Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Unit Mod Compilation
Callistonian  [developer] 23 Dec, 2016 @ 3:28pm
Balance Suggestions
Use this discussion page to make suggestions regarding the balance of UMC units, technologies, and factions in general. Balance issues are usually extremely easy to fix and I can get it done and update the High Priority mod basically as soon as I read your comment.

I don't believe there are character limits for discussion posts so feel free to post lists. Please try to be reasonable in your suggestions. Reasoning/justification for why changes should be made is always a good thing to include.
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Showing 1-15 of 19 comments
FAST JAPANESE CAR 23 Dec, 2016 @ 4:22pm 
Here is my list of things to balance. I have personally tested each things I will write below. My goal is to make the units more alike to match the ones of WoW.

Things to balance:

- Horde Shaman should be renamed to Thrall
- Thrall should be as big as King Varian (If possible)
- Thrall should have more damage and health to match the one of Varian
- Thrall should have his voice instead of the egyptian voice
Because Thrall is the Horde's Warchieft and Varian the King of the Alliance they should be equally strong and way stronger than most units.

- The Horde Grunt should be as strong as the Alliance Footman

I couldn't help but notice like the Grunts or footman, Varian as more than one version, one with his 2 handed sword and the other without swords. The second version should be him with his 2 one-handed swords.

- The Horder Raider should be as strong as the Alliance Knight and both should be a bit stronger than the Grunts and Footman
- Tyriande should have more damage with her Tiger only, her bow (special ability) does enough damage.

- Xavius should be a bit stronger since he his a "Last raid boss".

This is all I have right now but I will keep doing it later.

Now to my suggestions, I don't want you guys to make the units faster or to rush anything, these are only my personal suggestions that you can make aside of your main project.

- Durotan
- Gul'dan (He as to be as strong or even stronger than Thrall and Varian.
- Draka
- The 4 aspects (In their "human" form and dragon IF possible)
- The Lich King
- Garrosh Hellscream
- Genn
-Farseer Drek'Thar (With his 2 little axes)
- Iron horde grunts
- Cairn Bloodhoof from Warcraft 3 or his son from WoW
- Lor'themar (The blood elf leader after Kaelthas went crazy)

That's it for now, I don't want to put too many because I know it takes a decent amount of time to work on these units.
Last edited by FAST JAPANESE CAR; 3 Jan, 2017 @ 6:32pm
Callistonian  [developer] 23 Dec, 2016 @ 4:59pm 
- Horde Shaman --> "Thrall" display & proto name
- Thrall HP and armor increased, hand attack hack increased (stats not equal to Varian but close, more HP but less armor)
- Horde Grunt 3.75 hack bonus vs. infantry (as far as I can tell, the Grunt should already be stronger than the Footman, better HP, armor, and hack)
- increased Alliance Knight pierce armor 15->20
- Horde Raider HP and armor same as Alliance Knight, Horde Raider hack increased 9->10
- Tyrande hand hack 14->20
- Xavius HP 1000->1500 (his armor is already pretty high as is his attack)

I will update soon. All the issues related to changing models, attachments (such as swords), or making new units, I will leave for Wollie to reply to.
WollieWoltaz 23 Dec, 2016 @ 5:01pm 
First of i'm glad to hear some balance improvements as i'm not a wow player. But this helps a lot.

The fixes that I can make:
* Resize Thrall to same size as Varian
* Adding original Thrall voices
* I think I could add the 2 one-handed sword to varian, but you need to give me his item NPC from wowhead.

The balance fixes will be done by callistionian as he is the moderator of the data files and is the one who updates it.

*Now to your personal suggestions:
I can assume you that almost all the names that you enumerated can not be added to these packs. They all have a lot of poly/vertices and the EE egine only alows me to add units with a certain amount of polygons. I have done a lot of testing with this already and I managed to lower it by a great amount but still when I open up the AoM editor en hover my mouse over the units it still lags. They are just way to HQ.
But maybe there are some that can be added, will take a look at it.

~W.w
FAST JAPANESE CAR 23 Dec, 2016 @ 5:19pm 
http://www.wowhead.com/item=45899/monster-1h-sword-varians-blade
^^
Click "View in 3d"

And okay, thanks for letting me know! I will post here if I find something to balance.
Morthwyl 1 Jan, 2017 @ 8:28pm 
I have a few suggestions, feel free to ignore me XD

Ghouls, Leapers and Murlocs are way too strong, all of these are effectively trash mobs in WoW but in this they are beasts. Weakening their HP, Armor and attack would help balance, also reducing size helps.

Horde Hero is way pathetic and gets killed very easily with his low armor and Hp values.

Dragons are pretty much just annoying and hard to move with low attack and armor, increasing values would give them more of a 'high level myth unit' feel.

Also, adding Drakes of the varius flights would be cool, (Like half size Dragons that fly, have around 500 Hp and 12 pierce attack with a pheonix fire breath attack)

Drakonids are also cool (slightly bigger and stronger than Grunts/Footmen, closer to Honor Guard/Heavy Footman stats)
Callistonian  [developer] 1 Jan, 2017 @ 8:37pm 
I reduced the stats for Ghoul, Leaper, and all Murlocs and boosted stats for Horde Hero. Which dragons are you referring to? Dean's dragons have 3000HP and like 60/60/99 armor with 30 hack, etc.
Morthwyl 2 Jan, 2017 @ 7:03am 
Yeah the Warcraft colored Dragons XD They feel more like annoyances than actual Dragons, I use this mod with my cousin and I made a whole map where I spent horus replacing all faction units with Warcraft stuff, I made Dragons the final myth unit and it wound up with us jsut throwing groups of 10 Dragons at each other because they could kill maybe 4/10 guys before getting killed.

In the end we just used normal soldiers, they worked better.

And thanks Cal XD Horde hero is awesome, I hate seeing him get killed so easily.
So I haven't had much time for testing, but I did notice that the Night Elf warrior, blood elf, Tauren, goblin, alliance footman and horde grunts should be all of the same strenght since they are all the faction's main unit. I also noticed that the Alliance rilfeman are OP. Their damage is just way too high. They should be as strong as the Troll spearthrowers and the night elf archers. So all of the non melee attackers should have less health then the melee ones but a bit more damage. And Vol'jin, Sylvanas and Tyrande should be equally strong, but a less strong then Thrall and King Varian. Since they are all leaders. The Alliance captain should be just a little bit stronger than the Heavy footman but not as strong as other leader, like he could take max 3 grunts. I'm glad you don't mind balancing stuff as it makes the mod so much realer! :)


Edit: Vol'jin should be a melee attacker, like Thrall, have his power every few seconds but mainly use his blade. If you need the blade model:
http://www.wowhead.com/item=14085/monster-glaive-voljin

Malfurion Stormrage should be as strong as Thrall since he his the first druid to ever live and one of the strongest beings of the game.

Night elf shaman should be renamed to Night elf Druid since night elves don't have shamans originaly.

Saphiron should be renamed to Sindragosa and be way stronger and bigger if possible than other drakes. He is the lich king's dragon and a raid boss.

Illidan should be stronger and bigger than King varian and Thrall. Like he could kill both of them or really close.

Bolvar should be as strong as Illidan.
Last edited by FAST JAPANESE CAR; 2 Jan, 2017 @ 7:32pm
Callistonian  [developer] 2 Jan, 2017 @ 8:37pm 
- the dragons have been given splash attack and are now much more deadly
- night elf warrior, blood elf, tauren, alliance footman, and horde grunt are about the same level now (goblin is slightly weaker)
- alliance rifleman pierce attack reduced to 7
- night elf archers have a bit more pierce
- Voljin, Sylvanas, and Tyrande are about the same as far as HP and armor, their attacks are all different and I haven't tested enough so let me know if they still need to be balanced, they should also lose easily to Thrall and Varian
- Alliance Captain is a bit stronger than footman but not so that it's ridiculous anymore, both have reduced armor, he should be able to beat the Horde Grunt but I'm not sure about 3 of them so let me know
- Malfurion Stormrage stats increased to be on par with Thrall and maybe a bit stronger
- couldn't find Night Elf Shaman anywhere, I only see Night Elf Druid
- Saphiron was renamed and stats boosted
- Illidan stats boosted, I'm not sure if he can kill both Varian and Thrall so let me know
- Bolvar foredragon and lichdragon stats boosted somewhat to match Illidan

As usual, let me know if more changes need to be made. The more specific your suggestions (with numbers), the easier it is for me to fix. Thanks.
Yeah sorry, I thought I had seen "Shaman" but turns out I'm just blind. Currently its perfect! The problem for me is I don't really know their numbers of attack, defense, etc.

The last little things:

- The ancient golems should be stronger than about 3-4 heaver footman and as strong as the ancient arcdruid (Big tree guy).

-Ettin is way too strong. Like you can usually kill any ettin in the actual game. Don't make them super weak but you know, as strong or a little less stronger than AoM original titans.

- Maiev and Muradin should be as strong as other leaders (Forgot about them)

- Thrall should be given +5 damage, have 100 more health and 5% more hack armor

- Varian should have -5% pierce. I'll test it again after its updated to make it perfectly balanced

- I couldn't help but notice that there were 2 Alliance Dwarf. I believe that the dwarf hero should be renamed to "Falstad dragonreaver" and be as strong as other leaders. The other dwarf (Alliance dwarf paladin) should be as strong as the other normal units (Grunt, footman, etc).

Last edited by FAST JAPANESE CAR; 3 Jan, 2017 @ 4:36pm
I have a question for Wollie, is it still possible to play your AoM Heaven mods? I have downloaded all of them but don't know how to be able to play the units in the editor. I tried everything I can.
Morthwyl 3 Jan, 2017 @ 3:12pm 
Same here XD
I tried adding him without success. I added him in the mod folder, language thingy and in the proto file in data and got him to appear in the editor. But it simply crashes the game when I click on his name.
WollieWoltaz 3 Jan, 2017 @ 6:08pm 
If your downloading from AomHeaven then those are only available for the Titans as I explained before. I have tried a lot of things and the conclusion is that these particular units:
Mannoroth/Archimonde/DemonhunterMale/Fellord Zakuun/Ragnaros/Highlord Bolvar Fordragon/Grommash/Iron Reaver/Blademaster Jubei'thos/King of Dying Light/Scourgelord/

Can not be converted to EE/TotD because they are way to HQ and have to much polygons and vertices so when you wanna click on the name it crashes right back to your desktop. I already tried every unit I listed above and those will all crash your game.
And also what I recently find out was that those units are using sub-materials and have like between 20~50 little materials applied to that. So I still need to find out a way how i can reduce those materials to 1 without losing the uwv mapping.
The weird thing is I can get HotS models to work in EE editor without any problems even though they are much more detailed and higher poly then WoW heroes. And that's the thing.... those heroes only have 1 material.
So that's an issue i'm working on but haven't had any luck so far.

~W.w
Last edited by WollieWoltaz; 3 Jan, 2017 @ 6:12pm
Alright thank you so much for the reply! I truly hope you find a way to make them playable. Good luck!
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