Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

AoModAi
274 Comments
YouMoMCallME 15 Jun @ 4:32am 
Will we see an AI mod for Retold soon ?
Unrealtairo 16 May @ 2:07pm 
GOAT mod

Don't blame you for not porting it to AOM R after all the updates ruining it.

EE 4TW
SpunkyWhiteDog 9 Dec, 2024 @ 10:38am 
Looking forward to seeing this beautiful AI get ported to AoMR!
Karnak 21 Nov, 2024 @ 6:12am 
Any news for the incoming port in retold ?
Mahderphaqer 19 Sep, 2024 @ 4:51am 
Very excited to see this come to retold, the default AI is really not that good and no challenge on Titan. It just stops attacking after the secnd wave, stops building villagers way too early, and has horrible resource management and horrible villager distribution, sometimes totally stops working (also on land maps)
polotili 16 Sep, 2024 @ 6:37pm 
Yes aomod ai for retold
Karnak 14 Sep, 2024 @ 7:24am 
@StinnerV Yes !! Thanks you for making this mod comeback in AOM retold :)

Retold AI is not that bad if we compare original AI but is surely lacking. Maybe you can make this mod even better in retold !

Hope everything is good for you !
StinnerV  [author] 5 Sep, 2024 @ 11:48pm 
Dear AoMod Community:
On behalf of Retherichus and the rest of the AoMod Staff, I want to thank you for all the support shown towards AoMod all over the years.
Due to Covid 19 pandemic and other events (time available, economic and family factors, etc), Reth and I were not able to team up again to continue implementing improvements, and as a consequence, it's been a while since we last posted an update for our beloved AI. (You will understand that being a non-profit project, we must handle other issues in our lives like you).
However, as you all know, late 2022 Age of Mythology Retold was announced, which personally caused me a lot of excitement (been playing AoM since 2002), and the day of its official release finally arrived.
I haven't had any contact with Reth for two years, anyway, I will look into the possibility of updating AoMod for AoMR with all the improvements we've implemented in the past. (Not sure how easy or hard that will be yet) but hope to see you again soon.
Yarlen CS 1 Sep, 2024 @ 2:30am 
Yes AoModAi for Retold please :steamthumbsup:
YouMoMCallME 31 Aug, 2024 @ 12:49pm 
AOM retold pls
Karnak 30 Aug, 2024 @ 10:02am 
Is there a plan to make something like this for AOM retold ? Vanilla AI is not that great, I miss this mod...
SteahmChip 29 Aug, 2024 @ 11:41pm 
@Cilantro Also, if you don't mind - I'm not sure where I would find the tooling for coding in this.
the ___.xs ; ___.xlm type files can be opened up in a text editor like notepad
PARA BRAHMAM 9 Jul, 2024 @ 12:42pm 
I have a request can you make the ai entire village cap and allocate for resources?
maybe add it as a new aomodmaxvillager with attacking skills like aomodaiattacker
The XFactor 19 Jun, 2024 @ 5:06am 
AI does not seem to advance past the classical age until way, way too late. Could this be some sort of clash with the Return of the Gods mod?
Cilantro 17 Mar, 2024 @ 7:10pm 
@junior @retherichus @stinnerv @warriormario @mythicfreak
Is this the repository you use for the mod? https://github.com/Retherichus/AoModAI
It has the right name, but I only see one contributor on the git history, which makes me think the real repository is hosted elsewhere.

My wife and I play together often and really like this, but like many people here have mentioned, there are a few nice to have improvements and I was hoping to make a few pull requests to implement the ones I would really enjoy.

Also, if you don't mind - I'm not sure where I would find the tooling for coding in this. How do you test / debug?
In the documentation on the xs language, it appears they recommend you use the actual game to debug, using the editor mode [ https://ugc.aoe2.rocks/general/xs/programmer/#11-in-a-custom-scenario ]. Surely that can't be right? That would be incredibly cumbersome and take forever, I must be missing something here.
BigWhite 18 Feb, 2024 @ 10:11am 
How do I download it?
Marvelous Player 3 Feb, 2024 @ 1:45pm 
how to download it?
Nerdis Brutalis 22 Jan, 2024 @ 9:08am 
The mod is great in terms of AI defense. The AI make houses around the towers and generally make really good bases. Also they rebuild stuff fast and have a huge economy. They only problem is that they dont ever attack because their build order is too focused on villagers.
60%Water 2 Dec, 2023 @ 4:05pm 
Hello! Thank you for the fantastic mod!

I had 2 questions:

1) Is it possible to make the AI not idle villagers on cleared-out islands, on water maps? And have them move to un-mined islands?
Once the resources are gone, they just... tend stand there, with dozens of villagers doing nothing. A way to make them head to other islands when this happens, if at all reasonably possible, would be great!

2) Is there any way that I could re-add some degree of handicap back to them, for a greater challenge? I can do that with the vanilla AI files, but AoModAI's are too different.

I ask because the Titan +100% handicap increase is too big a difficulty spike (while Hard is generally too easy/exploitable).


*I also noticed the AI doesn't seem to build more than 1 dock on water maps (which cripples their ship output) or intentionally build towers close to the shore, but I imagine this might be tricky to implement. Figured I should mention it, in the off-chance you weren't already aware.
UnLapinDeGaren 5 Nov, 2023 @ 7:47am 
hi, thks for this great mod nice job.
i have a question, it's normal in all game i m focusing by the AI? i put 6 AI "2vs2vs2" but everyone want to kill and they rush my base all the time.
eneshz 28 Oct, 2023 @ 4:01pm 
Greetings!
First of all, I must say I have been enjoying this AI for so many years now. Really appreciate work that's been put into this project.
As AIs battling each other it came to my attention that there are some minor tweaks in micro. For instance when it's clearly possible to destroy an enemy TC(in the main base or not), AI units are just stalling around and targeting other enemy units only and that just really slows down all the progress. Even in some cases the defending AI will recover from the attack because of the slow progress! It's just a bit annoying. I don't know how you can prioritize TCs though.
Andy  [author] 25 Oct, 2023 @ 1:49pm 
@Android go to you game folder, Age of Mythology\mods\AoModAi\ai2 open the file AoModAiExtra.xs
and change the extern bool bWallUp = true;extern bool gWallsInDM = true; extern bool bWallAllyMB = true; all of then to false,

they may still do walls sometimes but they will not be "Forced" to always make walls.
Andy  [author] 25 Oct, 2023 @ 1:43pm 
@huston.jake
king of the hill is supported for aomod and it supports the default map, but we don't know a way to make it automatic detect its a king of the hill map, so if you make a custom king of the hill map you need to add support manually editing the files of the AI.

you custom map can be a mix of all of the above, for example the settlers random map from the workshop starts without a town center, and with a boat, so the ai will run the migration script with the nomad script, it will first migrate and then run nomad script.
Andy  [author] 25 Oct, 2023 @ 1:43pm 
@huston.jake
the rules are this for custom map if you want make one.

nomad = the ai automatic assume is a nomad map if it starts without a town center it will run all the nomad scripts.

transport map = aomod don't cheat vision like default ai, but at the Start of the game in the first second, it does a pathfind/areagroup test to see if all town centers are connected by land, if they are not it will assume its a transport map. the ai will only make transport if the map is detected as transport.

migration maps = the AI assumes the map is a migration one if it starts with a transport boat, the migration island aims to the center so if you custom map is not exactly going to the center you may need to make a custom script for it to work. but usually it works on majority of maps.
Andy  [author] 25 Oct, 2023 @ 1:43pm 
@huston.jake i tested this right now its working on custom maps,

make sure you are selecting the files that are the starters of the AI.
the files that start the AI are this ones:
AoModAIAttacker.xs
AoModAIDefault.xs
AoModAIDefender.xs
AoModAIEconomical.xs

the aomod ai does have some automatic support for custom maps and i will tell you a little bit about it,
if you building a custom map make sure the gold mines are aligned to the invisible grid AI can only use objects that are on the grid, the ai automatic try to detect what the map is about, usually other AI and the default AI you need to manually set it to water map otherwise they don't build transport or if you want make a nomad map you have to edit the default AI to work on it etc, but aomod try to detect this automatic
ita.kalle 22 Sep, 2023 @ 1:57pm 
this is awesome in principle but on titan its a bit stupid
huston.jake 29 Apr, 2023 @ 7:09pm 
I can't for the life of me get this to work in a custom map. Any advice?

I go to the "player data," and on the computer players I want to have an ai I set the control to "CPU," click the "ai" button, and no matter which ai file I click the computer doesn't do anything. It just sits there and doesn't build or play the game.

I'm going into "mods" and trying all of the Aommodai files and nothing. zero luck.
DrParabola 16 Apr, 2023 @ 10:11pm 
Does this work at all with the original campaign?
Android 12 Mar, 2023 @ 7:02am 
Hey, can you make a version that doesn't build walls? I find it more enjoyable to play that way (less attrition etc.) =) Thank you
Andy  [author] 7 Mar, 2023 @ 2:25pm 
Most of the changes in recent updates were to fix water maps/migration scenarios. When did this desync happen? Were you playing on a water map?
Garuco 7 Mar, 2023 @ 1:02pm 
loving the mod, we have been using it for over a year now but after the recent update we're having issues
my friends and I like to play 2/3 vs 7/8 Ai mods and lately we're receiving often crashes with Sync Error. When we're trying to restore the game it says that there's a person that wasn't in the original game even tho we're the same people, with the same user names, the Ai Mods is being seen as different people I guess....
So there are 2 issues here, one the often sync errors and the second one not being able to restore the game. can you please look into it?
LordOfRa 14 Feb, 2023 @ 5:27am 
Mind blowing AI !! Rebuilding fortresses and tower in the enemy base is amazing. Keep up the great work.
Alyctro 10 Feb, 2023 @ 6:51am 
Hi, i have a problem. Once i installed the mod. The AI keeps resigning right at the start of round. Even after i uninstalled it. Nothing else is installed in the game.
Andy  [author] 9 Feb, 2023 @ 1:39pm 
@BadBad there are no changes to handicap on hard and bellow it don't use handicap it plays fair, on titan difficulty it uses the same 100% as the default ai does as you can see by pressing f4 during the game.
BadBad 9 Feb, 2023 @ 1:13pm 
Does this change the handcap values for ai difficulties?
Andy  [author] 24 Jan, 2023 @ 7:14am 
there have been some updates made to the transportation behavior. It should be stalling less frequently now, especially when a titan is around. Also, some bug fixes were made to the economy and management systems, specifically addressing an issue where the escrow and wallet were not displaying the same information. Additionally, the Dryad not training bug should be fixed too. and a lot of other changes.
Yarlen CS 19 Jan, 2023 @ 6:09am 
Yes new update detected. Any description ?
SteelDusk 19 Jan, 2023 @ 4:48am 
Is there a new update? There's nothing in the changelog
Ouch Crab 16 Dec, 2022 @ 11:02am 
Well i just had a 2v2 game where it took so long the game crashed of memory loss, the game broke before the AI did.

And that was on titan diff, any ground i took was quickly retaken as the ai covered and helped each other out.

10/10 if that isn't an example of quality then i don't know what is
Nanzan2112 2 Dec, 2022 @ 8:17am 
can AI release me few TC. He take all TC from enemies 😹
CaptainAlexioC 10 Nov, 2022 @ 12:08am 
If this is designed to be friendly in FFA types of games, please make changes so it stops feeling like a 1v2.
Andy  [author] 9 Nov, 2022 @ 5:27pm 
we will push an update soon with some fixes.
Ironguard 23 Oct, 2022 @ 6:23am 
In fact it gets worse than vanilla ai on water maps, so be careful about that
Ironguard 23 Oct, 2022 @ 6:22am 
Works brilliantly on land maps but doesnt work on any water maps.
Koba 25 Aug, 2022 @ 4:55am 
Pls fix transport ships with AI, its like half the maps
indian man on the run 30 Jul, 2022 @ 10:08pm 
epic:steamthumbsup:
Infernal 13 Jun, 2022 @ 7:00am 
Amazing AI but it does seem to have issues on maps like Team Migration, causing the AI to exhibit strange gameplay patterns at the start of the game, leading to the AI loading all its villagers and pigs into a transport ship and sitting there. Otherwise it is the best AI mod for AoM. Highly recommended.
Unrealtairo 5 Jun, 2022 @ 5:10am 
Works fine, the only time I've said outloud "Omg I love this AI"
What took me is the AI repairing my TCs for me and making walls around my TCs on top of it lol.

Not sure why people are saying it's not working.
Not only works but works perfect.

No updates needed. If yall can't get it working that's a you problem, nothing wrong here.
Brayknight 30 Mar, 2022 @ 4:28pm 
Need update its not working