Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Epic Warfare
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
Daddyfatflab 3 Aug, 2019 @ 2:45pm 
Alright, thanks! I redownloaded this game to try this out, but I can be patient
Armored Baron  [author] 3 Aug, 2019 @ 2:37pm 
Yeah... I was wondering when the questions would arrive since I haven't updated any of my mods to version 2.7 of the game.

Honestly this is going to be the 3rd time and it's going to be a while since I'm busy with work. I also need to figure out how to do it exactly because the previous time I redid the entire mods and based them off of Callistonian's work to save time. Not sure how to do it exactly right now.
Daddyfatflab 3 Aug, 2019 @ 2:34pm 
This mod still working? Im having some trouble with this one
Armored Baron  [author] 18 May, 2019 @ 2:47am 
Uhh yeah sure but it's not gonna be any time soon sadly.

I can tell you how to modify it for yourself tho, it wouldn't take more than 2 minutes.
Shadow Ace 17 May, 2019 @ 6:22pm 
Hey [WNS] A. Soldier could we possibly get no limits on towers and fortresses on this mod?
Armored Baron  [author] 23 Apr, 2019 @ 4:28pm 
Huh, didn't know the game would do that if you had too many mods, guess you learn something new every day.
eif Maja 23 Apr, 2019 @ 2:31pm 
Yes, sorry for botherin. I got it now. Looked like I had too many mods and the game didn't load it because of that.
Armored Baron  [author] 23 Apr, 2019 @ 2:04pm 
Are you sure you've subscribed to the mod and everything?
eif Maja 23 Apr, 2019 @ 1:55pm 
for some reason it doesn't seem to appear in my mod list
Armored Baron  [author] 27 Mar, 2019 @ 2:43am 
Guys, the mod is based on UMC High Priority so there is no need for it, but it requires UMC Ancient Units pack just like the original HP.. It's also possible that he updated UMC Ancient Unit pack which is probably fucking something up but I'm not aware of. I'll have to test it in the coming days when I get the chance.
Bigode935 26 Mar, 2019 @ 7:14pm 
I'm having the same problem as the fellow below but strange enough, when I inverted the mods priority order everything just kinda worked, a few icons missing but overall everything seems to work fine.

Put the Epic Warfare first, then Ancient Units then UMC H.P. and see what happens.
Conte Ejacula 26 Dec, 2018 @ 10:17am 
yep i read the first 4 pages, in my mod list the mods are in this order: UMC high priority, then UMC Ancient Units, the MODai then this mod, but the upper 3 mods works, this last mod not becaus i cannot see the changes in normal matches
Armored Baron  [author] 24 Dec, 2018 @ 12:26pm 
Sorry dude but I'm a bit drunk right now so you're confusing me a bit here. Just make sure to read the comments here again and if it doesn't work I'll get back to you once I sober up some.
Conte Ejacula 24 Dec, 2018 @ 5:06am 
I've re-subscribed and re installated all the mods, Now UMC ancient units are visible in editor, so they works, but this mid still not working, dunno why man, should i do some edit to some game files to make this mod working?
Conte Ejacula 24 Dec, 2018 @ 4:45am 
mod is not working. i subscribed all the required files, i put from manager umc high priority first, the umc ancient unit pac, then aimod, then this and nothing change, if i go into editor the umc units are invisible, if i go into gods selection there are still atlantineans and if i start a game i can see that there are no changes at all (house still give 10 pop), is something i ve missed?
Armored Baron  [author] 20 Oct, 2018 @ 1:38am 
You just click on the wall connector and there should be an icon for it, 2nd row on the left like in the picture. I even double checked to make sure it's there again.

Make sure the mod is also on the top of your priority list in the mod manager.
Aelthien 20 Oct, 2018 @ 1:35am 
How do you transform the wall connectors into towers? Doesn't seem to work unless I am missing something.
Armored Baron  [author] 7 Sep, 2018 @ 9:48am 
Because you haven't subscribed to the UMC Ancient Unit Pack and put it under the mod as priority, or above it, whatever.
Sanctus Nuntius 7 Sep, 2018 @ 5:06am 
The Romans are very bugged. Why are they completely black and/or headless?
Armored Baron  [author] 31 Jul, 2018 @ 3:39pm 
If you have subscribed to the mod and the required items (namely the UMC Ancient Unit pack) and have put them at the top of your priority in the mod manager, it should be working.

If it's still not working check if the mod and the required item is in your game's mod folder, if not unsubscribe and re-subscribe to them on here.
Jelly 31 Jul, 2018 @ 3:34pm 
oh sorry It was late. The mod is not working-, no change to anything from what i can tell
Armored Baron  [author] 31 Jul, 2018 @ 1:59am 
Any fix for what, you didn't specify a problem.
Jelly 31 Jul, 2018 @ 12:56am 
tried redownloading multiple times and restarting aom multiple times, any fix?
Armored Baron  [author] 18 Jul, 2018 @ 8:13am 
Like I said, if you have the required mods on top of your priority list just unsubscribe and subscribe to the items again.

If you're feeling a bit more experimental feel free to find and delete the mods in your mods folder, then relaunch the game and it should auto-download them, I think.
Jackie Daytona 18 Jul, 2018 @ 2:52am 
I've been playing some random maps vs bots, would that make a difference? The only mod effect I saw was when I was playing a match vs bots and the atlanteans had the roman skin, but none of the other effects seemed absent, like the new units and population mechanics and such for me
Armored Baron  [author] 17 Jul, 2018 @ 11:11pm 
No idea, if you've subscribed to the mods and have put them on the highest priority it should work, the only thing I can suggest is you unsubscribe and subscribe again.

Or the Gods just hate communists.
Jackie Daytona 17 Jul, 2018 @ 2:27pm 
Hey, I'm unable to get it to work, I go into the mod thing for steam and I enable all the mods in the priority order that you said but it just simply doesn't seem to make a difference to the game and I am utterly baffled.
Armored Baron  [author] 10 Jun, 2018 @ 1:32am 
It's the limitation of subscribing to the mod while not on it's "page", so whatever else is required to run it is not subscribed to as well, making the mod unplayable.
Aether Darkbrood 9 Jun, 2018 @ 6:26pm 
Never mind, got it to work, was the "requirement" for a required mod it's good now
Aether Darkbrood 9 Jun, 2018 @ 5:10pm 
Also note I have restarted steam a few times too so it's a little odd.
Aether Darkbrood 9 Jun, 2018 @ 5:09pm 
Thanks for getting back so fast, I have them on top, all three of them, and the high priority UMC too. The unit count seems the same and other things except for names.
Armored Baron  [author] 9 Jun, 2018 @ 3:42pm 
How is it not working exactly? Are you subscribed to the UMC Ancient Unit pack and have both mods on top of your priority list in the mod manager?
Aether Darkbrood 9 Jun, 2018 @ 1:13pm 
Mod isn't working for some reason. Not sure why.
Armored Baron  [author] 28 May, 2018 @ 10:20am 
So ultimately in the end it wasn't just 1 factor it was several plus my time and knowledge limits like I already said, but don't worry nothing is final, if not me then someone else might do it and so forth.

As far as the engine goes, WarriorMario, a very talented modder and part of the team that created the chinese DLC (at least the better parts of it) has a thread on aomheaven about the editing of the AoM exe so it's quite possible in the future for us to be able to have custom population caps instead of the hardcoded 300 and more than the current 5 Civs, similar to what has been done with AoE3 since they are more or less based on the same BANG! engine.
Armored Baron  [author] 28 May, 2018 @ 10:20am 
It's funny you say that because that was my original idea, to create a complete overhaul of the Chinese transforming them into the Romans, like a small community expansion of sorts.

But I was met with a couple of problems, first off, impatience, so I shifted towards working on the Atlanteans BEFORE the Chinese DLC even released, 2nd was that my idea of a complete overhaul in the form of a community expansion required wayyyy more knowledge and manpower and manhours to complete, so I abandoned that as well, and 3rd is that much of what you see in terms of Roman units for the Atlanteans was... let's just say it was pre-rigged for the Atlanteans already so to speak so it save me some time and hassle, plus the Atlanteans originally were Romans before they went with this Gladiator mixed in with other weird units and concepts way of making them.
QuickDeath 28 May, 2018 @ 10:06am 
I realize its probably a bit late in development for this, but given the fairly lukewarm reception the chinese update got... have you considered replacing the Chinese with the Romans, and replacing their pantheon with the Roman pantheon instead of replacing the atlanteans?

From what I understand, the engine only really supports replacement mods, no new factions. Nobody really seems to want to make content for the Chinese, so doing this would let you focus on making stuff you actually enjoy working on.
Armored Baron  [author] 27 May, 2018 @ 9:58am 
Mod has been updated, sadly like I said some features were not included back in (for now) due to time constraints on my side but I hope I can add them back in the future.
Armored Baron  [author] 30 Apr, 2018 @ 12:06pm 
I'm working on a complete overhaul right now but I haven't included most of the changes listed here, however there are a few new ones I'll include.

The reason as to why I won't include most of the changes is because I realized that I included some for the sake for them just being there and they made the mod bloated, not because they served a bigger purpose or made a huge impact.
bednrjan 30 Apr, 2018 @ 11:50am 
This mod is awesome!! But please, if you will have time.. update Chinese civilization
Armored Baron  [author] 26 Mar, 2018 @ 1:48am 
Yes, I do believe the AI tries to max out it's Army if that's what you're asking.