Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Stygian Emperor's AoM (Skirmish Overhaul)
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Update: 1 Feb, 2024 @ 4:46pm

Just bug fixes, mostly related to Poseidon's Charybdilith.

  • Charybdilith can fire its projectile again.
  • Charybdilith now makes a unique sound when selected, as originally intended.
  • The description for Marble Spears/Maw of Charybdis in the god picker window now displays the proper text.

  • Jason has a visible sword again.

Update: 15 Jan, 2024 @ 12:44pm

This update is kind of big but I've again forgotten a lot of what it actually does. Here's what I remember; check back in case I remembered more:

  • You can now advance to Age 4 if you have a Market or a Fortress/Stronghold/Hill Fort/Palace/Castle. I was always getting left behind by the AI because I'm extremely unmotivated to use Markets for some reason. Am I altering the game to better fit my bad playstyle? Yes, that is what I appear to be doing, but Fortresses cost way more than Markets and you can still use Markets to advance, so who cares.

  • Partially reverted some of the changes to Atlantean Contarius (lancers) and Pilarius (javelin cavalry), and slightly reduced their cost in turn. I realized their improved damage vs. cavalry from a few updates ago was making me reluctant to use the Retiarius (trident soldier), so I cut the bonus just about in half.

  • The Murmillo now throws pila (Roman javelins) prior to engaging in melee. It has a slightly shorter range than Peltast javelins and it does a bit less than their swords in piercing damage.
  • Okay, mostly I just wanted them to act even more like legionnaires than they already do - which is a lot. But also, in this mod they are sort of a soft-counter to infantry and archers (but in a balanced way maybe?), and I feel like having a projectile jives with that concept. They cannot target flying units because I did not want their AI to tell them to follow Pegasi around the map just so they could throw a javelin at them once every 20 seconds - which is the javelin attack's cooldown.

  • The Retiarius now throws a stunning net prior to engaging in melee. The stun is short; just enough for one extra attack or so on the enemy from your other units. Retiarius Heroes can additionally throw their nets onto myth units, except for especially huge myth units like Colossi, Behemoths, Heka Gigantes, etc. or flying units (unfortunately there's no way to "bring them down to ground level").
  • C'mon, Retiarii - literally "Net-men" - with tridents and no nets? I finally fixed it, everybody. The net animation is taken from the unused villager fishing animation, and an early test can be viewed in a video on this mod's page. It's fairly seamless and I'm quite pleased with it. Cooldown is 30 seconds.

  • Turning a Chinese villager into a Qiang no longer costs Food. You're already losing out on a lot of training time and food if you actually use this feature, so I figured I'd reduce the cost as much as is reasonable. The unit's paltry gold cost remains, however.
  • As an unintended bonus, due to how this change works you can use this to bypass the cap on how many Qiangs you can train. In the future I may change how their population works; but for now, go nuts.

  • Many round or narrow buildings can now be rotated with no change to their obstruction rotation. Basically, towers, mirror towers, lighthouses, and sky passages can now face any direction and they won't collide with an adjacent building. Helps my OCD.

  • Hephaestus's "Forge of Olympus" tech no longer buffs the 1st god powers of Zeus, Hades, and Poseidon. This effect has been split into three techs between Artemis and Hera; named Smite, Marble Spears, and Maw of Charybdis. Hephaestus was too good of a choice and I found myself never wanting to use the Age 4 goddesses; and frankly putting those into Forge of Olympus just bloated that tech to absolute hell. Forge of Olympus now costs a bit less, by the way, which I feel it always should have.

  • Egyptian Medjay (Khopesh heroes) cannot be trained until Age 3, but they can now always carry relics. It felt weird being able to use them in Age 2 - honestly I remembered this one in the middle of the night and can't provide a much better explanation than that until I look at this again while fully awake.

Apologies that this is, once again, mostly an update to the Atlanteans. I'm such a noob and they're so easy.

Update: 5 Nov, 2023 @ 9:32am

Minor visual "fix" for the Oracle Heroes (will probably do more to them later), and a small bonus for Kronos.

  • Edited the anim files for Oracle Heroes and Kronos Oracle Heroes so the glow balls they get for having Focus and/or Dione's Mending researched are on their right hands when not using their scepters, rather than floating in midair somewhere in their vicinity. Ideally the glows would just always be at the end of their scepters but there isn't an attachpoint there for their idle/bored/walking animations for some reason.

  • 10% discount to Temple research added to Kronos. For research that costs 5 Favor, such as Focus, the Favor discount is instead 20%, therefore those techs cost 4 Favor for him. Techs that can be researched at both the Temple and the Palace (Kronos's Palace research was already discounted) do not receive a double-discount, just 10% off.
If you'd say "Kronos is already overpowered, don't make it worse," I'm an idiot so you probably know better than I, and I'm willing to hear you out and make changes accordingly.

Update: 4 Nov, 2023 @ 9:52pm

"Hotfix" for the last update -

  • Fixed Burials myth tech (Age 3 - Dabo Gong) not improving conversion rate for Shennong Monks vs. myth units as intended. It was changing BasePercent instead of Percent; but Monks' base convert rate against myth units is zero prior to selecting Shennong as your major god - multiplying by zero doesn't do a whole lot.

Update: 4 Nov, 2023 @ 8:37pm

Mostly Atlantean stuff in this update since I play Gaia way more than other gods - despite playing AoM more than any other game I still suck at it and need to use the most turtley god to have a decent chance at winning when I'm still groggy in the morning, which is usually when I play AoM. Don't worry, I do play every god at least a little so I don't ignore any of them as far as modding goes, though Loki is particularly hard for me to handle....

  • Increased both Pilarius (prev. "Turma") and Contiger (prev. "Contarius") effectiveness vs. cavalry. Contigeri are now intended to be about as effective against other cavalry as they are against archers, and Pilarii are now intended to be not-great-but-acceptable against cavalry. They both see an increase in hack armor and a damage bonus against cavalry, with a small price increase to offset it.
  • Explanation: when I changed Murmillones to be better against archers and infantry and worse against cavalry to reflect their similarity to Roman legionnaires, I did not substitute another unit as a soft-counter to cavalry, so your anti-cavalry options were basically just the hard-counter-cavalry-specialist in the Retiarius (prev. "Destroyer," but much different), or wait until Age 4 and use Dimachaeri (prev. "Zealot"). Now you can use your javelin cavalry to keep most true cavalry at bay from Age 2 in a pinch (as well as still being excellent vs. other archers), or use your lancers as a soft counter to both cavalry and archers in Age 3.

  • Additionally, Pilarius speed was slightly increased, and Contiger speed was slightly reduced. The two are now meant to sort of be your light and heavy cavalry, respectively. Pilarii make for excellent scouts to replace your Oracles, by the way.

  • Murmillo damage vs. buildings improves in Ages 3 and 4. In this and prior versions of the mod, Murmillos did about 1/8 reduced damage to buildings, as they are a very pierce-resistant generalist unit for something you can produce in Age 2 and therefore can really wreck towers at a level I didn't intend. I don't know how much 1/8 actually matters, but now they restore 1/16 of their damage vs. buildings every Age thereafter back up to 100%.

  • New Myth Tech: Dione's Mending (Metis - Age 2) - complete with mediocre new icon I spent an undue amount of time making. Allows Oracle Heroes to heal units at about the same range and rate as Greek Physicians; increases all Oracles' health, regen, and speed slightly; changes their name to "Diviners" if you aren't playing as Kronos (his special ones become "Harbingers" now, when Focus is researched).
  • Explanation: In previous versions of this mod, Automata were healer units in addition to all their other many talents, which was extra stupid because they were just hitting people with hammers to "repair their damaged equipment" (the actual excuse I used in their text). However, the mechanics reason was so all three Atlantian Age 2 gods could get a healer instead of just Oceanus - who in the vanilla game had two (note: this mod already moves the Caladrius over to Prometheus but makes Oceanus's Ondinii [prev. "Servant"] amphibious). Now your Oracles can serve another purpose past Age 1, because....

  • Automata can no longer heal most units; they can only heal the units all villagers/Norse infantry can (ships, siege, myth units made of metal/stone/crafted wood) and repair structures - and those they heal/repair slightly slower than before. On the plus side, Oracle Heroes with this tech can actually heal all units, whereas Automata could never heal myth units that weren't in the categories mentioned. Your poor Stymphalian Birds! :C

  • Bonuses to Automata from Copper/Bronze/Iron upgrades at the Armory are slightly reduced - crush armor improvements were diminished the most. I felt like Automata needed to be nerfed from previous editions of the mod. I realized I felt pretty "safe" any time I played as Metis (prev. "Leto" - may change back) due to her perfect machine army of unkillable Necrons, as opposed to playing Oceanus, what with his very scrawny water elementals. Prometheus feels pretty good, I think, though I do intend to restore the Promethean splitting ability at some point (their new mechanic isn't going anywhere though).

  • Restored Monk conversion rate back to vanilla speeds. I still don't understand exactly what the three different "rates" are for conversion in the Proto file, and it was taking forever for Shennong's Monks to convert myth units, so I figured I'd better revert the haphazard changes I made - mostly. All monks can still convert a few more unit types than in vanilla AoM: siege and fighting ships, mainly; and the Burials myth tech from Dabo Gong provides the same bonus to Shennong's Monks' myth unit conversion rate as it does to everything else, unlike in vanilla where it does not.
If I remember more later I'll try to add it, but I think that was all....

Update: 4 Nov, 2023 @ 7:16pm

Update: 24 Oct, 2023 @ 6:15am

  • Fully restored bonus damage heroes and myth units deal to Shades from earlier versions of this mod (just the normal amount all myth units take). Slightly reduced their spawn rate back to 1/5 dead units (vanilla, from 1/4), but increased their health regeneration slightly.

Update: 21 Oct, 2023 @ 1:59pm

Consider this a hotfix, mostly for the Shades' unreasonable tankiness introduced in the last update.

  • Hades' Shades made less durable (though still more durable than before the last update). Their health and armor has been returned most of the way to previous amounts, and heroes' and myth units' damage bonuses to them has been partially restored. I forgot that I had made them significantly more durable and never actually tested it.
  • "Poseidon's Secret" tech changed from 300 Gold + 20 Favor to 350 Wood + 20 Favor. I always have way too much wood and not enough gold by this point - maybe that's a failing on my part. Also kind of liked the Wood cost since this mod alters it so it also gives a benefit to Pilarii/Turma/Javelin Cavalry, an archer unit.

Update: 18 Oct, 2023 @ 9:59am

  • Dramatically improved stability across the board. I don't remember all I the things I changed to fix it, but the mod is what I would consider "stable" again, finally. As always, let me know if you experience a crash - particularly, which gods you were playing as and against, and if you can remember what myth units were attacking at the time. Myth unit abilities tended to be the culprit behind crashes in the past.

  • Defeated players now remove all their units and buildings from the map. I was getting sick of having to destroy walls after the computer player had been defeated, especially Antisthenes and AoModAI ones (which play decently with this mod, by the way). This will not trigger if you allow the computer to surrender, or if you win via Wonder or any other non-Conquest means (not that it would matter in such cases). This is because the effect is achieved via a tech that the defeated player researches automatically when all their units/buildings with the "LogicalTypeNeededForVictory" tag are destroyed (and players who surrender/forfeit cannot research techs, even automatically). Anyone who knows a way to make this work regardless of surrender, help would be appreciated.

  • (Only for Optional Map Data supplemental mod) Added remixed Workshop map - Swamp Holes (SE). Heavily based on Swamp Holes by Niley AKA Anton Feirer - but larger, with more relics, huntable animals, and mainly more water. I love the original map, so you should try that one out too. Known issue: Occasionally a player will begin without a settlement, thus being defeated from the beginning. This is due to poor order of forest/settlement placement during map generation on my part, which I'm not entirely sure how to fix while keeping the otherwise-nice generation intact. Again, help from those more knowledgeable would be appreciated.

  • Reduced the base regeneration rate of all units by half. I wanted healers to feel more valuable. Some units have other sources of regeneration, such as Trolls, Hydrae, and Behemoths, and aren't as strongly effected. The same goes for Odin's units - the regen bonus for being a non-myth unit owned by Odin was not affected, but the base regen rate for just being a human soldier, hero, etc., was halved. I don't think I altered building regeneration rates.

  • Dozens of minor changes, and possibly even major ones I have simply forgotten about since the last update, as usual. I will try to add more here as I recall them.

Once more, apologies for the poor documentation; this mod is really just for me and my friends - mostly me - to skirmish against the AI in my free time, and I make changes sometimes mid-game as issues come up, so I rarely remember them much less write them down. I mainly thought the (remarkable, for me) stability of my personal version was worth the update for anyone who happens to like this mod.

Update: 18 Oct, 2023 @ 9:41am