Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Great Game Overhaul for 2.8
   
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2.701 MB
8 Jul, 2020 @ 12:08pm
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Great Game Overhaul for 2.8

Description
Link to updated version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2163802249

Release Notes Great Game Overhaul

This big mod includes several changes to the Game.

General:

The god powers Restoration, Pestilence, Ceasefire, Curse, Underworld Passage, Bronze, Rain, Prosperity, Vision, Citadel, Locust Swarm, Ancestors, Undermine, Forest Fire,
Healing Spring, Walking Woods, Flaming Weapons and Frost can now be used twice during a game. Recharge time depends on the strength of the power.

All civilizations can now trade with Transport Ships! In order to do that, you can now build a naval shipyard as second waypoint for your trading route.
Your Transport ships start from your regular dock and travel to the Naval Shipyard, where they collect gold and return to the dock. Effective way of trading
on water maps.
Special thanks to d-boehm for editing proto and techtree.
Credits also go to XLightningStormL, who created textures, models, animations and soundfiles for the Naval Shipyard. He did not update his own mod,
so I used the files for my own.

The myth units "Medusa", "Wadjet", "Petsuchos" and "Lampades" are now amphibious! They can now travel on both land and water.

All civilizations can now build 1 Command Ship at the Naval Shipyard, upon advancing to the Heroic Age. This command ship is expensive, but strong in attack
and armored very well. I used the model and animations of the "Pirate Ship", often seen in the Campaign "Trident Fall". When I have the time to learn proper
modelling, I will create an unique model. The command ship can also carry 20 units, and even 40, if "Enclosed Decks" has been researched.
Keep in mind, that this ship does not function as a hero (yet! might add that later...) and is therefore vulnerable to myth units, especially those with an instant kill attack.

All civilizations can now build 1 "Temple of the Gods". It functions just like a regular temple, but you can store a lot more relics in it.
Furthermore it will protect you from god powers just like a monument does. For obvious reasons you can build only one such temple.
Keep in mind, that, in order to advance to the Classical Age, you still need to build a regular temple.

All civilizations can now transform a short wall connector to a tower, for the cost of a regular tower.
This idea came from [503] A. Soldier, who created the mod "Tower Wall".

Greek civilizations:

The Scout has a slightly stronger attack and can now be trained in the stable. I had to set a limit of 5, because the AI produced it in masses and wasted all resources on it.
The Scout now also takes advantage from technologies, benefiting cavalry.

A new technology has been implemented in the Mythic Age. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, you can now produce 5 Physicists instead of just 1.
Those Physicists also have a better healing rate. Greek Heroes now regenerate health at a rate of 1.5 hp/s. Upon completing the research you also get 1 Circe Hero
spawned at your Town Center. This powerful witch has great attack power and strong armor.
Unlike the other Greek Heroes, she does not regenerate health, and cannot be healed, so treat her carefully! (Bolt does not kill her instantly)

Egyptian civilizations:

A new technology has been implemented in the Mythic Age, provided the player chose Osiris as minor god. For the cost of 1000 Food, Wood and Gold, as well as 50
Favor, this technology doubles the damage of Spearmen, Axemen, Slingers and Khopesh warriors. With this upgrade, the rather disappointing infantry of the Egyptians
is now finally competitive.

Norse civilizations:

A new technology has been implemented in the Mythic Age, provided the player chose Tyr as minor god. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, this
technology allows the player to train Hersirs and Jarls almost instantaneously.

Atlantean civilizations:

A new technology has been implemented in the Mythic Age. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, your manors will provide 15 more population each.

This mod is not finished for sure, I will read every comment that gives me feedback and will adjust things in the future, if needed. If that happens, I have to republish this
mod, because I do not know if mods update automatically if I alter something.

Known bugs:

-Sometimes Naval Shipyards somehow lose their ability to attack upon advancing to the Mythic Age (NEED FIX)

- As Egyptians, the icon for the Temple of the Gods blocks the "repair" icon. But since egyptians cannot pray at temples, this might not matter. (repairing is possible via
right click)
15 Comments
BCDDD02 28 Feb, 2022 @ 2:33pm 
I really like this mod. Its simple. It adds some good stuff but doesn't go crazy like some other mods.
The one thing i would like is if the Egyptian New Technology was availible for Horus instead of Osiris. Horus has the other main infantry upgrades, so adding that with the new tech would actually make Egyptian Spearman almost on par with a hoplite. The Spearman would still have a bit less HP, but more attack.
As is, if you go Ra, now you have to pick between Horus's infantry upgrades and Osiris infantry upgrade.
I have never done a mod, but I would kind of like to see if I can do this
FoxyCupcake 19 Oct, 2020 @ 3:38am 
Is there a way you could bring back the old graphics? this version of the game sucks
Hezikiah II 29 Jul, 2020 @ 10:47pm 
can i just say, as a avid modder of empire earth 1 and 2, and having gotten my start in aomt about what 10-12 years ago? i am proud of the work people have done with this game. this mod is as good as any i could'a made for this game, and it has me interested in modding aom again.
sorry for the odd post, and thanks...
Default 16 Jul, 2020 @ 10:38am 
I'm such a donkey. You already explained this in your original instructions, and then even your reply and I completely missed it. I did not replace the Myth units population numbers, only assumed I did because I copy and pasted what you initially posted. Thanks again for your help ModDealer24!
Train Conductor  [author] 16 Jul, 2020 @ 10:28am 
No, the population count of all units is defined in that line, regardless of the units´classification.
If you´re not sure if it worked you can just start a random game, type "NINJACONNOR" in chat and then you have a large amount of resources and your gameplay is accelerated to the maxium level. This way you can advance to the mythic age pretty fast and produce a lot of myth units. If the population count doesnt rise much, then your modification has worked!
Default 16 Jul, 2020 @ 10:13am 
I see ok I appreciate you breaking that down for me. The string command <populationcount> - does this end up applying automatically to myth and titan units when using CTRL + H > Replace All? It seemed to only impact the human soldiers from what I can tell, so I'm wondering if the myth/titan unit(s) have their own special string or column?
Train Conductor  [author] 15 Jul, 2020 @ 8:20am 
Myth units cost between 3-5 population slots, the Titans cost 20 each.
If you replaced those numbers with 1 as well, they should cost 1 population now too
Default 15 Jul, 2020 @ 7:40am 
I see, that helped a lot, thank you very much ModDealer24! I did go ahead and change the population count using the instructions you provided, but one thing I'm not able to figure out (very new to this) is how to made those changes apply to all special/myth units as well?
Train Conductor  [author] 15 Jul, 2020 @ 12:28am 
Hello Default, thanks for your compliment.

Yes, every Resource is defined in the proto2.8 file.
If you want to alter the amount of gold, a large gold mine contains,
you need to look for "Gold Mine" and "Jade Mine".
In each of these unit properties, there is a line called
<initialresource resourcetype="Gold">6000.0010</initialresource>
You can alter this value to whatever you want, but dont make it negative or too high.

Same goes for trees and their amount of wood, or animals and their food etc..
Default 14 Jul, 2020 @ 1:38pm 
Thanks ModDealer24 for you and the others putting this up for us! I saw you make note earlier on how to modify population, definitely an awesome tip! Thanks again! Would that be a similar process for modifying how much resource is allocated to something like say a gold mine, etc.?