Age of Wonders III

Age of Wonders III

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Dreadnought unit: Field Medic
   
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28 Feb, 2018 @ 3:30pm
6 Mar, 2018 @ 12:19pm
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Dreadnought unit: Field Medic

Description
A Tier III support unit for the Dreadnought, specialised in healing allied troops. The unit possesses a special healing ability that allows it to mend wounded units undefinitely, with 1 turn CD as the only limitation. To avoid having the unit standing idle, I also gave it a themed debuff (Inflict fever) and Cure Disease. Like you can notice in the pictures, the Field Medic has a very poor damage and must thus be used as a pure support as much as possible - although its defensive features should keep it alive easily.

As of the last update the unit also possesses a custom resurrecting spell, which allows you to bring back 'fainted' friendly units once per battle. Mind you, that the ability has no resurrect&convert function on dead enemy units!

Aesthetically, the best I could do was giving it some decorative band on the helmet and having it carry a cleaver and some herbs. The result isn't excellent, but still satisfying. I chose the Musketeer model because it fits more the appearance of a medic rather than the Engineer's.

Required building and tech: Hospital and Modern Warfare Empire Upgrade.

Currently known issues:

-The unit is atm available to the vanilla races; since the task is a bit tedious with DLC races, and I doubt the unit will be of any interest, I won't add more races except if requested.

-The icon is taken from the Folk Hero upgrade (from the Partisan spec), because editing Icons requires software and skills I do not possess, sadly. I'm confined to using icons already present in-game and this one was the most suitable one - my Imperial Engineer mod already uses the Produce Engineer upgrade icon. Avices on the icon matter are welcome.

Special Thanks: I was about to give up because implementing this special healing ability seemed impossibile, but with the aid of 'Jolly Joker' on the official Triumph forums, I managed to complete my mod in the way I truly wanted.
11 Comments
✝ Gamlingwine  [author] 19 May, 2019 @ 7:54am 
I'm surprised they are still used by some.
And I'm glad you liked them.
✠Baron Von Dorf✠ (SF9912) 19 May, 2019 @ 6:29am 
Thank you a lot good fellow this mod will surely enhance the game massively :)
✝ Gamlingwine  [author] 6 Mar, 2018 @ 12:22pm 
New update exchanges resurgence for a custom resurrecting spell (still granted at Champion level), which can be used once per battle at melee range. The new ability revives a perished friendly unit (But not enemy units, so no converting function for the sake of realism) and restores 50% of its health.
✝ Gamlingwine  [author] 5 Mar, 2018 @ 2:45pm 
You might be glad to know that I'll update the mod in 15-20 minutes with the awaited change: a healing spell with 1 turn cooldown, and no use limitation!
I'm so glad I made it, and will mention the forum user who helped me achieve this.
✝ Gamlingwine  [author] 5 Mar, 2018 @ 4:01am 
I requested support on the forums to make a unique healing ability for the field medic, but I honestly doubt I'm gonna get any help, if not soon then even at all...
I'd like to keep it tier three.
As for the races yeah I'd like to give it to all races, but it takes a few times to copy paste and edit everything without making mistakes, so for now unless someone specifically requests a race I'll keep it the way it is. If you'd like another race in particular let me know.
dizzy 5 Mar, 2018 @ 2:46am 
Thats what I was saying, you get 3x heals during combat and then the unit isnt so good. I would look to the halfling race for ideas on the workshop here. There are some ingenious ideas modders have used to fill in support roles for halflings that give them battlefield uses beyond combat. Some of these ideas could be used by this unit. And I read you expanded this Field Medic to a couple of races, I was envisioning that this unit should be available to all races. Everyone should get a Field Medic. But if it's only going to get 3x heals a combat, I'd make it a tier 2 unit.
✝ Gamlingwine  [author] 4 Mar, 2018 @ 3:16pm 
mod was updated to include Humans and Dwarves. Did some more testing to no avail, healing is still limited by a few times per battle.
Posted my request on the official modding forums to see if anyone can help.
✝ Gamlingwine  [author] 3 Mar, 2018 @ 3:18am 
But wouldn't regen just heal it to full health at each turn? It would still remain useless after a half dozen turns like you said. Although it gets a buff and debuff, and those should have him last more when he's at the fourth medal or so.
I accept your advice that his gold cost is too high, so I would like to improve it in other ways during combat without breaking its "thematic". Any ideas? I think increasing the attack would not fit well, and many buffs are magic related so don't fit either.
dizzy 2 Mar, 2018 @ 9:50pm 
I asked for regen because its a tier 3 unit and it only has 3x healing abilities then becomes pretty useless in combat. I'm trying to justify its gold cost is all.
✝ Gamlingwine  [author] 2 Mar, 2018 @ 9:25am 
Thanks for your feedback. I'm afraid the healing machine is an oversight. It belongs to a property in the unit's settings which I should try to remove. However that may possible cause other issues so I'll see whether I can fix that or not.
As for regeneration, I haven't been able to play at all after finishing modding, beside a dozen minutes to make sure that the unit worked fine in combat. So, I can't tell whether it would really need regeneration or not but I can specify that two of its healing abilities also booster generation on the strategic map, so the unit should restore its health really, really fast. It also has faster additional regeneration by itself (not related to fast healing, its a 20% bonus or so). Have you found that they lose health too fast or you asked for this edit in order to give it more flavour?

Any thought about it being over/underpowered maybe?