Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Stygian Emperor's AoM (Skirmish Overhaul)
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Update: 24 Jan, 2023 @ 7:41am

  • Attempted Failed to fix crash possibly related to the Carnivora.

Update: 22 Jan, 2023 @ 7:21am

  • Attempted to fix crash possibly related to the Cyclops.
  • Attempted to fix crash possibly related to Militia spawning from Poseidon's Stable. I have reset all Militia spawning numbers to their base game values to try to finally fix this.
  • Naval Shipyards can now produce Fishing Boats and Transport Ships, and can research their base-game upgrades, but still cannot research the Civilian Shipwrights, Maritime Infrastructure, and Maritime Powerhouse upgrades - those upgrades are only researchable at Docks. Eventually I'd like to change how Naval Shipyards work pretty dramatically, as they were never meant to produce ships the same way as Docks.
  • Minotaurs' Gore attack now activates the moment the target is in range so you shouldn't see them endlessly pursuing units slower than them while attempting to use the ability. This solution doesn't look great, as the target is punted well before the animation would suggest, but it at least works a lot better.
  • Building arrows shouldn't create quite as dramatic ground fires anymore when Burning Pitch is researched, but they still create fires.
  • And numerous other minor changes that I honestly don't remember because I didn't write them down. Sorry.

This still isn't in a state that I would consider stable. I'm pretty sure one of the Norse myth units is bugged and can cause a crash to desktop, but I don't know which. It's also possible that it's something to do with Loki's heroes trying to spawn a myth unit - and there might even be non-Norse related issues too. Any help would be appreciated.

Update: 22 Jan, 2023 @ 7:17am

Update: 15 Dec, 2022 @ 8:53am

  • Attempted to fix Poseidon's Towers crashing the game when destroyed by enemies (too many Militia were trying to spawn in the same space, I think.)
  • Upgraded Hydrae should have a texture again when swimming instead of being pure black; in fact, a new texture (though I'm not in love with it).
  • The god power Undermine's damage to Fortresses and Settlements has been doubled. It may still be too low.
  • The attack range improvements from the Guard Tower tech and some from the Ballista Tower tech have been moved over to the Signal Fires and Carrier Pigeons techs, meaning all civs other than Egyptians and Gaia can now gain a bit more building attack range than before when both are researched.
  • The "warding rings" effect on a few units and structures which protect against god powers have been altered to hopefully fit better.
  • Prodromoi no longer gain bonus damage vs. siege units, since that seemed kind of random to me for a spear unit (though there was probably an abstract balance reason for it that I'd be willing to hear out and repurpose in some way). Some of this bonus has been moved to Hippikon, and unit costs have been slightly altered correspondingly.
  • Dragontongues deal less damage to other Dragontongues with their death explosion so chain reactions should happen more slowly; in general, the multipliers for fire damage have been smoothed down across the board.
  • Monk base convert range has been slightly increased, slightly increased for Shennong, and slightly increased when the Burials tech is researched.
  • Chu Ko Nu damage has been reduced slightly.
  • Because the relic had been made redundant with Canopic Jar of Qebehsenuef, Bow of Artemis is now Orion's Belt, which improves the hitpoints and hack armor of non-bow archer units; as opposed to Girdle of Hippolyta, which covers the same for bow archers and most ranged heroes.
  • Arrows of the Alfar's damage bonus against ships is greatly reduced.
  • Fire Lance blasts and rockets no longer cause fires on impact; it was intended only their rockets would, but I wasn't able to make the animation distinguish between attack type, and it looks better on neither than on both.
  • (I lost track and the below may have actually been old changes that were in the last version as well.)
  • Egyptian Mercenaries no longer double-dip with passive Age improvements. They now get the same increase per Age as the Medium, Heavy, and Champion techs give to their respective units.
  • Greek Physicians are now "Iatroi" (singular "Iatros") - the actual ancient Greek term if I'm not mistaken. If you research the Temple of Healing tech from Apollo, they become "Theurgists" and your temples become "Asclepieia" (singular "Asclepieion"), the temples of healing in ancient Greece."

Update: 6 Dec, 2022 @ 1:11pm

this is what amounts to the most comprehensive changelog yet for an update to this mod, you poor sods:

  • Minotaurs no longer crash the game! Hooray!
  • Chinese heroes (including Generals, since this mod changes them) and Fire Lances/Dragontongues have new voices taken from AoE III. Immortals, from the starting point of Immortal Fix actually have a different voice for every single appearance, and also the female one has entirely different animations (taken from the Egyptian Laborer though, so they're serviceable but only alright. At some point I intend to get into editing/making custom models, I swear).
  • Because China had too much anti-cavalry and not enough anti-infantry Mounted Archers have been altered from being mildly anti-cavalry with no negatives vs. infantry (but weak to other archers) to being mildly anti-infantry with no negatives vs. cavalry (still weak to other archers). I also somewhat improved their base accuracy to 75 from 70 (most archers have 80). Still not sure I'm happy with them.
  • "Fixed" Underworld Passage so it gives you two entrances per cast again, instead of one per cast, and all entrances can be still used like the Sky Passage. There are two minor issues however; 1. the entrances can only be made near units, buildings, or map embellishments (any decoration, like flowers). This includes enemy units and buildings, so you can still very much create a sudden assault on an enemy base. 2. Any of your units near the first entrance will be immediately transported to the other end when the power is cast, but everything works as intended after that. I have an idea for how to fix these issues but I'm not sure it will work.
  • Myrmidons, Gastraphetes, Ghasts, and Hetairoi now do about half as much bonus damage vs. myth units as Hersirs, thereby hopefully giving your named Greek Heroes more room to stand out again.
  • Most if not all units who were changed to be Heroes by this mod (the above, Khopesh Swordsmen, Jarls, etc.) now have some kind of carry animation for Relics. It's usually not a very good one (generally it will make them suddenly as big as an Atlantean Hero and may do other weird things), but they should be serviceable for now.
  • Forge of Olympus's new effects should now work as described. The effect for Zeus is probably the most visually interesting.
  • Because this mod allows some huntable animals to swim when they wander into water, Fishing Boats can now gather from their carcasses like Villagers, if needed.
  • Shennong's Laughing Demons (Sitting Tigers) can now shoot more than like 6 feet before their projectiles vanish. Hopefully.
  • Farms now include most of the changes from Detailed Farms in addition to many others.
  • Cultivating Berry Bushes costs less and you no longer have to research Cultivation to reach the Farm upgrade line.
  • Servants of the Gods/Titans no longer makes affected units totally free - they now cost 50% resources but still zero population.
  • The Adamantine Shingles (Shingles of Steel) Relic is actually kind of good and interesting now - with it you can build more Houses/Manors per age (1 / 0.5).
  • Because of their wooden cart thing, Atlantean Citizens can now be healed by any unit that can repair siege weapons/Ox Carts/ships/etc, including each other.
  • Naval Shipyards no longer require a Dock to be built first. They still aren't very interesting or well-implemented though - I'll finish them some day.
  • The Hero glow effect looks a lot more natural and is less obtrusive, though it isn't ideal (too dark/bright) on certain terrains.
  • Nidhogg is more resistant to buildings. He might still not be as tough as I'd like though.
  • Lots of other minor balancing changes and likely tons more I'm certain I never wrote down.

Update: 28 Oct, 2022 @ 8:03pm

- Fixed a lot of, if not all the crashes; most seemed to be caused by certain Chinese myth units attempting to use special attacks with data errors. Please let me know if you are still crashing. Special thanks to Kronos for helping me with testing.

- Finally replaced the icon for Guan Yu's Righteous Warfare (Jade Dragon) tech. It was using the old Golden Banded staff icon for a long time.

- Maybe fixed Mirror Tower grid-snapping issues.

- A few Chinese units should, in addition to not crashing the game, generally just work and look a bit better than before. I fixed the transparency on the Jade Dragons' back spines, for instance.

- Added some flames and smoke to the projectiles of many siege units after Engineers is researched. Inspired by the mod Siege Weapons - Burning Shots.

- Added terrain textures from Ozhara's AoM New Terrain Types for custom maps. Because this is kind of bloating the file size I'll probably break it off to my own custom maps/remix maps mod at some point.

Update: 28 Oct, 2022 @ 7:58pm

Update: 28 Oct, 2022 @ 7:55pm

Update: 23 Oct, 2022 @ 9:13am

I broke the mod into TWO PIECES because it was apparently too big to upload to the Workshop as one. Let me know if this is still not working.

Update: 23 Oct, 2022 @ 8:50am