Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Expanded Mod Core
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XLightningStormL  [developer] 5 May, 2020 @ 7:24am
Some thoughts about the coming EM Update...
Don't worry, Expanded Mod is still being worked on, albeit slowly as I refine and get back on the horse.

Currently this new update is focusing on refining the current "disk" civs; Greeks, Egyptians, Norse and Atlanteans - this includes getting rid of units and technologies that are either pointless, annoying, or just don't fit "the scheme".

There was originally very basic thought about the additions, all units were added into Supremacy based on historical sources, however some (looking back) are just blegh, Sappers kind of work for the Egyptians since before the Ptolemaic Era they didn't have Ballistae, Catapults, etc - and Siege Towers were a more Assyrian thing (albeit the Assyrians actually controlled the Egyptians between the Nubians and Persians IIRC)

Sappers for the Norse was more or less just padding because giving them Torch Throwers was relegated to the Greeks (and formerly Atlanteans before the Decani usurped them) however now they're being gutted, and Harjars are more or less taking that role. Norse will still keep their Mangonels (since that's representing the later Neo-Germanic siege tactics uses by the Goths, Franks, etc and as an AoE2 reference) Ballistae and Portable Rams (probably not Siege Catapults either, they're Norse after all) as well as that very special free Arson to burn down an enemy's precious houses.

Generally this update will focus on making civs "slightly more unique" without treading on historical accuracy, or all the cool little units added in.

Technologies however are free reign, seriously who gives a hoot about Scout Boats? Improved Living Conditions? Siege Drill? Heck, Siege Drill is overpowered because it makes Siege too fast, treading on the main point of balance for them (slow, lumbering, expensive, destroys buildings or a support unit) The Alcohol technologies were more of a hazard then a benefit, so they go "bye bye" now too (barring Meadhalls because Longhouses healing units is a neat thing, and makes it a proper support building again)

By the way - Fortresses are going back to the Heroic, tbh I never really thought they worked in the Classical. So it sort of balances out their updated protection role anyway (and makes Crushes [Classical Rushes] more useful)

The point of why I'm writing this is to get suggestion, ideas, and criticisms for things you guys would like to see changed, updated, removed from supremacy, etc. Post it here, or in Suggestions, doesn't matter too much.

PS: It's done when it's done: Soon™.
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Showing 1-6 of 6 comments
Deagle 15 May, 2020 @ 2:37am 
dis is nice
TK 17 May, 2020 @ 12:33pm 
I think its best to focus on new content rather than changing previous mechanics/stuff. What the said new content is I dont really have a good idea though. Could be another discussion/question for everyone.
XLightningStormL  [developer] 7 Jun, 2020 @ 7:27am 
Originally posted by TK:
I think its best to focus on new content rather than changing previous mechanics/stuff. What the said new content is I dont really have a good idea though. Could be another discussion/question for everyone.
Self-Reflection is a great way to rebuild solid foundations for a brighter, better future.

You don't just slap another 105mm Gun on a tank and call it a day, you gotta reinforce the thing first!
XLightningStormL  [developer] 7 Jun, 2020 @ 7:41am 
Anyhow:

DATA/MAIN/BALANCE
- Updated for the 2.8 Patch.
- Removed Improved Living Conditions, made Writing cheaper, and now only takes 10 seconds to research.
-- Weaving now only affects armour, attack and health, writing now only affects train time (slightly), LOS, and attack.
- Courtyards and Urban Planning now located in the Library/Tingholl.
- Merged Atlantean Fire and Alchemy (effects are still Atlantean exclusive though...duh)
- Silk Roads now exclusive to the Chinese.
- Atlanteans no longer have access to Treason.
- Removed Roads, Scout Boats, Siege Drill, Wyat and Marksmanship.
- Norse no longer get Sappers, (insert names here) are now their "dedicated siege infantry"
-- This means that Norse now only get their Siege Works in the Heroic Age.
- Greek Walls should now fit in with their buildings (bright white alpha style) based on textures by ArkantosAL.
- Apart from Meadhalls (slight repurpose) all alcohol-technologies have been removed.
- Cofferdam/Dry Dock are now cheaper.
- Muster/Levy/Conscript line now divided based on unit-category for the Egyptians.
- Merged Foundations with Construction Cranes/Pulley.
- Atlanteans no longer get the Assassain's Guild tech.
- Sentries and City Defenders renamed to Tower Guards and Tower Marksmen respectively.
-- Only the Norse and Chinese get Tower Marksmen to compensate for their bad towers.
- Fortress-type buildings now back at the Heroic Age.
-- Rebalanced all fortresses, they are now weaker, making Ashlar Polygonal Masonry a more important technology. Also makes it less ♥♥♥♥♥♥♥♥ when dealing with, but they still spit out (weaker) arrows like before.
-- Chinese Forts are now as weak as Hill Forts, but deal as much damage as Migdols.
- Walls can now research their upgrades again.
- Baskets now longer costs gold, Terracotta Pottery now costs 75w, 50g.
- Norse no longer get Sappers anymore. Reason: Harjars, Arson, and Pillage. son!
-- This also means Norse Siege Camps are now available in the heroic age instead of the classical age now.
- Charon can now train Wraiths as intended, and now has the ability to insta-kill most non-titan myth units as his special ability .
- Nerfed the Sarrisophoroi (or whatever their name is) they move slower, take longer to train, no longer have a bonus vs archers, deal less damage (6 hack instead of 8 pierce) and have less pierce armour.
- Nerfed the Town Defense units to be less ♥♥♥♥♥♥♥♥ (especially when abused by the AI) by making them cost 2 population.
- Scythian Toxotes have been the hardest hit, mostly because of human error, they are no longer classified as archers, now cost 90 gold (only) and now correctly take up population space.
- Egyptian Axe Cavalry got a little buff, they now deal x4 bonus damage vs infantry than x3, cost -5 less gold, and train two seconds faster, making them less ♥♥♥♥♥♥♥♥.
- Every minor god gets their free myth unit back, expanded this to include Sobek, and Frigg.
- Greek Barracks units now have their costs rebalanced into accorance with eachother, hopefully making them all more useful.
-- Atlantean Palaces now deal the same damage as Greek Forts, and have more health, making them a general improvement over Greek Forts.
- Norse no longer get Ashlar Polygonal Masonry...sorry bout that. However Frigg's Ring Fort has been made more relevant because of this!
- Egyptians no longer have access to the Unified Muster-Levy-Conscript technologies, but building-based, these are more expensive (when all researched) than the unified technologies (as expected) but they do "enforce" you to pick a specific "playstyle"
- You can no longer select or attack (inadvertently) flying nature units, this is mostly done as a QoL fix, also because it was kinda pointless to be able to attack/select them.

ART/SOUND
- Added sounds for the Leidang. Leidang now have custom textures (rather than using ones from ind10s' norse tex pack)
- Added a bunch of missing icons for various supremacy units + buildings.
- Expanded (lol) Expanded Mod's ambient sounds, and fixed them up for the new 2.8 patch.
-- Made it so that certain terrain sets (based on units not terrain) now have "unique sounds" so deserts will sound like deserts, snowy lands sound like snowy lands, etc
- Cabbage Farms no longer use the same irrigation + plowed fields upgrade visuals as their 3d counterparts, instead using modified textures.
- Greeks now use their original (aka release) building textures by default, the alpha textures will be usable through an official sub-mod.
- Oak Trees now use their original textures, and Snowy Oaks now have new textures in accordance to this. The old textures may still be used via the Plants Mod.
- Updated the Greek Palaestra and Siege Works to look better, and fit in better with the other buildings.
- All units, and technologies from the original ES releases now use the CD game's icons, which aren't as compressed, and have their original colour.
- Somatophylax gets a unique shield now (the ImpMod OGs will remember)
- Trees (not cinematic, or cypresses unfortunately) now sway around (thanks CannibalH!) for that lovely aesthetic.
- Greeks now have a a new set of unique and exclusive Academy (not Barracks!) models
- All vanilla units (except Atlanteans) now follow the Copper/Leather - Bronze - Iron, upgrade tier rather than the weird Bronze - Silver - Gold ES decided on for the retail product.
- All Greek Heroes are now back where they belong.

OTHER/BUGS
- Added William Walrus Fix and Emperor Fix by Nick3069
- Added Frozen Siege Tower Fix and Isis statue bug fix by Chickenland
- Tower Garrison renamed to Hiding Spaces.
- Milkstones renamed to Wartime Hospitality.
- Logistics renamed to Supply Lines.
- Fixed the issue where Poseidon's Statue didn't have player colour.
- Aristocracy renamed to Logistics.
- Updated a few dodgy descriptions.
- Reverted a bunch of old work-around fixes now that a lot of the original AoMEE issues have been resolved.
- Horses and Geese now have sounds.
- Fixed an issue where Fortified Town Centers/etc didn't increase the population count...oops
- Steve is now a possible Pharaoh name, the OGs from the Multiplayer Alphas may remember.
- Fixed a bug where Immigrants would gather resources farther away than they actually should.
- Egyptians can no longer research Champion Fletchery in the Heroic Age.
- Fixed an issue where Siege Towers weren't trainable in the Heroic Age.
- Fixed a bug where dead farms and planations used the complete cabbage farm model.
- Zeus should be able to train his Myrmidons now.

This is where the PR 2.3.0 Build stands right now. Any thoughts fellas and fellettes?
TK 9 Jun, 2020 @ 9:09pm 
Originally posted by XLightningStormL:
Originally posted by TK:
I think its best to focus on new content rather than changing previous mechanics/stuff. What the said new content is I dont really have a good idea though. Could be another discussion/question for everyone.
Self-Reflection is a great way to rebuild solid foundations for a brighter, better future.

You don't just slap another 105mm Gun on a tank and call it a day, you gotta reinforce the thing first!

First off, love the analogy, but yeh that makes total sense, looking back now, considering how massive this mod is, it is for sure has lots of areas that could use some updates and fixes, which should def be prioritized over new content. A truck should work before you add more aesthetics to it.

As for the actual update, like you said, a lot of unnecessary stuff is removed and a lot of needed stuff is added, i like where it is all going, a couple concerns, though. A lot of content you are mentioning (cabbage farms, Frigg's Ring Fort, ect) are completely new to me, despite me being pretty familiar with all of the gods and their content. If these are merely upgrades, then im just chatting ♥♥♥♥ since they arent really supposed to be memorable, but if they are buildings and units accessible through certain upgrades, then they should probably be given more of an appearence to avoid it being skipped over or something. Cuz that is cool ♥♥♥♥ and it deserves to be displayed where people will know where that is. Like the town center or something? You probably have a better idea than me, but besides that personal nuance youre doing great man keep it up!
XLightningStormL  [developer] 9 Jun, 2020 @ 10:25pm 
Originally posted by TK:
Originally posted by XLightningStormL:
Self-Reflection is a great way to rebuild solid foundations for a brighter, better future.

You don't just slap another 105mm Gun on a tank and call it a day, you gotta reinforce the thing first!

First off, love the analogy, but yeh that makes total sense, looking back now, considering how massive this mod is, it is for sure has lots of areas that could use some updates and fixes, which should def be prioritized over new content. A truck should work before you add more aesthetics to it.

As for the actual update, like you said, a lot of unnecessary stuff is removed and a lot of needed stuff is added, i like where it is all going, a couple concerns, though. A lot of content you are mentioning (cabbage farms, Frigg's Ring Fort, ect) are completely new to me, despite me being pretty familiar with all of the gods and their content. If these are merely upgrades, then im just chatting ♥♥♥♥ since they arent really supposed to be memorable, but if they are buildings and units accessible through certain upgrades, then they should probably be given more of an appearence to avoid it being skipped over or something. Cuz that is cool ♥♥♥♥ and it deserves to be displayed where people will know where that is. Like the town center or something? You probably have a better idea than me, but besides that personal nuance youre doing great man keep it up!
All Farms variate between Wheat, Corn/Sunflowers, and Cabbage fields, which are those weird flat farms from vanilla, Ring Fort IIRC is still locked behind requiring Hoardings/Ashlar Polygonal Masonry in the current public release of EM, not to mention Frigg is a Mythic Age Odin god replacing Tyr IIRC since every major Norse god had him as one of their Mythic Age choices.
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