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1 vote
The most important thing of all is Balancing!
The perfect balance between the Civs is the most important thing in the game, ranked and championships, it's very boring when you watch championships everyone gets the same civs and same gods.another major annoying thing is the imbalance caused by Pros Players(Vooblyfanboyleague) who intentionally influence the updates and leave Broken Gods strong(Ra, Poseidon) and other complete nerfed to trash(Shennong).make balances based on mathematical calculations and cold logic not on inflated opinions and ego kings
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1 vote
New mesopotamian civ
Add the mesopotamians as a new civ.
The three chief gods could represent the three greatest empires of the region: Enlil, chief god for the Sumerians; Marduk for the Babylonians and Ashur for the Assyrians.
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1 vote
Aztecs
Add the aztecs, the rotg mod is good and pretty close to done, seems like the obvious first step if they are planning to do additional civs is just to get that one.
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1 vote
Significantly rework Huangdi
2 out of the 3 minor gods available to China in the classical age are fun but challenging to use. Wukong's powerful myth unit has interesting, unique micro, and his god power is strategically different from anything else in the game. Chang'e is a little less unique, but her skillshot god power rewards players for trapping enemy units and by its nature has counterplay, making her a fun and engaging god choice. It also creates the kind of big, swingy moment that make AoM such an intense and unpredictable game.
The existence and power level of Huangdi makes picking these minor gods, especially Wukong, difficult to justify to your average AoM player, given how seriously the community can take winning sometimes. Huangdi's myth unit is basically just a big halberdier. Huangdi's god power literally just makes a bunch of human units. Huangdi's upgrade makes creating age 2 human units more efficient, and his other upgrade is an eco upgrade. Huangdi rewards you for doing things you were going to do anyways, and makes all strategies other than massing human units available in age 2 feel clunky and nonviable in comparison. This is a viable strategy with every civ in every matchup, even with minor gods such as Ptah or Hermes who don't contribute very much to this type of strategy.
This issue could be mitigated by nerfing Huangdi to the point where he is not competitively viable, but this is fundamentally a design issue, not a balance one. Huangdi is not a fun minor god whether he is viable or not. Age of Mythology is about contrast; myth units and god powers terrorizing human soldiers, held back by the limited access players have to these things thanks to the diminishing returns or unpredictability of the favor gathering mechanics along with the limited-use nature of god powers. We don't need a minor god who turns these things into just more human soldiers.
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1 vote
NEW BUILDING IDEA!!! Sea fortress !!!!
I have an good idea that: A new building like "Settlement" but it is on the water. It has abilities like "Dock" and Strong as "Town Centre". That can make the battles on the water to be interesting. We can make maps that have a large river, etc. it is probably a "Sea Fortress" like this pict. i think my idea can be accept.
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1 vote
Expanded Param flags for AreaAttack action
Expand AreaAttack param flags by adding in two new flags that allow the action to be suitable for Trample Damage (i.e dealing area of attack when moving)
These flags should be "WhenMoving" and "WhenAlive" the former tracks when the unit is moving, enables the action, whilst the latter enables the action when the unit's hitpoints are above 0.
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1 vote
CommandPanelMaxButtonX and CommandPanelMaxButtonY game.cfg options
Add two new config strings that control the maximum amount of rows and columns the Command Panel can utilize for techs, units and abilities.
Currently as of AoMEX, the maximum amount of rows that can be used are 3, with the maximum amount of columns being 8. Without uimain.xml modding, the standard amount of columns and rows shown are 3x7, though the engine can support an additional column at the moment with modding.
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1 vote
BuilderGathersAutomaticallyWhenCompleted Flag for Farm-type units.
As of AoMEx, when adding Farm-type buildings (i.e Fish Traps, Plantations/Flax Fields, Forestries, etc) when a builder is finished building these gatherable buildings, they will either idle or attempt to build nearby unfinished buildings instead of gathering, likely due to builders being preprogrammed within the source code to only attempt gathering from Farms when completing them.
BuilderGathersAutomaticallyWhenCompleted or another similarly named flag would be used by the gatherable building to tell it's builder to gather from it upon it being completed, and would takeover the source codes role direct role in this matter.
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1 vote
Automatic Unit Transform flags for attacking and moving.
Currently as of AoMEX, there is no way to transform a unit without pressing the transform button, which makes it so custom siege weapons in the vein of the Trebuchet from AoE2 have to manually transform to be useable.
This could be circumvented by the addition of a UnitTransformOnAttack and UnitTransformOnMove protounit flags that allow for a unit to automatically transform on attack, and when moving respectively.
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1 vote
Expanded Techtree-Proto Connection for Accuracy, SpreadFactor, Max Spread and Building Work Rate
Expose ranged unit's accuracy, spread factor and max spread variables so that they can be modified by the Techtree files for use in technologies that can improve ranged unit accuracy.
Furthermore Building's BuildingWorkRate, which affects how a fast a protounit building can train, and research should also be exposed for modification by the techtree.
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1 vote
BallisticImpactUnitProto unit property
Add a new unit property for impact data, that allows for an unit (typically a projectile) to spawn a splash object upon colliding with a unit's obstruction radius.
This property would be useful for representing explosives, such as grenades.
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1 vote
BuildWall2 Flag and Palisades Editor units
Add editor only Palisade Walls (short, long, etc) based on the standard wooden walls with an exclusive WallBuild2 flag that can be used by modders to re-add Palisades, or similar walls.
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1 vote
GarrisonSpeedBonus & ContainedSpeedBonus restoration
Before release, Age of Mythology had an additional bonus for certain units (likely Siege Towers) that allowed for container units (with GarrisonSpeedBonus) to be faster, essentially functioning like the attack increasing GarrisonBonus but increasing speed instead of attack.
In (at least) The Titans this somewhat functions, but instead will remain still (likely due to a math error) As of AoMEx, this featured seems to have been dummied out entirely.
For AoMR this feature should be restored
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1 vote
GarrisonHealBonus Flag and GarrisonHealingRate Property
Add a GarrisonHealingRate (which would be a float or double) unit property that allows units garrisoned within it to regain health, with the GarrisonHealBonus flag being required to activate this feature in the vein of GarrisonBonus and GarrisonSpeedBonus.
Furthermore allow GarrisonHealingRate to be exposed to the techtree so techs can effect it.
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1 vote
Attack Ground Command
Similar to Age of Empires, and Age of Empires 2, add in an Attack Ground command (with it being controlled by an AttackGroundCommand flag for units in proto.xml)
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1 vote
Make it possible to index through the units within an ai plan
I quote from a comment in the original "ai2/aomxaimil.xs":
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1 vote
Modify player scores
Currently when pressing F4 the player score are displayed. We would like an override trigger command to change the numbers and freeze the player score.
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1 vote
XS/TR/AI Functions to fix or add.
1) Fix "place second building over socket unit" exploit that results in free Town Centers (also uncompleteable TCs if number of builders changes mid-build) See:
2) Fix Rain GP increasing Wood gather rate.
3) MAJOR BUG: Population counts may reset to 0 on reloading a saved game (seems to occur for all players, generally in late-game for unknown reason).
4) Fix aiChat(), kbUnitGetResourceAmount() functions.
5) Modify/Fix aiTaskUnitEject(int unitID, int containerID).
ContainerID MUST be passed and equal to building containing UnitID (which is combersome and seems unnecessary),
BUT it cannot be used to teleport across different Sky Passages either (which is the only reason it would make sense).
6) Let BuildingWorkRate, ResearchPoints, Icon/PortraitIcon, RolloverTextID, etc etc (as many fields as possible) be modifiable via techs. BuildingWorkRate should work on units who train/research too (currently ignored on non-buildings).
7) trPlayerGrantResources() The "amount" param typeshould be changed from int to float, or aiResourceCheat() should work in multiplayer/RMs.
8 ) Fix "TCs can't be built near allied settlements in treaty mode".
9) Implement short-circuiting in XS (you probably know what that is but if not: https://www.geeksforgeeks.org/short-circuiting-in-c-and-linux/ )
10) Implement inlining in XS, if not already done.
11) trUnitChangeName() should work in all cases, Single Player, Multiplayer, RMs...
12) Dead units with the HeroDeath flag shouldn't be buildable on. At minimum, corpse shouldn't disappear if build upon.
15) Mod Functions that would be wonderful:
- int aiTaskUnitCancelTrain(int unitID, int protoInTraining, int numToCancel=999999) (Return: Num of units canceled)
- int kbTechGetResearcherID(int techid): Returns ID of unit that researched/is-researching techid. -1 if tech is not active/researching or activated via trigger.
- kbUnitQuerySetAnimationActionType(int queryID, int actionID) 😄
- kbGetPlayerName(int playerID) 😄
- kbGetTechID(string name): Like "kbGetProtoUnitID" but for techs.
- trUnitAddInventory(float amount): Adds (subtract if neg) amount to the inventory of trSelect-ed unit(s). (Ie, replenish/deplete Gold Mines with a trigger!)
- trProtoUnitChangeName(int playerid, int protounit, string newName): Same as a "SetName" tech effect, but allows triggers to customize.
- trModifyTechCost(int techid, int playerid, int resourceid, float amount): Like trModifyProtounit(), but with costs of a tech.
- trModifyTechResearchPoints(int techid, int playerid, float amount): Ditto research points of a tech.
- trUnitSpawnFrom(int spawnUnitType=-1, int quantity=0): Make trSelected() units spawn <quantity> <spawnUnitType>s. WHILE RESPECTING THE GATHER POINTS OF SPAWNERS!
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1 vote
Modded Matchmaking
If a player has a desync-sensitive mod, they should be able to enter matchmaking and try to find a game with someone else with the same mod.
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1 vote
Developer Modding and Scenario Community Liaison
A specific developer of the game whose job it is to facilitate communication and requests between community content creators and the dev team as a whole. Ideally, this could lead to things such as newly generated god power types, triggers, and minor mechanics for creators to use in modding and scenario design.
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1 vote
Modded Matchmaking
If a player has a desync-sensitive mod, they should be able to enter matchmaking and try to find a game with someone else with the same mod.
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1 vote
Better VC Scripting Language
Currently, the VC scripting language is very bare-bones and lacks many features most scripting languages possess. Adding more complex datatypes would allow for more complex function returns, as well as making VC scripting significantly easier and more natural.
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1 vote
Better Civ and Culture Addition
Currently, the only way to truly add a new civilization or culture is through hacking the game. This is time-consuming, difficult, sometimes infuriating, and overall messy. Many times, the workarounds in hacking the game are inefficient and require a great deal of extra work.
In Retold, it would be extremely helpful if there was a way to simply and directly add a new civ or a new culture, including functionality in:
The main god picker menus. The dropdown god picker menus. Techtree, anim, sound, and proto tags. The fake techtree. UI elements such as the game border. -
1 vote
Custom UI Elements in custom maps
UI elements in scenario design are limited to several functions, such as the choice dialog or the message box. We would like the capability to modify the UI freely and create UI gadgets dynamically through scenario design and in-game functions.
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1 vote
Replace Hardcoded GodPowerExclusion/Hesperides flag with "GodPowerExclusion" proto-action
Age of Mythology has behaviour for actors (i.e Monuments) to block godpowers with the GodpowerExlusion flag, however this is limited as it is dependent on hardcode (i.e it's in the source code)
For example "GodpowerExclusion" only works if the player is "isis", and the range for the power is unmodifiable. The effect only works when the unit is in the "AliveState".
example code:
<action name="GodpowerExclusion"> <param name="MaximumRange" value1="30"></param> //maximum range of godpower block, at 0 there is no godpower blocking effect, modifable with techtree.xml <param name="Persistent"></param> //effect is persistant <param name="IsHesperides"></param> //used for Hesperides tree, basically alternate cursor </action>