Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

196 ratings
Epic Warfare
   
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2.301 MB
15 Sep, 2015 @ 9:54am
27 May, 2018 @ 9:56am
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Epic Warfare

Description
A long time ago I first made this mod for vanilla AoM, after which I remade it for the Extended Edition using other people's (modified) ideas combined with mine.

The mod altho a bit bloated by features because of my mentality back then of "the more the better" having pretty useless stuff just for the sake of it like the statue and villagers praying to it thing.

But after a few updates to the game the mod was broken beyond all repair so I decided to remake it for a 3rd time, this version being based on my work of the Romans mod, which, in it's own terms, is based on Callistonian's High Priority mod that includes all of the custom assets I'm using plus a lot of fixes that he has made to the vanilla game.

Now for the changes themselves:

Wall Connectors can transform into Towers, credits to Peter Tasev for the idea and original mod.

All units are 1 pop cap, except for those that are 0 by default. Before I made economic units such as villagers and trading caravans 0 pop cap but gave them a build limit however the Norse became too powerful then because of their Ragnarok god power combined with their villagers and dwarves being able to transform into Ulfsarks at any given time, plus I had concerns about the stability and performance of the game when there were a lot of players and units in the match at one point.

Houses provide 30 population space and can train villagers and research upgrades, so can Manors altho they provide 60 population space so the AI can make use of all of the population provided by the mod since it won't build more houses on it's own and I can't modify it for now.

The Ulfsark has been replaced by the Bondi as the mainline infantry unit of the Norse, however he is still available to build but won't be affected by upgrades and so forth.

Other than that for the Norse, the Bogsvigier can build (same as all other Norse military units) as well as the villagers and dwarves however they (as in the villagers and dwarves) can't build any military units.

The Egyptians have been given the Sasirbag archer unit and Basilikon (Guard) spear unit.

The Greeks for now have no changes but I would like to make Achilles an infantry unit in the feature and transfer him over to Zeus so he can be with the Myrmidons, but I will look into adding another Greek unit as well.

No changes to the Chinese have been made because of my limited knowledge on them and also limited community created content for them.

And of course, the Romans replacing the Atlanteans.

That is it for now, apart from the changes I would like to make to the Greeks I am also thinking about a lot of other experimental features that I would like to add but unlike before they will actually have an impact on the game one way or another.

And finally I would like to credit tzuridis again for a lot of the changes and ideas he gave me for the original version of this mod, XLightningStormL for the Basilikon (Guard) as well as a lot of ideas for the beta units and lastly, Callistonian for his work on UMC High Priority and UMC Ancient Units pack that has brought a large part of whatever quality content the community has produced in the recent years for the original game under one roof and on which and from where I based all of my big mods on.

I owe them all a debt of gratitude as well as my other modder friends for helping, pushing and motivating me along the way because I wouldn't be here right now if it wasn't for them.
284 Comments
Armored Baron  [author] 14 Jun, 2020 @ 3:24pm 
Nope, don't have the time to bother updating all of my mods at least for the moment.

I'll probably be waiting for the Definitive Edition to release before going back into modding for this game, if there ever is one that is.
profgeorge 14 Jun, 2020 @ 3:09pm 
is this mod working with the 2.8 update or am I doing something wrong with load orders?
Armored Baron  [author] 19 Apr, 2020 @ 11:45pm 
No, I don't think so.
Amigo Toyota 19 Apr, 2020 @ 8:15pm 
Is it possible for the T-compilation mod separate from the other mods? I mean the creator's mod alone separate from the rest.
Armored Baron  [author] 19 Apr, 2020 @ 12:21pm 
Agreed.

T-Compilation is actually based on this mod and the guy made a great job with it but sadly with the passing of time as you said we got less and less time to work on the mods.
Amigo Toyota 19 Apr, 2020 @ 12:17pm 
Love the more especially the T-Compilation Mod, but as time passes, the game started to feel lagging.
Armored Baron  [author] 16 Apr, 2020 @ 12:35am 
You put the UMC pack on the top, this mod below it and the AI below that.

But I'm not sure it works anymore since the new update and I don't have the time or motivation to fix it right now and I might just wait for the Definive Edition to be out.
zombiepatato 15 Apr, 2020 @ 7:04pm 
Can someone please explain what priority orders I need to put the mods in to get this to work? Or does it not work with the current version of thee game?
Armored Baron  [author] 18 Nov, 2019 @ 10:34pm 
Nope, sorry.
Subatomic Seal 18 Nov, 2019 @ 3:54pm 
Is there a way to disable the Romans mod? It's a fun mod, but I just miss the Atlanteans