Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

#1 Ultimate Vanilla Adjustment
22 Comments
󠀡󠀡 16 Oct, 2023 @ 3:57pm 
the fact the mod is not fixed its pretty FKCD up
farsite3  [author] 7 Mar, 2020 @ 12:42am 
@Vortexel - I haven't worked on this mod for a while, I'll see if I can take a look sometime when I have the time!
BinderNews 13 Feb, 2020 @ 4:26pm 
This is broken for me as of the latest update.
farsite3  [author] 6 Jan, 2019 @ 8:14pm 
@ <CG> [25thOF] Chaos/Alsora - This was never intended to work for the campaign, so I haven't tested it. This was mainly made for multiplayer skirmish use (or skirmishes against the computer). I don't actually know how this would effect the campaign.
[EoC] Chaos/Alsora 21 Dec, 2018 @ 11:32am 
Does not work in campaign?
farsite3  [author] 17 Nov, 2018 @ 8:36pm 
@LackZer - You can always do a little test for yourself! Installing the mod is as simple as the subscribe button. Just try a match or two, and if you don't like it, either disable it or unsubscribe! I'd love to hear some feedback!
LackZer 17 Nov, 2018 @ 9:47am 
I'm very intertested in this mod , I always thinks the playstyle in the current AOM somehow feels quite a bit weird feeling, not enjoyable enough. But I hope there are more review for this mod that I can see if its balance enough for all kinds of playstyle and stateagy for each kind of races and gods.
farsite3  [author] 4 Nov, 2018 @ 8:02pm 
@Soul of Cinder - I'm glad that you're enjoying the mod! I haven't had any issues with lag even with 5 players and full-sized armies, so it could be an individual computer thing. If you want to change the house limit, it's actually REALLY easy to do. Just go to your Age of Mythology "Mods" folder (Program files x8/Steam/Steamapps/Common/AgeOfMythology/Mods), and open the Proto file. Just do a CTRL + F to find the word house. It'll be a line saying something like "name="house"". Just scroll down until you see the buildlimit line, and decrease that to like 30. Save the document, and restart the game. :P
Soul of Cinder 1 Nov, 2018 @ 12:27pm 
Hello again. I saw that you fix the "house I.A." problem, but i found another thing... The IA build all the houses possible (as I also do), so we both build very blarge armies, so when we fight it starts a big lag (and i have a gamer pc), so fight became eternals, and it is very dificult to play. I think that it could be a good solution back to the normal number of houses that both players can build, but mantein the "villagers no population". So it would be more balanced (i think ).

Thanks for your time, and again, sorry for my english.
farsite3  [author] 29 Oct, 2018 @ 7:56pm 
Update 1.1 Has just been released! Please check out the changelog in the mod folder for full details! I've done a few small balancing fixes (like changing the gold in the Dwarven Mine god power).

Mostly, this update decreases the favor cost of all Myth units except the Greeks. There is a simple reason for this:

Because Villagers don't take any pop, the Greeks can put a significantly greater number of villagers to worship at their temples, meaning they get favor MUCH faster. The other teams have some sort of static rate that doesn't change much with the increased villager count, so instead, I decreased the Favor cost of their Myth units.

The Norse got the greatest reduction, since their favor depends on them fighting, meaning it's harder to train AND keep a sizeable Myth unit army.

Let me know if you have any questions or suggestions regarding these updates, or any future balancing changes. There is a dedicated Discussion Thread for that!
farsite3  [author] 29 Oct, 2018 @ 6:06pm 
@Soul of Cinder - I'm so glad you're loving it! Unfortunately,I haven't tested the AI extensively. Mostly, I made this mod for multiplayer, as I play the game with my brothers and friend frequently. I'll see if I can fix the computer's AI, but I don't know how easy that will be, as I haven't tried messing with AI yet.

Keep checking back, I plan on updating this frequently. Should have the next update either tonight or tomorrow!
Soul of Cinder 29 Oct, 2018 @ 3:05pm 
First of all i need to say that is a great mod, but there is a big problem... the I.A. doesn´t make more than 10 houses ,etc as if it is a "normal game". Please fix it, if is possible.
Pd: sorry for my english (and i loved your mod!!!!)
farsite3  [author] 28 Oct, 2018 @ 3:29pm 
Sometime today or tomorrow, I plan on putting out a V1.1 update, so keep your eyes peeled. It will have a few minor fixes, as well as some MAJOR ones.
[Spitfyre] kjs 28 Oct, 2018 @ 2:49pm 
Thanks ^_^
farsite3  [author] 28 Oct, 2018 @ 2:29pm 
@[SPITFYRE] kjs - I just double checked, and the mod is working properly regarding Dwarven population. They take 0 pop. Perhaps you have another mod that also makes changes to the dwarven units? I would advise putting this mod at #1 priority, reloading assets, and seeing if that changes anything.

Remember, this mod is designed for a vanilla game. Any other mods may cause it to not function properly.

Let me know if that fixes it!
[Spitfyre] kjs 28 Oct, 2018 @ 12:15pm 
For some reason my dwarves still take one pop.. :?
farsite3  [author] 25 Oct, 2018 @ 12:10am 
@HonorableFool - I'm glad you're enjoying the mod! Unfortunately, rechargable powers would break the balance of the game (Like in Command & Conquer or Battle For Middle Earth), where armies just get destroyed by powers all game long. Having only 1 use of the power (or 3 if you're the Atlanteans) adds a lot of Strategy to the game that might not otherwise be there, and keeps regular defenses and armies a good strategy.

I will consider possibily adding an option to the temple where you can "bribe" the gods with a MASSIVE amount of gold (maybe 15,000) to get your God powers back. This could make powers renewable without being overpowered and unlimited. No promises though!

If you really want to get them recharged NOW though, just turn on cheat codes, and type (all caps) "DIVINE INTERVENTION". This refills all used God powers. Don't do this against human players though. There are LOTS of cheats they can abuse! :P

Thanks again for the feedback! Let me know if you think of anything else!
farsite3  [author] 24 Oct, 2018 @ 11:59pm 
@Gangster Boss - Thank you so much for the complement! That is actually not a bug. The original game had Atlantean Villagers at 3 pop, and all other villagers at 1 pop. Because of this, I have all normal villagers capped at 150 pop, and that Atlanteans at 50 (keeping the same 3 to 1 balance of the original game). The reason you had more, is that I also have the Atlantean HERO villagers capped at 25, giving a grand total of 75 possible villagers for the Atlanteans. I'll take a look into it and see if this is unbalanced, in which case I might make a 35 pop cap on normal Atlantean Villagers, and a 15 pop cap on Atlantean Hero villagers, for a grand total of 50.

Thank you again for the feedback, and let me know if you think of anything else!
HonorableFool 24 Oct, 2018 @ 7:41pm 
Can you add a feature to make powers recharge,with three settings (no recharge,slow recharge,fast recharge) thank you for making a mod to help this game become playable!
Bobagadon 24 Oct, 2018 @ 3:22pm 
@farsite3 - This mod is the best one I;ve subscribed to. I did find one bug, it is very game changing. I was playing as Kronos and there was no limit on the amount of citizens i could have. I ended up with about 55 of them which took 0 pop so it was overpowered. Other than that though I have to say you did a great job on this mod. Made the game a whole different game which is much better than the original!
farsite3  [author] 22 Oct, 2018 @ 7:18pm 
@Gangster Boss - Thanks! When you get a chance to try it, please let me know if you have any thoughts on balancing, or if you find some bugs.
Bobagadon 22 Oct, 2018 @ 6:24pm 
This looks great!