Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

UMC Ancient Unit Pack
69 Comments
benZ 3 Jul, 2024 @ 11:40am 
Does anyone has A.Soldier's "Greek texture mod" that works for EE? It's this mod published by someone else and it doesn't work for most of the units/buildings: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=838903341&searchtext=
Sir Charly 26 Feb, 2024 @ 4:38pm 
hey, great mod but you should add more romans like caesar 4 models, adding roman cornicen, eagle, new cohort variant, maybe gallic horn and troops too, it's suggestion because it's what is missing in it. Considering the roman prefect too
Pro SHaco Player 6 Jul, 2020 @ 5:49pm 
it stoped working. what do i do?
Theoknotos 5 Jul, 2020 @ 8:52am 
Oh wow! Thanks!!!
Callistonian  [author] 5 Jul, 2020 @ 8:01am 
Thanks for reminding me. I'll get UMC High Priority updated by the end of the day.
Theoknotos 5 Jul, 2020 @ 7:40am 
Ah! I see what you meant back in December now! This was that big update they were talking about. No rush on updating, but I just wanted to let you know I and many other people in the Age of Mythology community appreciate and love this mod! It brings a level of depth and realism that the base game just doesn't quite match. Every time the game updates I end up losing all the mod based units and buildings, and it feels like a mass extinction event just hit their world and took out all the unique interesting people.
xiaomu 8 Apr, 2020 @ 7:33am 
I canceled the MOD, the character can't go back to the original,its units face are dark,how to get it turn to normal?
Callistonian  [author] 1 Feb, 2020 @ 10:03pm 
The UMC collection has been updated to be compatible with patch 2.7.
hatmatguy 31 Dec, 2019 @ 7:44am 
Incredible! Thank you for sharing this! This mod, and some others, were my reason for purchasing AoM (I originally had it for free if you know what I mean). I like to play around in editor and this is great!
Theoknotos 23 Dec, 2019 @ 2:36am 
I hope this becomes compatible again with the most recent update, I've tried unsubscribing and resubscribing, changing the mod priorities, and everything short of modding the mod itself to make it correct (I figured that's your piece of art, you know how to make the changes)...(Crosses fingers)
FilipGeorg95 10 Dec, 2017 @ 5:10am 
How can we personally make some of the units recruitable in singlepayer match by specific nation for example: elephant archer to be recruited by Egypt, phalangite by Greeks etc ?
Callistonian  [author] 25 Nov, 2017 @ 3:55pm 
Macedonian Phalangite now has player color.
LIL ♥♥♥♥♥ 15 Oct, 2017 @ 9:23am 
INCREIBLE, BRO ATR:steamhappy:
Callistonian  [author] 7 Sep, 2017 @ 9:07pm 
No, you can't run two proto files at the same time.
Renan Legio 7 Sep, 2017 @ 8:03am 
your mod is compatible with this?
~Population Adjustment & Build Limits
link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=393314493
sirnori 9 Aug, 2017 @ 10:38pm 
Thanks.
Callistonian  [author] 9 Aug, 2017 @ 1:50pm 
You need to install UMC High Priority and keep it at high priority in your mod manager (hence the name). If you have any other data mods, UMC will be incompatible with them.
sirnori 9 Aug, 2017 @ 1:32am 
Do I need to have the mod in High Priority or is there a mod called UMC High Priority that I need to install?
Callistonian  [author] 8 Aug, 2017 @ 2:54am 
Check the required items.
sirnori 8 Aug, 2017 @ 12:52am 
I installed the mod but none of the units show up in the scenario editor. Does anyone know how I could fix this?
Callistonian  [author] 9 Jul, 2017 @ 9:51am 
No, only the ones with units/objects you want to use.
155N 9 Jul, 2017 @ 9:13am 
Do I have to download every UMC pack?
Callistonian  [author] 8 Jul, 2017 @ 12:15am 
You have to subscribe to the packs containing those units. I can't upload all of the UMC objects in a single pack because it would exceed the workshop upload limit by a lot.
155N 7 Jul, 2017 @ 12:21pm 
All units except for the AUP units are invisible/not usable
Callistonian  [author] 30 May, 2017 @ 2:50pm 
Go to my profile or click the Guides tab above.
GsCreed 30 May, 2017 @ 5:05am 
where can i see those guides? i want to use these units
Callistonian  [author] 29 May, 2017 @ 9:45pm 
Well they haven't released any patches and the data versions are still up to date so the mod should be working fine. Make sure you have High Priority on the highest priority in your mod manager as the name implies. If the names show up in editor but units aren't showing up, that is a separate issue but you will need to tell me which.
Villagerist 29 May, 2017 @ 4:54pm 
I Have UMC High Priority But This Does Not Work All Units Are Invisible Plz Help
Callistonian  [author] 27 May, 2017 @ 11:45am 
I need to know specifically which units are invisible. Are they from the same pack? Are some units showing up but others not?
KingWhiteCat☭ 27 May, 2017 @ 9:43am 
some units (wow) and another one forgot the name are invisible, help me
ΦΕΡΕΙΣ ΤΗΣ ΕΛΠΙΔΑ 10 May, 2017 @ 12:58pm 
Friend could you do in age of mythology a mod where the hispaspista has a Corinthian helmet? (Without crisp) please
I would greatly appreciate it. PLSS:steamhappy:
Callistonian  [author] 21 Mar, 2017 @ 6:34pm 
Yes, I wrote a detailed guide on how to make those changes. IIRC it's a 17 step process that can be done in a few minutes.
Jon 21 Mar, 2017 @ 6:32pm 
can the units be used to be trained in campagin or in random map?
Callistonian  [author] 15 Mar, 2017 @ 11:26pm 
Small update: Areani are now true to their name and can enter a "hidden" mode (transform) where they are disguised as a bush while standing still. In this stance, they are invisible on the mini-map and very hard to spot unless you already know they're there. They move slowly and have less attack in hidden stance and can still be detected by enemy units on aggressive formation.

Legionaries can now be converted in Veterans, a villager-like unit that can gather and build some economic buildings. These can then be converted into Veteran Legionaries at cost which have slightly boosted stats.

Town Guard can be upgraded to Urban Legionaries (so the Urban "Cohort" unit was removed).

Other than that, there were a bunch of other renamings and repurposings as work continues on the faction system. Instead of myth units, I envision the historical factions having a slew of mercenary units that they can recruit so you will also notice some of those.
Callistonian  [author] 23 Feb, 2017 @ 8:46pm 
So it's only crashing after you made changes to make the Greek Phalangite work? And what type of crash is it?
NovaTempest4892 23 Feb, 2017 @ 1:11pm 
I did get the greek version figured out, but now the game crashes up to a certain point when in a match, i'll redownload the add-on though and wait through some updates before trying again.
Callistonian  [author] 13 Feb, 2017 @ 6:41pm 
So you followed the guide and the Carthaginian phalangite works but the Greek ones don't? That's strange... sounds like an issue with the proto.
NovaTempest4892 13 Feb, 2017 @ 1:50pm 
Lemme Try That now...

Update: That did it! alright now to re-position the files and all that, although the greek phalangites dont show up i'll settle with the carthaginian ones.

Thanks Callistonian.
Callistonian  [author] 13 Feb, 2017 @ 9:56am 
Are you sure UMC High Priority is at the highest priority position in your mod manager?
NovaTempest4892 13 Feb, 2017 @ 9:19am 
Not a one. They are not showing up in the editor whatsoever.
Callistonian  [author] 12 Feb, 2017 @ 7:45pm 
So are you seeing any UMC units in editor? I still feel like the problem is that the game is reading some other data files at a higher priority.
NovaTempest4892 12 Feb, 2017 @ 6:09pm 
This is getting frustrating, I actually put all of the vanilla files in a backup folder and put the modified data files AND language files in their place (With copies still in the UMC high priority folder), and I still get nothing.
Callistonian  [author] 12 Feb, 2017 @ 4:36pm 
Are you seeing any of the UMC units in your editor? If not, you need to put UMC High Priority on the highest priority in your mod manager. Putting the UMC proto in your base data folder will override the vanilla proto2.5 (you aren't allowed to have two documents with the same name in the same folder). Again, I recommend that you just create a backup folder for the original UMC proto/techtree files and put your modified versions in the data folder for UMC Hight Priority in your mod folder. (also make a backup of your data files somewhere else, because when I update High Priority it will replace your files with the updated stuff) It sounds like you're just having an issue with which data files the game is reading.
NovaTempest4892 12 Feb, 2017 @ 10:41am 
Thanks for the response Callistonian, heres some more info though:

1. None of the AUP units show up even in the editor (as of yet), which might be a clue as to what the problem is. Perhaps swapping the locations of your proto document with the vanilla game's would help...? Or perhaps even just placing the AUP proto alongside the vanilla one?

2. I have in fact made sure that the unit does not overlap the position of other unit's icons. In this case I put it in the 4th column.

I think my possible problem is that the game is for some reason not picking up on the units whatsoever, I am not quite sure how this happened but I will be digging into it for sure.

While I do understand your thought process (because there are units in this addon and in others that dont fit with any of the in-game factions), i DO CERTAINLY think you have enough here to potentially create a sort of 'Expanded Armies' mod that adds units to most if not all of the factions, just with this coding
Callistonian  [author] 11 Feb, 2017 @ 10:12pm 
@slayer - Ya, quite a few people have requested making the units trainable which is why I posted the guide Nova is talking about. My thought process in making UMC was: "man, phalangites are realy cool, but do I really not want to be able to train hoplites?" And sure, I could make them trainable in addition to hoplites, but then the balance for the Greeks would be shot so I would still be losing something from the original game there. I don't want to lose anything from the original game, only add stuff. However, as was always my plan, I'm currently working on a subfaction mod that will make these various units trainable in an interesting sort of way that will be explained later.
Callistonian  [author] 11 Feb, 2017 @ 10:09pm 
@Nova - Thanks for the feedback. I actually put a lot of work into the phalangite units to make them function more realistically so it's good to hear you like them. TBH, I'm not sure the allowedculture tag actually does anything, similarly to the allowedage tag - it's just there for show really (the techtree controls which cultures/ages can build which objects). Make sure you aren't using the same button row/column position for the phalangite as another unit. Make sure you're running your modified proto/techtree files on highest priority (alternatively, you could make a subfolder in Age of Mythology/mods/UMC High Priority/data called something like "backup data" and then put my original proto/techtree files in there and put your modified proto/techtree with the trainable phalangite in the data folder to replace them. The game won't read subfolders in the data folder, but it will read your new data files. Let me know if that's still not working for you.
NovaTempest4892 11 Feb, 2017 @ 8:16pm 
Howdy.

I've taken immediate interest in this mod sheerly based off the phalangite unit, though I might pick up on some of the others. I'd love nothing more right now than to see my enemies charging into a wall of pikes.

I've followed your guide to the letter in an attempt to get the Greek Phalangite unit to show up in greek military acadamies once the player reaches the heroic age in normal games (Not the second method you covered), so far I have had no dice in it working.

If it means anything, the unit itself in the 'proto' file was missing the <allowedculture> code segment entirely, so I added it in on my version of the file.

Is there anything else in particular I would need to do for this particular unit to show up? I get the feeling i might need to do something that isnt covered in the otherwise VERY useful guide you posted.
Jon 11 Feb, 2017 @ 7:45pm 
so i guess the answer is no then well as darth vader once said NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Callistonian  [author] 11 Feb, 2017 @ 6:15pm 
A. Soldier made a Roman mod a while back the iirc repalces the Chinese. So the units would be trainable for that.

I'm going to release an update soon that removes a lot of units by virtue of using some as upgrade logic for others. So for example, the Urban Cohort will be removed because he will be used as the upgrade version of the Town Guard which will be a militia style unit trained at the TC. So there will be a lot fewer than 100 objects total.