to start again and consider buying any future expansions 🙂

    #225417

    terrahero
    Member

    I am looking forward to fiddling around with the modding tool. I couldn’t be happier that this is happening. Plenty of things i want to try out, looking forward to more of these little tutorials.

    #225432

    Jolly Joker
    Member

    For example a Quicksilver dragon that require Golden Dragon building AND a dreadnought tecnology building…

    Jesus CHRIST! What a brilliant idea! You just need to add the CLASS buildings to the possible dwelling buildings (since you cannot use the buildings of an alien Class to build that Class’s vreatures there must be some internal condition). Example: when you play Theocrat and you conquer a Town with a Warlord Class Building you cannot use that to build Berserkers or Monster Hunters.

    In other words, you can add Class-specific creatures to Dwellings! Quicksilver Dragon sounds just as good as Bone Dragon for Necro, for example. Or something like a Phantom Dragon for Sorcerer, a Fairy Dragon for ArchDruid and so on.

    #225438

    LordCameron
    Member

    For example a Quicksilver dragon that require Golden Dragon building AND a dreadnought tecnology building…

    Jesus CHRIST! What a brilliant idea! You just need to add the CLASS buildings to the possible dwelling buildings (since you cannot use the buildings of an alien Class to build that Class’s vreatures there must be some internal condition). Example: when you play Theocrat and you conquer a Town with a Warlord Class Building you cannot use that to build Berserkers or Monster Hunters.

    In other words, you can add Class-specific creatures to Dwellings! Quicksilver Dragon sounds just as good as Bone Dragon for Necro, for example. Or something like a Phantom Dragon for Sorcerer, a Fairy Dragon for ArchDruid and so on.

    Come on you two, I was completely satisfied with the state of the game, and now I really really really, want class dwelling creatures.

    #225456

    ExNihil
    Member

    @sikbok,

    Can you explain a bit about the kind of MP support Mods are going to have?

    #225461

    SaintTodd
    Member

    For example a Quicksilver dragon that require Golden Dragon building AND a dreadnought tecnology building…

    Example: when you play Theocrat and you conquer a Town with a Warlord Class Building you cannot use that to build Berserkers or Monster Hunters.

    If you look at the town building list, those buildings are still there, they’re just redded out. I would guess there’s a way to make a mod that keeps them active.

    #225466

    Fenraellis
    Member

    an you explain a bit about the kind of MP support Mods are going to have?

    In a nutshell, “all or nothing,” which is pretty standard for Mods for games. All players must have the same Mod-Settings/Game-File-Configuration active as each other(or rather, as the Host, to join their game).

    #225471

    Gloweye
    Member

    an you explain a bit about the kind of MP support Mods are going to have?

    In a nutshell, “all or nothing,” which is pretty standard for Mods for games. All players must have the same Mod-Settings/Game-File-Configuration active as each other(or rather, as the Host, to join their game).

    This also includes build numbers from each specific mod.

    #225491

    Jolly Joker
    Member

    For example a Quicksilver dragon that require Golden Dragon building AND a dreadnought tecnology building…

    Example: when you play Theocrat and you conquer a Town with a Warlord Class Building you cannot use that to build Berserkers or Monster Hunters.

    If you look at the town building list, those buildings are still there, they’re just redded out. I would guess there’s a way to make a mod that keeps them active.

    Yeah, but the kicker is – they shouldn’t. Because the idea is to give dwellings a CLASS unit – each Class a different one.

    #225568

    As excited as I am for this new update/modding tool,Im still sad that we wont get another expansion…3 is the magic number as they say and the new resources that the new expansion would have added,would have helped the modding community…Still,I`m glad we got a modding tool and the 2 fantastic expansion!Thank you Triumph for giving a shit(which is rare nowdays)and for making this great game!Looking forward to AoW4?!Maybe?! 😀

    #225570

    NINJEW
    Member

    i think an aow4 at some point in the future is probably a very high possibility, considering that from what i’ve heard aow3 was a pretty big financial success for triumph. i’d predict a couple of games between now and aow4. giving proper modding tools seems like a good, non-expansion send off to aow3 from the devs.

    as much as i would enjoy more aow3, personally i’m plenty excited to see what new game they’ll be coming out with. aow3 has put a lot of faith in me with regards to triumph as a developer, i’m sure whatever they make will be worth my money and time.

    #225591

    Centurion-X
    Member

    The support for importing new 3d-models? That would be wonderful!

    #225592

    MartyD81
    Member

    As excited as I am for this new update/modding tool,Im still sad that we wont get another expansion…3 is the magic number as they say and the new resources that the new expansion would have added,would have helped the modding community…Still,I`m glad we got a modding tool and the 2 fantastic expansion!Thank you Triumph for giving a shit(which is rare nowdays)and for making this great game!Looking forward to AoW4?!Maybe?! 😀

    I still hope that the recent surveys were meant as a source of feedback for the ultimate AoWIII expansion. In fact, I think it is kind of too early to move away from AoWIII and start production on its sequel or a completely new game. I am not yet mentally prepared for that – still need to break a 500 hrs. milestone:-). In other words, modding tools are nice and all, but a third, final expansion would be even nicer…

    #225616

    mrXD89
    Member

    I still hope that the recent surveys were meant as a source of feedback for the ultimate AoWIII expansion. In fact, I think it is kind of too early to move away from AoWIII and start production on its sequel or a completely new game. I am not yet mentally prepared for that – still need to break a 500 hrs. milestone:-). In other words, modding tools are nice and all, but a third, final expansion would be even nicer…

    Since some of the questions where about basic mechanics I doubt we’ll get an regular expansion/DLC. But I think we might… get something better. More like a standalone game – second Shadow Magic.

    #225639

    Eomolch
    Member

    At first I was rather sad when modding tools were announced since it could mean we won’t get any more expansions or dlcs for the game (nothing set in stone, but still …). However now I am also excited about the possibilities to try and add new things to the game ourselves. 🙂 By the way I really hope we will be able to change racial governance .. the effects of it and maybe if the devs are as awesome as usual (I know, I know, obvious flattering is a cheap trick :D) even the core of it (e.g. provide more than 2 choices or add additional preferences like a certain alignment or previous racial governance choices etc … ).

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