Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Stygian Emperor's AoM (Skirmish Overhaul)
   
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Language Data: English
Tags: God Powers
File Size
Posted
Updated
62.733 MB
14 Jul, 2021 @ 1:29pm
1 Feb, 2024 @ 4:46pm
64 Change Notes ( view )

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Stygian Emperor's AoM (Skirmish Overhaul)

In 1 collection by Stygian Emperor
The Stygian Empire
3 items
Description
Update - 1st of February 2024. Change notes may be available ↗ (let me know if they need to be updated)
Requires: Stygian Emperor's AoM (Required Data)
Optional: Stygian Emperor's AoM (Map Data)

Note: This was never meant to be more than a mod for private games with friends, but one of them convinced me I had worked too long on this to keep it hidden. It's unfinished - I probably never will be satisfied - but it should be in a potentially-enjoyable state.

Contains large portions or the entirety of the following mods (though heavily edited):

...because AoM can't merge modded files. And probably more I forgot. Apologies to the authors from whom I never asked permission.

This mod also makes the following major changes:
  • All units and buildings (except Town Centers) now have slow HP regeneration; usually less than 1 HP per second prior to upgrades.
  • Major gods' passive bonuses/early techs are much more significant (and often different). Poseidon actually grants bonuses to naval units, Thor has decent defensive buildings, etc. Check the major god descriptions in-game for details.
  • Removes the build limit on defensive structures such as Towers and Fortresses, and buffs them back to at least pre-nerf levels.
  • Buffed most relics and added new ones; some were inspired by WNG's Relic Pack.
  • Increases the Population limit to 999. Houses and Manors have double the vanilla build limit by Age 4.
  • Reduces nearly every unit's Population cost by 1, to a minimum of 1; but initially reduces the bonus provided from Houses/Manors by half - restored by advancing in age. Atlanteans' Citizens are the only villagers affected, so their Town Centers' pop increase is also reduced to 2/3 initially, but restored by ages 2 & 3.
  • Brightens dusk/nighttime/dawn lighting to make Day/Night Cycle mode for skirmish not awful.
  • Changes Khopesh Swordsman to Medjay, a melee hero for Egyptians (instead of utter garbage). Some minor gods specifically buff Medjay.
  • Egyptian Mercenaries' lifespans removed, but they have a low max build limit. Hathor's Medjay tech is changed accordingly. Set (god of foreigners) has a higher limit. Added Mercenary Archers.
  • Renames many human units to make more sense, though for the Greeks and Norse it's mostly fixing incorrect plurals and singulars where applicable (any help appreciated!).
  • Changes most Chinese units. Fire Lances and Chu Ko Nu probably received the biggest alterations. Shennong's Fire Lances and Sitting Tigers are quite different.
  • Sun Wukong changed to Guan Yu (not a crappy monkey). Monkey Kings replaced with Jade Dragons, which work similarly to how Azure Dragons used to, but gain a stunning fireball attack on upgrade.
  • Azure Dragons shoot water and lightning, since they are associated with a god of sea and storms.
  • To represent their great numbers, China gains the Qiang; a low-quality conscript that trains quickly and takes no population, but has a max trained limit per age.
  • Norse gain the Spejari, an elven spearwoman, as their starting scout. She is fleet of foot and has keen eyes, but constructs slower and deals less damage than Ulfsarks. Max build limit of 10.
  • Bragi's tech Swine Array allows you to train Bondi, a counter-cavalry spearman.
  • Myrmidons, Gastraphetes, Hetairoi, Jarls, Bogsveiga, and Generals now count as heroes.
  • Dwarves can construct and repair all Norse buildings.
  • Ox Carts can act like mobile bunkers for Norse Gatherers and Dwarves.
  • Played musical chairs with the Atlantean Katapeltes (renamed Clavator), Destroyer (renamed Retiarius), and Cheiroballista (renamed Carroballista); they now fill the roles of Counter-Infantry, Counter-Cavalry, and Siege/Artillery (ala Norse Ballista), respectively.
  • Ranged siege unit LoS is reduced to around that of archers - lower than their maximum attack range - use sighters to make full use of artillery.
  • More units can cross land and water; including the Hydrae (Scyllae removed), Shades, Servants, Arguses, Petsuchoi, Crocs and Hippos of Set, Colossusi, and Gorgons (Medusa was a specific gorgon, you D&D philistines).
  • Servants, Caladria, Prometheans, and Automata all reworked, giving each Atlantean Age 2 god a means of healing.
  • Hyperion changed to Epimetheus, so there aren't two gods of vision in the same age for the Atlanteans. Mechanically, his techs remain similar; he remains a great pairing with Prometheus.
  • The "Chillout Mixes" of the soundtrack are replaced with livelier music from AoE 1. The way AoM plays "quiet" tracks is a little strange so this implementation isn't perfect.
  • Titans now respawn at the ruins of your Titan Gate some time after dying, and possess different voices according to their distinct per major god models.
  • A mutually exclusive technology to Secrets of the Titans is available in age 4; Servants of the Gods, which halves Villagers', trade caravans', and fishing ships' costs, and eliminates their population costs. Build limits remain.
  • Lots of new techs; almost all have new art I Photoshopped together decently well - 64x rez is pretty forgiving.
  • New sound effects; most mixed or outright stolen from other games (Diablo II, Titan Quest, Grim Dawn, AoE III) - a few were remixed from sounds already in AoM's files.
  • More!
67 Comments
Stygian Emperor  [author] 29 Jul, 2024 @ 7:55pm 
@Shai Hulud: this mod does not work for the campaigns, just skirmish.

i don't know to which 1v1 map you're referring, but yeah the spawn rates should increase on those 'SE' ones. they are still limited by map size and stuff though, so it's not always going to be able to fit more.
Jackie Daytona 29 Jul, 2024 @ 2:19pm 
Some of the SE maps also say 'more relics added', I dont know if you mean the relic pool is increased but number of relics were still 2 on 1v1 skirmish
Jackie Daytona 29 Jul, 2024 @ 2:17pm 
It doesnt work on the atlantis campaign, because of the auto win thing this mod has you never load into the first scenario cause you start without a tc and get an insta loss in the cutscene. In skirmish I also felt that some sort of resource increase (on trees at least) was warranted because i almost always either won the game or ran out of wood before ever getting the tech that removes pop cost on villagers since its so expensive. And why is set so purple in his portrait? In fall of the trident most of the mod features were either missing or improperly applied e.g. hydras not getting their tech while minotaurs still get their new upgrade.
Stygian Emperor  [author] 8 Mar, 2024 @ 4:30pm 
@IgnaciusMalbec: Just tried it on my end; didn't have that issue (with Atlanteans, anyway - which civ were you using?). Could be some other mod causing a conflict.

If it's not that, try unsubscribing from this mod (all 3 parts), launching your game once while unsubscribed, and then re-subscribing.
IgnaciusMalbec 8 Mar, 2024 @ 2:15pm 
i found a problem with the hens. Villagers can´t harvest these, just act like normal, but without any food. Anyone with this problem too?
Stygian Emperor  [author] 3 Dec, 2023 @ 1:28pm 
Yeah, their ability is based on the one from an older version of New Myth Unit Tech which I remember also acting weirdly even before I fiddled with it for this mod - issues like what you're having - but I think that mod updated since then so I should see if they fixed that and adapt it over.
SteelDusk 3 Dec, 2023 @ 7:33am 
I see, that's strange. Also, the Heka Gigantes (or their upgrade, Killer of Titans which turns them into Pelorios Gigas) has a bug where they become locked on towards a particular target (such as a tower) and they keep moving towards to destroy it, being unresponsive to my orders.
Stygian Emperor  [author] 3 Dec, 2023 @ 5:57am 
Nothing gets deleted, it is destroyed like if your units had smashed it. Also, those important buildings like temples and settlements have to be destroyed by your units before their non-LogicalTypeNeededForVictory buildings, which are only walls, farms, storehouses etc., are destroyed by that effect. Whatever is causing Temples and Settlements to be deleted is not part of my mod.
SteelDusk 3 Dec, 2023 @ 5:23am 
A big problem with the "autodelete all units and buildings from defeated (not through resignation) players from map" feature is that it deletes any and all settlements they had their town centers on, as well as garrisoned relics in their temples
Stygian Emperor  [author] 1 Dec, 2023 @ 9:42am 
oh, the issue could be that their line of sight isn't very long - 20 compared to a Trireme's base LOS of 24, and that directly affects a unit's automatic engagement range. i'll bump it up a bit (to be included in the next update), that should help.

until then if you want to fix it early, you can open proto2.8.xml in the mod's Data folder with a program like Notepad++, then ctrl-f search for: name="Jormund Elver" and a few lines down from there you'll find <los>20.0000</los> which you can change to whatever you want. i'm going to try 26 for now since they have slightly more base attack range than Triremes