Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Third Age Middle Earth
Callistonian  [developer] 13 Dec, 2016 @ 12:07am
Update 2.0
The changelog for 2.0 is over 20 pages in Word. Obviously, I'm not going to bore you with all those details. But here is the essential changelog.

- player colors have been changed to reflect visual cues from the movies
- there is only 1 relic on the map, the One Ring which spawns after 6 minutes in 1 of 20 random locations around the map
- Mordor can get Sauron by bringing the One Ring relic to Barad-dur
- Mordor is defeated (pretty much the only way to kill Sauron) by bringing the One Ring to Mount Doom
- Harad gets giant Mumakil (elephant and indian elephant) units starting in Age 4 if they control Urabhaya, they get a max of 18 which spawn every couple minutes at Umbar
- signs around the map are named with the road they indicate from the lore
- Gandalf can be upgraded to Gandalf the White in Age 4 by killing the Balrog in Moria
- the loop name triggers have been set to condition timer in prime numbers (to help prevent synchronicity) - this means that the names will update every few seconds instead of continuously which dramatically reduces the lag and allows you to run the loop names for all factions simultaneously, if you want to further reduce lag, you can still disable the triggers
- the Elf factions have Sindarin and Noldorin names
- the Silvan Elves build several types of trees for some of their buildings
- the Dwarf factions and Gundabad build alternatives to houses which are visual and functional
- aesthetics:

>Rhovanion isn't just Grass A
>Minas Tirith has walls
>Mordor has walls
>Isengard looks a lot more like Isengard
>Dorwinion region added, several factions get the Half-Elf mercenary from here
>Barrow-Downs
>I returned Mordor's primary terrain to Greek Road Burnt A which will be replaced by Grass A when you build buildings on it, I just couldn't stand the Hades terrain any longer, if you don't want Grass A to paint under buildings (which looks wierd in Mordor) sub to my UMC High Priority mod


- all the special buildings for training non-civ units (such as Gondor's Royal Barracks) have been removed
- added a lot of unit balance - I'm sure it is still very uneven in a lot of places, especially the cavalry for the mannish factions, please make suggestions
- heroes have more HP, armor, and deal more damage making them more useful in battles - instead of having them from the start (which gives an unfair advantage to some factions), they spawn at your first TC as you age up
- every faction starts with only 1 TC
- Rhun has been converted to Chinese base civ
- Gaia civ name changed to "Yavanna"
- max population moved up to 300 from 220
- Arnor can train two types of gatherers, check the guide
- Isengard converted to Loki base civ
- a bunch of god powers have been changed
- god powers should work properly without deleting all previous powers when you age up - for some reason Gondor isn't overriding the vanilla GPs, haven't figured this out yet
- every faction has minimal objectives instead of the encyclopedia nonsense, the "objectives" can be accessed by selecting your TC at the start of the game

Known Issues
- Gondor's god powers aren't overriding the vanilla GPs for some reason
- the Third Age Multiplayer scenario isn't supposed to have objectives but I haven't removed them yet
- there is no music! I have over 2 hours worth of music from Howard Shore that I haven't figured out how to include in the mod as the mp3 files put it WAY over the upload limit, fonrtunately, I think I have figured out a way to make random music playlists
- lots of balance issues - I know they're in there, it just takes a LOT of play testing to sort them out, let me know if you think units should be nerfed or buffed
- the AI doesn't know how to use Harad's Mumakil units since they're just elephants, not common offensive Set animals so they tend to sit around the southern border of the map and not do anything
- the AI doesn't like my update, here's the status list (5=full functionality, 4=builds military but still sucks due to changes, 3=not building military, 2=gathers resources but doesn't age up or do anything else, 1=AI not functioning)

>Gondor - 4
>Arnor - 5
>Mordor - 4
>High Elves - 3
>Rohan - 5
>Isengard - 4
>Rhun - 3
>Silvan Elves - 1
>Dwarves of the West - 2
>Dwarves of Erebor - 2
>Gundabad - 2
>Harad - 5

I think Gondor is hindered from being a 5 just because Minas Tirith is a sort of awkward settlment to build in and around and the AI handles it slowly. Similar problem with the Silvan Elves except there is even less space in Thranduil's Halls so the AI doesn't handle it at all. Similar deal with High Elves. The Dwarf factions don't have Ulfsark or human villagers which, as I've previously discussed, makes the AI incapable of doing anything as Norse.

I have no idea why Mordor, Isengard, Rhun, and Gundabad aren't performing better. Unfortunately, these are all the evil factions leaving only Harad to pick up the slack. I suspect Rhun's poor performance may have to do with the Chinese AI being undynamic like the Norse. If I enable Ulf and human vills for Dwarves, they will stomp all the other factions especially with most of the evil factions being derpy as it is. So I have let them basically do nothing. The good factions still usually win led by Eriador and Rohan.
Last edited by Callistonian; 13 Dec, 2016 @ 12:30am
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Showing 1-5 of 5 comments
Tom 14 Dec, 2016 @ 10:45am 
Thank you.
Tom 14 Dec, 2016 @ 10:46am 
Are the high elves still abondening rivendell straight away?
Callistonian  [developer] 14 Dec, 2016 @ 11:29am 
I may have forgotten to include this in the above change log, but all factions now start with only 1 TC for balance and so it takes a bit longer to build up. The High Elves only have Mithlond so they don't start with Imladris. However, if the High Elves capture Imladris, they get Glorfindel (Arkantos God) in the 4th age who has such a good healing factor that he's pretty hard to kill.
Tom 14 Dec, 2016 @ 12:48pm 
Ok thanks does the AI often capture Imladris?
Callistonian  [developer] 14 Dec, 2016 @ 4:48pm 
I don't believe so.
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