Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Stygian Emperor's AoM (Skirmish Overhaul)
67 Comments
Stygian Emperor  [author] 29 Jul, 2024 @ 7:55pm 
@Shai Hulud: this mod does not work for the campaigns, just skirmish.

i don't know to which 1v1 map you're referring, but yeah the spawn rates should increase on those 'SE' ones. they are still limited by map size and stuff though, so it's not always going to be able to fit more.
Jackie Daytona 29 Jul, 2024 @ 2:19pm 
Some of the SE maps also say 'more relics added', I dont know if you mean the relic pool is increased but number of relics were still 2 on 1v1 skirmish
Jackie Daytona 29 Jul, 2024 @ 2:17pm 
It doesnt work on the atlantis campaign, because of the auto win thing this mod has you never load into the first scenario cause you start without a tc and get an insta loss in the cutscene. In skirmish I also felt that some sort of resource increase (on trees at least) was warranted because i almost always either won the game or ran out of wood before ever getting the tech that removes pop cost on villagers since its so expensive. And why is set so purple in his portrait? In fall of the trident most of the mod features were either missing or improperly applied e.g. hydras not getting their tech while minotaurs still get their new upgrade.
Stygian Emperor  [author] 8 Mar, 2024 @ 4:30pm 
@IgnaciusMalbec: Just tried it on my end; didn't have that issue (with Atlanteans, anyway - which civ were you using?). Could be some other mod causing a conflict.

If it's not that, try unsubscribing from this mod (all 3 parts), launching your game once while unsubscribed, and then re-subscribing.
IgnaciusMalbec 8 Mar, 2024 @ 2:15pm 
i found a problem with the hens. Villagers can´t harvest these, just act like normal, but without any food. Anyone with this problem too?
Stygian Emperor  [author] 3 Dec, 2023 @ 1:28pm 
Yeah, their ability is based on the one from an older version of New Myth Unit Tech which I remember also acting weirdly even before I fiddled with it for this mod - issues like what you're having - but I think that mod updated since then so I should see if they fixed that and adapt it over.
SteelDusk 3 Dec, 2023 @ 7:33am 
I see, that's strange. Also, the Heka Gigantes (or their upgrade, Killer of Titans which turns them into Pelorios Gigas) has a bug where they become locked on towards a particular target (such as a tower) and they keep moving towards to destroy it, being unresponsive to my orders.
Stygian Emperor  [author] 3 Dec, 2023 @ 5:57am 
Nothing gets deleted, it is destroyed like if your units had smashed it. Also, those important buildings like temples and settlements have to be destroyed by your units before their non-LogicalTypeNeededForVictory buildings, which are only walls, farms, storehouses etc., are destroyed by that effect. Whatever is causing Temples and Settlements to be deleted is not part of my mod.
SteelDusk 3 Dec, 2023 @ 5:23am 
A big problem with the "autodelete all units and buildings from defeated (not through resignation) players from map" feature is that it deletes any and all settlements they had their town centers on, as well as garrisoned relics in their temples
Stygian Emperor  [author] 1 Dec, 2023 @ 9:42am 
oh, the issue could be that their line of sight isn't very long - 20 compared to a Trireme's base LOS of 24, and that directly affects a unit's automatic engagement range. i'll bump it up a bit (to be included in the next update), that should help.

until then if you want to fix it early, you can open proto2.8.xml in the mod's Data folder with a program like Notepad++, then ctrl-f search for: name="Jormund Elver" and a few lines down from there you'll find <los>20.0000</los> which you can change to whatever you want. i'm going to try 26 for now since they have slightly more base attack range than Triremes
Stygian Emperor  [author] 1 Dec, 2023 @ 9:30am 
weird; their AI is set the same as every other ship/ranged unit. There's a seemingly-useless flag I added to most ranged units a long time ago that I'll delete just in case, and I'll try testing them for myself.
SteelDusk 1 Dec, 2023 @ 5:17am 
Oh, Jormund Elvers for some reason don't auto attack enemies in range even though they're set to aggresive
Stygian Emperor  [author] 5 Nov, 2023 @ 10:07am 
Nice! Yeah, I should mention for everyone else, if the patch notes are too well-hidden: the Oct 18th update should have fixed 99% of crashing caused by this mod. :Isis:
SteelDusk 5 Nov, 2023 @ 4:18am 
The mod works like a charm! Played a 12 player FFA RM as Gaia, and did not suffer a single crash throughout the course of the 2-hour game.
Stygian Emperor  [author] 18 Oct, 2023 @ 10:47am 
Let me know if the mod is working with this Oct 18 '23 update. The in-game uploader was acting kind of suspicious before it told me the mod was successfully uploaded.
Stygian Emperor  [author] 26 Apr, 2023 @ 8:18am 
sorry, fix for damage seems to be causing a new crash
SteelDusk 20 Apr, 2023 @ 11:46pm 
Oh hey long time no see! Yeah I'm excited to try it out again
Stygian Emperor  [author] 20 Apr, 2023 @ 6:00pm 
I think I figured out the issue with the Minotaur/War Elephant/some other units' damage being poor (or nonexistent in some circumstances), and maybe something to do with Poseidon's militia causing a common crash. Next update will include my local versions' fix attempts (so far so good?) - and probably some other changes I've forgotten. Let me know if you're waiting.
SteelDusk 25 Jan, 2023 @ 8:19pm 
Played a 12 player FFA as Kronos (who has no access to Carnivora unlike Oranos/Gaia) and the game still crashed minutes after I went to the classical age as Prometheus with the other players following soon after (I'm the sole atlantean, and no shennong). I was playing on the SE version of Basin
Stygian Emperor  [author] 25 Jan, 2023 @ 10:36am 
ugh, I'll change it back
SteelDusk 25 Jan, 2023 @ 7:34am 
One of the new changes caused a big problem; sometimes the minotaur's attacks (both normal and gore) do NO damage despite being in melee range
Stygian Emperor  [author] 24 Jan, 2023 @ 9:01am 
Nope, that didn't fix anything either. I'll keep messing with it.
Stygian Emperor  [author] 24 Jan, 2023 @ 8:13am 
Huh, it's possible the Carnivora is trying to back out of the minimum range of its ranged attack when enemies come too close (and thus causing a crash due to the fact its immobile but not technically a building), rather than just switching to its melee attack(?). I'm going to try removing the min range on it and just hope it will try to use the melee attack when able, due to the significantly better damage.
Stygian Emperor  [author] 24 Jan, 2023 @ 8:07am 
Nah, that definitely didn't fix it. Ugh.
Stygian Emperor  [author] 24 Jan, 2023 @ 7:47am 
@SteelDusk Okay, I can't say for sure whether it helped, since the crash was inconsistent to begin with, but I've uploaded a patch to potentially fix the Carnivora - the snap-to-grid comment made me remember I did try to make the Carnivora snap like a building, and though it never actually had that effect, I did leave that (useless) change in - possibly causing an issue? There were a couple of other minor discrepancies with my Carnivora and the base game's version that were unrelated to the intentional buffs/changes made, so I also smoothed those out just in case.
SteelDusk 24 Jan, 2023 @ 7:03am 
Decide to play a Greek civ (Hades) instead of Atlantean. Guess what? No crashes! It seems that something Atlantean-related (most likely the carnivora) is causing the crashes, though more testing is needed
SteelDusk 24 Jan, 2023 @ 12:38am 
I tried a 2v2 game today; was playing as Oranos with a Poseidon ally vs a Ra & Loki. The game crashed during the middle of combat with my Carnivora up. I tried swapping out Loki with Thor, still crashed. Swapped Poseidon for Zeus (and put Loki back), still crashed. In all these games, the crashes occurred right in the middle of my Carnivoras attacking.

Also, have you looked into whether the building placement being snapped into grid might be causing problems?
Stygian Emperor  [author] 23 Jan, 2023 @ 12:17pm 
@SteelDusk: I actually had a crash today when a Carnivora was being attacked by Shennong troops (Age 4, and they had White Tigers), so it could have something to do with that. I had also modified markets to be able to garrison units, so there is a possibility Poseidon’s markets are having an issue with spawning Militia while being garrisonable or something. It’s something I should test.

Finally, I know from experience that loading a saved game involving the Chinese does a weird thing where it seemingly gives you the increased Immortals cap per age effect more times than it should, allowing you to have like 12 Immortals at once, and I don’t think I ever altered the way Immortals are limited. So I think there are likely some other unknown repercussions from loading a save file like that - especially across multiple versions of the mod. Like the researched techs get stuck on, or repeated, or something, which may cause additional instability.
SteelDusk 23 Jan, 2023 @ 5:53am 
While all this is going on, the Poseidon player's army, consisting of cavalry, some colossi, and a few ranged siege weapons, are slowly marching towards my own market which I had heavily fortified with palaces and towers, and I know they'll get wiped out eventually since I saw to it myself before the game CTDed.

I should mention that I also have about half a dozen Carnivoras & Hesperides Trees scattered all over the map to defend both my docks in the lake (which is 100% controlled) and the market, as well as the gold mines near the poseidon player to further deny them of gold after I got Omniscience.
SteelDusk 23 Jan, 2023 @ 5:53am 
Truth to be told, this game actually crashed several times before it went up to this point on the savefile, when I was eliminating the other players. However, it's at this point where for some reason it became even more unstable than usual, and the crash can happen anywhere from within less than a minute to five minutes after loading. It doesn't seem to have anything to do with how many militia the Poseidon player's buildings spawn, as they show up just fine while the crash just happens suddenly afterwards while moving my main army and the Gaia Titan around.

My main army consists of Arcuses and Fanatics heroes (or whatever they're called in this mod) and Fire Siphons, and they're approaching the market of the Poseidon player. The Gaia Titan, on the other hand, was in the middle of destroying a chinese player's base to get some relics for my citizen heroes to pick up and garrison.
SteelDusk 23 Jan, 2023 @ 5:52am 
I loaded an older savefile from Jan 13, and even with the newest update it still crashes; this time the error was memory allocation error 108 or something like that

I was playing as Gaia in a 12 player FFA vs the CPU on Foul Lakeside. I was the only Atlantean player; all others were the full major gods trio of other cultures (minus shennong), and the savefile was at the point where every single opponent had been defeated or resigned except for the Poseidon player. My army is more than enough to completely wipe his base out, but I had made it a personal goal to collect all the relics on the map before doing so.
Welp 22 Jan, 2023 @ 8:01am 
okay got it! thanks mate! ill take a look!
Stygian Emperor  [author] 22 Jan, 2023 @ 7:48am 
@Welp: Atlantean Villagers cost 2 pop, making them the only villager unit that costs less than they did in the basegame (3). To balance this, Atlanteans begin with a lower pop cap than other cultures, but it raises with each Age and matches the other cultures by the Heroic Age.

The way the campaigns are set up is kinda weird, so short answer: no.
There might be some very quick-and-dirty way to force them use the unit data from this mod, but I'm guessing there would be countless unanticipated issues with just replacing the campaign's files with this mod's.
However, I think maybe someone uploaded a mod that was like, a version of the campaign remade specifically for the purposes of using mods with it? It might be my imagination, but maybe search the Workshop and see what you can find.
Welp 22 Jan, 2023 @ 7:40am 
also any chance you can get it to work for the campaigns?
Welp 22 Jan, 2023 @ 7:21am 
heya just checking, atlantean villager should be 1 or 2 pops?
Stygian Emperor  [author] 22 Jan, 2023 @ 6:11am 
@SteelDusk: I wish I did. I suspect it's a specific unit (most likely myth unit, possibly more than one) trying to use a glitchy ability, but I don't know which. My hypothesis is basically the more players in a game there are, the more likely the minor god(s) are going to be picked which have that unit/units.

At the moment I have a dev build that seems slightly more stable, but still crashes occasionally, so I'll probably upload that sometime soon just to help a bit.
SteelDusk 21 Jan, 2023 @ 5:28pm 
Some games get me a "memory allocation" error which is followed by a crash to desktop, especially on big 12 player games. Do you know what causes this? This never happens with other mods I've installed
Welp 25 Dec, 2022 @ 4:09pm 
welll damn
Gay Furry #97285 22 Dec, 2022 @ 3:39pm 
No worries, just wish I could provide more info.
Stygian Emperor  [author] 21 Dec, 2022 @ 4:58am 
Oh, fair enough. Thanks for the report, regardless - it's possible there is another building Poseidon has too many militia assigned to that I missed, so I'll check again.
Gay Furry #97285 20 Dec, 2022 @ 8:51pm 
Oh, what I meant by conflict is that some files in this mod overwrite some changes that others in my modlist also overwrite, in essence removing the changes that were made. I don't at all think the crash was due to mod conflict. All the info I can provide is that I was Poseidon and I was being attacked, I don't know if they destroyed a tower or what, just that it crashed while I was looking away from the screen.
Stygian Emperor  [author] 20 Dec, 2022 @ 6:55pm 
yeah, you'd probably need to disable any mods that change game mechanics and put this at the top of your modlist to get the most stability possible:
- animation mods should be fine as long as they are lower priority on your list (anim files determine which abilities a unit is capable of, so they need to be overridden when there is a conflict);
- texture and sound mods, as well as random map scripts should be fine as long as the latter doesn't introduce new units/objects;
- and some UI mods should work - or at least not specifically cause a crash - even given higher priority over this mod.

however, I myself am still running into crashes occasionally - though not the Poseidon tower one anymore. in the event I can actually figure out what is causing a crash and fix it, I push an update, but the game's crash logs are pretty worthless so it's a lot of guessing based on the game circumstances immediately prior to crashing (especially which myth units were fighting on the map).
Gay Furry #97285 20 Dec, 2022 @ 6:13pm 
okay mod, but conflicts with some of my modlist(changes similar files I'd reckon, replaces changes that they make) and caused a crash, unfortunately can't provide much details since I was looking away other than that I was playing Poseidon, may be the tower crash that was mentioned.
Stygian Emperor  [author] 19 Dec, 2022 @ 1:18pm 
Thanks so much!
Capheuz 19 Dec, 2022 @ 12:27pm 
U're doing great man i love this mod xd
Stygian Emperor  [author] 15 Dec, 2022 @ 9:33am 
Most important in today's update - destroying Towers owned by Poseidon was causing a crash and it shouldn't any longer.
Stygian Emperor  [author] 6 Dec, 2022 @ 1:30pm 
Okay, the mod is noticeably more stable in testing, and I added a few things, so I decided to do a public upload. As ever, I'm unhealthily obsessed with adding to this mod and I don't actually break between updates; I'm just lazy with making it presentable and actually hitting the upload button regularly - partly because I'm not sure people really care - so if anyone is frustrated by the slow pace of "development," just comment and I'll update sooner/more frequently.

Also, this mod has now been split into 3 parts instead of just 2, though the third is optional, and can be found here: Stygian Emperor's AoM (Map Data)

The not-optional data can still be found here: Stygian Emperor's AoM (Required Data) , though I highly suggest unsubscribing from all of it, launching your game, and then resubscribing again to purge loose files.
Stygian Emperor  [author] 28 Oct, 2022 @ 8:37pm 
"Full" change notes can be found below the mod's main icon; tl;dr: the mod should crash less or not at all now. Let me know how it goes.
Stygian Emperor  [author] 24 Oct, 2022 @ 7:17am 
And feel free to message me in Steam chat - I'll see your reply a lot sooner that way.
Stygian Emperor  [author] 24 Oct, 2022 @ 7:15am 
I can't revert like that, no - I don't have backups of older versions. Is it crashing on launch, on loading the map, or some time into a game?

For me it's the last one; if its the last one for you, are there any specific circumstances that you've noticed when it happens, like what age you're in, which faction you're fighting, etc.? The more I can narrow down what's causing it, the faster I can fix it.

If it's crashing before you can even start a game, you might need to unsubscribe and make sure there are no remnants of the mods in your folder, then resubscribe. Let me know.