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  1. 3 votes
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    Poison Customization

    Currently, poison is a fixed effect. It would be nice if the attack with the poison tag could have some method of giving the exact poison damage total and damage over time, along with every attack being compatible with poison.
    AProperGentleman
    164
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  2. 3 votes
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    Engineer Nerf

    Engineers currently are just far too effective of a unit. The y ability causing a 40% damage reduction is far too strong in my opinion and should be brought down to maybe around 20%. The central healing rate is possibly too strong but I think it would need to be seen how strong it remains after the y ability is brought more in line. They cost only 200 blue and 30 yellow which seems a tad cheap especially for a unit this effective but again this would need to be reconsidered if other nerfs are implemented. Engineers often combo and stack way too well with other passives and powers in the game, such as combat repair for one.

    To demonstrate how strong engineers are in the current meta. Here is just one clip of this exchange.
    https://www.twitch.tv/nakamura_rts/clip/OriginalUnsightlyArugulaPrimeMe?filter=clips&range=all&sort=time
    ROCKGENERATION
    175
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  3. 3 votes
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    Fix Veterancy Gain in all Unit States

    Currently units don't gain veterancy when moving, on hold command or attack move. The state the unit is in should not influence veterancy gain.
    Note: bounties and level boundaries need a complete rebalancing if this is done.
    Nakamura
    286
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    comments

  4. 2 votes
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    Fix multiplayer sound breaking bug

    On multiplayer if too many sounds play at once the game glitches out and stops playing sounds of certain types. Over time this causes many sounds to go missing until the game is restarted. This carries between games.
    This is a request to investigate and fix the bug.
    An easy way to reproduce is to cast chicken storm god power in multiplayer which usually triggers it. Also just large battles will also do it.
    nottud
    130
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    0
    comments

  5. 2 votes
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    Army rally to single point

    Similar to concept of villagers tasked to build wonder you can click the one button that makes all villagers move to wonder there could a similar button foe every building that can be used to force all army units to move to certain building or tc.
    This can be useful in game when there are multiple fights happening across the map and one can prioritize where all units should be tasked.
     
    This can be useful when building a titan or wonder u want to make all army next to a nearby building.
     
     
     
    POSEIDON
    131
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  6. 2 votes
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    Ability to jump into ongoing ladder games to observe

    See an interesting game your friend or a top player is in? You can automatically jump in and watch the rest of the game on a short time-delay. Can be an option for the players to toggle on-off to allow this should they want secrecy.
    IamRich
    130
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    1
    comment

  7. 2 votes
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    More Range for Melee Myth Units

    There is a problem in the current versions of the game, where certain melee myth units can get confused when trying to use their special attacks. They will lock onto a certain target, whether reachable or not, and seemingly 'dance' around all the enemy army, rather than attacking / using their special attack. This combined with their large hitbox can make it tricky even with micro to attack units right below them. 
    Some examples of these units are the Greek Minotaur and Cyclops, and the Norse Einherjar. A proposed solution/idea could be to increase their melee special attack range slightly, from 0.1 to 1.5. After mock trials in Editor, this more or less fixes the issue above, and makes the units fun to work with again. 
    Einherjar in particular may benefit from an increased melee range as well (from 0.1 to 1.5). Certain units in the Extended Edition of Age of Mythology have already had a slight change to their melee range, such as the Greek Hero Polyphemus (who had a 'range' increase from 0.1 to 3 for his special attack).

    Current:
          <action name="WhirlwindAttack">
                <param name="MaximumRange" value1="0.1"></param> "
    Suggested:
            <action name="WhirlwindAttack">
                <param name="MaximumRange" value1="1.5"></param>
    Leinadarcher
    163
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    1
    comment

  8. 2 votes
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    Dance animations

    Add a chat command like /dance and make the units perform fun moves
    Nakamura
    97
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    1
    comment

  9. 2 votes
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    Setting to Integrate Combat Commands into the main command (aka "build") panel

    This is an important one: have a setting to enable combat commands on by default for military units (perhaps with a smart option to have the build menu on by default for builder military, but combat commands on by default for non-military)
    Alternatively remove the combat commands panel entirely; integrating the commands in the “main command panel” except for non-building military units (i.e Norse Infantry, Priests, etc) perhaps with a flag in the proto like “BuilderMilitary” for the behaviour rather than hardcode it into another flag.
    XLightningStormL
    91
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  10. 2 votes
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    Various QoL upgrades

    Shift-queueing a pharaoh (or a Ra priest) and a bunch of villagers to build some different buildings should result in the pharaoh empowering each building as they comes up, rather than the pharaoh and all the villagers sitting around the first building once it comes up. Similarly, shift-queueing a group of villagers and a pharaoh onto a granary and then some aggressive huntable animals such as boars should have the pharaoh empower the granary while the villagers gather the boars one by one, rather than the pharaoh and the villagers all waiting around at the granary after it comes up. The pharaoh's description should specify that empowerment does not affect villager production time or age-up technology research time.
    When building a storehouse or storage pit, villagers should prioritize the nearest resource to the building rather than prioritizing food over gold over wood.
    Various economic upgrades should have their villager carry capacity amounts tweaked to remove situations where economic upgrades have no effect.
    Hotkeys should be assignable to age 2 myth unit, age 3 myth unit, age 3 second myth unit, etc. This way I can for instance build centaurs with one hotkey if I go Hermes and Minotaurs with that same hotkey if I go Athena.
    prester_john
    139
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  11. 2 votes
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    Extended skybox options

    The current render sky trigger effect only allows the author to specify a path of one the four existing skyboxes in the game or have them create their own sky. More skies to choose from or the ability to override an icon instead would be most welcome.
    Yeebaagooon
    133
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    0
    comments

  12. 2 votes
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    ResourceYield for resource gatherers

    Similar to the "Resources last x% longer" bonus from Age of Empires II, ResourceYield (or something similarly named) was added into Age of Empires III: DE, and allows for gatherers to gather more from resources (i.e Gold Mines) whilst taking less from the mine itself.

    This feature would also be exposed to the Techtree, where it would find the most use amongst modde
    XLightningStormL
    101
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    comments

  13. 2 votes
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    Custom Unittypes Functionality

    As of October, Age of Empires 3 DE allowed for the ability to add new custom unit types for modders.

    Said feature would also be very important to port over for Age of Mythology: Retold.
    XLightningStormL
    124
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    0
    comments

  14. 2 votes
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    Allow to access additional unit data in the AI script

    Make it possible to retrieve additional unit data via a unit within the AI script. This is needed for advanced unit micro functionalities.
    In particular: maximum range, minimum range, damage (all types), armor (all types), special attack recharge state, action target (The unit that is the target of the present action).
       kbUnitGet<dataType>(int unitID)
    Examples of similar already existing methods:   kbUnitGetCurrentHitpoints(),   kbUnitGetMaximumHitpoints(),   kbUnitGetPosition(),   kbUnitGetOwner()
    Also of interest: A bool function that returns whether a unit counters another.
       kbUnitIsCounter(int unitID, int targetID)
     
    JeHathor
    144
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    1
    comment

  15. 2 votes
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    Backwards Compatibility

    Even though it is extremely likely that AoM Retold will have many significant file and file processing differences from Extended Edition, it would be extremely helpful for many in the modding community and practically a godsend for scenario designers if there were methods of specifying that they are written in Extended Edition syntax and therefore should be processed in that fashion. 
    As an example, if Retold should change random map scripts significantly, it would be a great asset for random map creators if they could simply add a single tag or change a version id in order to make their old random map scripts work just as they once did. 
    AProperGentleman
    225
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    comments

  16. 2 votes
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    Additional XML Properties

    Currently, the XML only allows for gadgets without specific properties. It would be very helpful if it were possible to add new buttons with new OnClick functions, perhaps defined by some kind of script, VC-style or otherwise, or perhaps from a menu of more generic calls from buttons on that xml. 
    AProperGentleman
    161
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    0
    comments

  17. 2 votes
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    Veterancy Value changes

    Grunt riders give 3xp
    Grunt Goblins give 1.5

    Hell bringers give 7
    marines give 5

    The fact Killing 1 marine gives my unit more veterancy than killing 3 grunt goblins should be changed. I imagine there are more veterancy numbers to be tweaked but those are the most startling to me since yap also has the ability to buy guilt trip and further reduce these vet numbers. Added onto the fact that Grunt Riders also have the incorrect armor type applied to them making them have the same armor type as elite rangers while being a t1 unit makes them extremely hard to kill and since they give only 3xp extremely unrewarding in a double disaster.
    ROCKGENERATION
    237
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    2
    comments

  18. 2 votes
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    Wolverines

    UNSC Wolves I think need to be a little stronger, Reavers are just so much more effective. I seems like you need 2 wolves for every reaver which leaves banished the pop to fill out with more units. 
    Matt_Muncher
    158
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    0
    comments

  19. 2 votes
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    Serina Kill Count

    When Serina kills something by shattering it with a free it doesn't count on her total kills in the stats at the end of a match, as a Serina main its painful as it's not a true indication of the value you had in a game.
    Matt_Muncher
    125
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    0
    comments

  20. 1 vote
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    No restrictions

    It would be nice to see a tourney with no player restrictions and no map bans.  You can then see players, using their best civs.  The best quality games!  
    Kilty
    161
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    0
    comments

  21. 1 vote
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    Completed

    Map banning (AoM)

    Being able to ban a map from the map pool during tourney matches
    In this way, maps in which a God is extremely dominant are avoided.
    Lucrex1
    190
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    1
    comment

  22. 1 vote
    Completed

    AOM - Team Game/Clan Game Seasons

    This has been suggested elsewhere, but wanted to officially get it here. Really any variation of team game events would be fun, but maybe logistically challenging.
    Some ideas:
    - Having a “regular season” of one matchup per week that then feeds into tournament seeding at the end (similar to voobly champions league)
    - Team games probably better on voobly due to extra lag on EE
    - Clans of 5 players that must swap out players after each win in a series (or some other rule for encouraging bench play)
    - 2v2 or 3v3
    joeybadz
    185
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    1
    comment

  23. 1 vote
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    Rally Lines

    A visual indicator (line) that connects the building with the rally point (when selected).
    Nakamura
    134
    views
    2
    comments

  24. 1 vote
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    In game statistics

    AoM has post game statistics some of them can be shown in game that can be toggle with some button like F5 or whatever 
     
    Things that could be useful
    Total Resource count with breakdown by type food, wood, gold, favor
    Total Kills and Death
    Total Resources Lost 
    Total Villagers Lost
    Total Buildings Lost
    Total buildings constructed 
    Total buildings present (number of active buildings)
     
    POSEIDON
    136
    views
    1
    comment

  25. 1 vote
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    Keep the colors of the textures more muted and realistic instead of colorful/cartoonish

    Or at least have an option for it in the game settings.
    axolotl
    153
    views
    1
    comment

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