Jump to content
  • Sign Up

AoM Retold Modding Requests

Post your modding feature ideas here. Upvote or downvote and discuss these. Everything will be forwarded to the developers. Popular requests may or may not make it into the game - all decisions are made by developers.

35 ideas

  1. 6 votes
    Guests cannot vote

    Make mods propagate easily in lobbies

    When hosting a mod with maps or scenarios, it shouldn't be necessary to restart the game. Stretch goal: make data mods not require a restart either.
    Nakamura
    14
    views
    0
    comments

  2. 5 votes
    Guests cannot vote

    Animation mods should be usable online

    Currently in EE, an anim mod may or may not be really desync sensitive. A lot of high quality mods are unusable now online due to how the checks for this are handled. Change the system so that safe to use mods are not highlighted as desync sensitive.
    Nakamura
    21
    views
    0
    comments

  3. 5 votes
    Guests cannot vote

    Add a set unit XYZ command

    This is a very highly requested feature from many scenario designers who want to precisely position objects. There is now a working unit teleport but it doesn't always work such as when a unit is moving. More importantly it currently generates network traffic and acts delayed making it unusable for more than a very small number of objects at any given time.
    Please add a no nonsense set unit XYZ position command does what it says on the tin without delays or network traffic.
    nottud
    21
    views
    0
    comments

  4. 4 votes
    Guests cannot vote

    Add trigger effect reordering buttons

    Some custom trigger packs such as conditional, y triggers, target protounit, etc. rely on the order of effects/conditions. There is currently no way to reorder them other then cloning and deleting which gets unmanageable when the count is large.
    nottud
    28
    views
    0
    comments

  5. 4 votes
    Guests cannot vote

    Provide full unit protox API to triggers

    A small number of properties for a unit can be changed via modify protounit trigger and some techs but otherwise unit modifications are not possible.
    It would be nice to expand to provide full API for editing all unit properties listed in there (Other than critical ones such as object name, unit type) which would include:
    * Adding/Modifying/Removing properties such as obstruction radius, bounty factor, turn rate, decay time.
    * Adding or removing the many supported flags.
    * Adding/Modifying/Removing action types. E.g. Change the attack on some special attacks, or the radius or splash attacks, Add or remove regen persistent actions, even silly things like have minotaurs gore units across the map etc.
    * Other property changes such as changing what units can be trained, changing what techs can be researched, allowing other units to carry relics, etc.
    The possibilities this would provide for scenario designers for custom games is enormous!
    Maybe the simplest way to enable it would be to allow an xml fragment to be accepted for a unit id/name and it overrides the protounit data with the provided fragment but there are probably neater ways.
    nottud
    32
    views
    1
    comment

  6. 4 votes
    Guests cannot vote

    Allow map designers to "hide" player slots.

    Oftentimes when hosting a custom map, we need certain players to be CPU. Usually it would be something like "last player MUST be CPU!" or "last 2 players MUST be CPU!"
    We would like a feature that allows us to add hidden players to our custom maps that do not show up as available slots in the pre-game lobby or are already filled with computers.
    Alternatively, add a function that allows us to add a computer player on game startup, which can achieve the same result.
    Zenophobia
    23
    views
    0
    comments

  7. 4 votes
    Guests cannot vote

    Apply texture mask effect

    A new trigger effect that would apply a texture mask to the selected unit, for example frost or bronze (these are actual icons, so maybe an even better suggestion is to let the author freetext an icon path) and then specify time before reverting to default.
    Yeebaagooon
    21
    views
    0
    comments

  8. 4 votes
    Guests cannot vote

    Trigger Lock Error Message

    When triggers stop working there should be a message popup that helps you figure out where the problem comes from.
    Nickonhawk
    44
    views
    0
    comments

  9. 3 votes
    Guests cannot vote

    Allow individual units to have unique stats.

    Currently, the only method for modifying a unit's stats is through trModifyProtounit(). However, this function modifies ALL instances of the unit of that class. We would like the option to exclusively modify the stats of individual units separately.
    Zenophobia
    30
    views
    0
    comments

  10. 3 votes
    Guests cannot vote

    Improved multiplayer transmission of random maps

    Custom random map icons should be transferred together with the map and
    should both be automatically removed after the game if players have not subscribed to the map.
    This prevents problems with the map version, for example, and also saves memory@nottud
    should act as if the player had subscribed to the map in the mod browser making file management a lot more convenient.
    Also, it sometimes happens that players accidentally do not accept the download of a map from the host and then have to leave the game and rejoin to reactivate the popup. This has to be easier.
    JeHathor
    41
    views
    2
    comments

  11. 2 votes
    Guests cannot vote

    Add code block text area trigger effect and condition type

    Add a special text area trigger effect and conditions that can be inserted into a scenario allowing blocks of code to be dropped in for more advanced effects. Currently only a single line text editor is available as an option for triggers only allowing one line of code at a time which makes using custom code in triggers very difficult.
    nottud
    23
    views
    0
    comments

  12. 2 votes
    Guests cannot vote

    Allow god power UI icons to be changed via triggers

    A very large number of maps use god powers that are modified with triggers to have a completely different effect to what the game originally had them do. However it is difficult to convey a powers function when you cannot change it's icon to another texture. This is to allow a trigger to set the icon for a displayed god power slot to a new one via triggers.
    Note if the larger feature request of allowing lobby transfer and immediate play somehow makes it in then this may become obsolete.
    nottud
    20
    views
    0
    comments

  13. 2 votes
    Guests cannot vote

    Change name functionality in RMS

    Currently the change name trigger does not work in custom made Random Map Scripts, please allow this.
    Yeebaagooon
    21
    views
    0
    comments

  14. 2 votes
    Guests cannot vote

    Specify icon for scenario

    Currently custom scenarios all share the same icon. Perhaps there could be the ability for the author to specify the icon path to represent their scenario when it is hosted in  MP lobbies?
    Yeebaagooon
    25
    views
    0
    comments

  15. 1 vote
    Guests cannot vote

    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
    25
    views
    0
    comments

  16. 1 vote
    Guests cannot vote

    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
    14
    views
    0
    comments

  17. 1 vote
    Guests cannot vote

    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
    21
    views
    0
    comments

  18. 1 vote
    Guests cannot vote

    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
    29
    views
    1
    comment

  19. 1 vote
    Guests cannot vote

    Make it possible to index through the units within an ai plan

    I quote from a comment in the original "ai2/aomxaimil.xs":
    JeHathor
    23
    views
    2
    comments

  20. 1 vote
    Guests cannot 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.
    Yeebaagooon
    11
    views
    0
    comments

  21. 0 votes
    Guests cannot vote

    Render Rain Trigger

    Port over (or add a similar trigger based on Render Snow) the Render Rain(percent) trigger from Age of Empires 3 so modders don't have to place Ra Rain actors everywhere.
    XLightningStormL
    18
    views
    0
    comments

  22. 0 votes
    Guests cannot 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.
    XLightningStormL
    14
    views
    0
    comments

  23. 0 votes
    Guests cannot 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.
    XLightningStormL
    12
    views
    0
    comments

  24. 0 votes
    Guests cannot 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.
    XLightningStormL
    14
    views
    0
    comments

  25. 0 votes
    Guests cannot 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.
    XLightningStormL
    18
    views
    0
    comments

×
×
  • Create New...