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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.
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.
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.
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.
I can tell you how to modify it for yourself tho, it wouldn't take more than 2 minutes.
Put the Epic Warfare first, then Ancient Units then UMC H.P. and see what happens.
Make sure the mod is also on the top of your priority list in the mod manager.
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.
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.
Or the Gods just hate communists.
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.
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.
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.
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.