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 6 years, 8 months ago.

Viewing 30 posts - 31 through 60 (of 60 total)
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  • #225680

    MartyD81
    Member

    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.

    Have there been any hints at what you describe as a standalone AoW game from the devs as of late, or is this purely what you’d wish for for the series’ future? Because I like that idea very much!

    #225681

    bam65
    Member

    Sounds kind of complicated.

    #225682

    Thariorn
    Member

    Sounds kind of complicated.

    Most likely it is.

    Well, I guess (hope) we’ll get some sort of guide how to use the modding tools for basic things like stat adjustment and giving a unit an existing ability etc.

    They did that with the LevelEd to, so hey

    #225684

    MartyD81
    Member

    Will we be able to alter the output of resource buildings such as the shrine etc.? I would like to cut its mana production by half and make other minor adjustments in the city economy.

    #225694

    iceboy
    Member

    Will we also be able to mod game speed, growth speed, research speed, etc?

    #225695

    bensku
    Member

    Oh, forgot to ask… Does anyone know when beta release for modding tools update is available on Steam/GOG Galaxy? Weeks or months, what do you think?

    Anyway, even if it is just weeks, I still have hard time waiting… I have SO many ideas 🙂

    #225696

    iceboy
    Member

    Will we be able to alter the output of resource buildings such as the shrine etc.? I would like to cut its mana production by half and make other minor adjustments in the city economy.

    Yes cutting mana production in half is one of the changes I want to make first! Among other city economy changes as well so I also hope those can be done!

    #225708

    MartyD81
    Member

    Oh, forgot to ask… Does anyone know when beta release for modding tools update is available on Steam/GOG Galaxy? Weeks or months, what do you think?

    Anyway, even if it is just weeks, I still have hard time waiting… I have SO many ideas :)

    Based on my intuition and on how long it has taken major patches to release in the past, my humble estimation is mid to late September. It is apparently going to be one of the last updates for the game so let’s give the devs enough time for making things right – a few weeks won’t kill anybody:-).

    #225772

    SikBok
    Keymaster

    Mmmmm not too different from AOW1, just require a couple of steps more.

    That’s pretty accurate. The additional steps are because the systems are a bit more modular now, but that should give modders more power.

    *bunch of mod ideas* I check every day hoping to hear more about this.

    Then I hope you catch my Q&A. No guarantees, but your ideas sound achievable with our mod tools.

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

    MP with mods should be fully supported. As stated by other posters, you need to be playing with the same mods.

    By the way I really hope we will be able to change racial governance .. the effects

    Again, no guarantees. But, that sounds perfectly feasible. The other bits are all core systems so are likely non-moddable.

    Well, I guess (hope) we’ll get some sort of guide how to use the modding tools for basic things like stat adjustment and giving a unit an existing ability etc.

    A guide is in the works. It’s a rather big one actually.
    For all the stuff we don’t cover, if we end up having a modding community like with the previous AoW games I’m sure there will be people around to help others.

    Will we be able to alter the output of resource buildings such as the shrine etc.? I would like to cut its mana production by half and make other minor adjustments in the city economy.

    No guarantees, but that should be relatively easy.

    Will we also be able to mod game speed, growth speed, research speed, etc?

    No guarantees, but that sounds achievable. Some of those might be a bit of work, depending on what exactly you are looking to do.

    Oh, forgot to ask… Does anyone know when beta release for modding tools update is available on Steam/GOG Galaxy?

    Don’t think anyone knows, since we haven’t given a date. We’ll release when we are happy with how modding works and when we are sure we did a good job getting any major bugs out.

    #225863

    Centurion-X
    Member

    Keymaster SikBok, please answer my question – is it possible to all us – to modify the existing creatures’ textures as well to import into game new 3D-models?

    #226339

    HousePet
    Member

    Yes, recruitable Obsidian Wyverns/Dragons were at the top of my to do list.

    #226350

    Eomolch
    Member

    Thank you SkiBok for taking your time, to answer all of our (posted) questions. Could you please answer one more for me?: Will it be possible to add / change the abilities heroes can learn? And if so, will it be possible to make it that some of those skills not only require a certain hero level, but also race or previously chosen skill(s)? 🙂

    #226352

    Yes, recruitable Obsidian Wyverns/Dragons were at the top of my to do list.

    *smiles*

    #226386

    SikBok
    Keymaster

    Thank you SkiBok for taking your time, to answer all of our (posted) questions. Could you please answer one more for me?: Will it be possible to add / change the abilities heroes can learn? And if so, will it be possible to make it that some of those skills not only require a certain hero level, but also race or previously chosen skill(s)? :)

    No guarantees, but everything except the dependency to race sounds feasible. Race dependency might also be possible, but I’m less sure about that one.

    #226393

    Eomolch
    Member

    Great to hear, SikBok, thank you 🙂 I know, no guarantees, but still 😉
    Also sorry for the typo in your nick in my former post. 😀

    #226396

    SikBok
    Keymaster

    You’re welcome & no worries.
    Hope you’ll enjoy modding AoW3 : D>

    #226403

    Eomolch
    Member

    Thank you, I’m actually pretty excited about the prospect of all the things I will be able to try out 😉

    #226407

    Gloweye
    Member

    Thank you, I’m actually pretty excited about the prospect of all the things I will be able to try out 😉

    Ain’t we all..

    #226410

    Centurion-X
    Member

    But… how… about… new textures and 3D-models!?

    Attachments:
    #226415

    Joni
    Member

    =”:)” class=”wp-smiley” style=”height: 1em; max-height: 1em;”>

    No guarantees, but everything except the dependency to race sounds feasible. Race dependency might also be possible, but I’m less sure about that one.

    I really hope that race dependency will be featured in the final iteration of the mod tools – allowing racial skills like this would be a huge leap in order to make heroes much, much more individual in a relatively elegant manner!

    #226419

    Vastator
    Member

    But… how… about… new textures and 3D-models!?

    This.
    And if not, what about the simplest graphics stuff? For example, can we modify/use new icons or other 2d stuff for abilities and units, or are we limited to current vanilla assets?

    #226545

    Hatmage
    Member

    Hello. Can you tell me at this point if it’s going to be at all possible to alter existing unit abilities/conditions, such as stunned, or add new ones? Or, and I suspect the answer is no but have to ask, will we be able to add new damage channels (such as “magic” in prior games)?

    #226549

    NINJEW
    Member

    uh, i’m pretty sure the answer is “almost certainly yes”

    #226596

    Motasa
    Member

    Sounds good, really good. It all looks really accessible if you’re only wanting to tweak existing stuff; with a guide in the making, I guess anybody can start having fun with modding the game. The future of this game looks bright and longevity ensured.

    #227784

    Centurion-X
    Member

    Keymaster SikBok, Thank You for today’s great news about models and textures!

    #228571

    SikBok
    Keymaster

    Happy modding Centurion-X : D>

    #228579

    Centurion-X
    Member

    Keymaster SikBok, many thanks to You and all staff of Triumph Studios for the excellent game and a spectacular capabilities of modding. Guys, I’m your fan since the very first part!)

    #237678

    SaintTodd
    Member

    Hello. Can you tell me at this point if it’s going to be at all possible to alter existing unit abilities/conditions, such as stunned, or add new ones? Or, and I suspect the answer is no but have to ask, will we be able to add new damage channels (such as “magic” in prior games)?

    Sorry necro this thread, but I haven’t seen anything else about creating a new damage channel. Hatmage, have you been able to do this?

    #237680

    SikBok
    Keymaster

    Sorry necro this thread, but I haven’t seen anything else about creating a new damage channel.

    Don’t think that’s possible to add with just the mod tools.

    #237739

    SaintTodd
    Member

    Too bad. Thanks for the reply, though!

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