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.

46 ideas

  1. 0 votes
    Guests cannot vote

    acceleration on arrow keys

    I hope they will add acceleration to the arrow keys for people who dont want to scroll with the mouse to the edges of the screen. The acceleration should be adjustable.
    In AOE3 DE the acceleration of the arrow keys work great.
     
    Karpfen_69
    0
    views
    0
    comments

  2. 4 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
    108
    views
    1
    comment

  3. 1 vote
    Guests cannot 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>
    XLightningStormL
    89
    views
    0
    comments

  4. 1 vote
    Guests cannot 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.
    Zenophobia
    201
    views
    0
    comments

  5. 0 votes
    Guests cannot vote

    IgnoreArmor Param

    Add a Ignore Armor param for all attacks that allow them to ignore a double/float value between 0.0 (effectively no effect) to 1.0 (ignores armor entirely) with type referring to the type of the armor that it can ignore (Hack, Pierce, Crush) Obviously the effect can only work if the unit has a damage value type relevant. Furthermore there should also be the option (IgnoreGodPowers) to ignore god power effects like Bronze which should nullify the param's effect without the option flag.
    <param name="IgnoreArmor" type="DamageType" value1="double/float" option="none/IgnoreGodPowers"></param> This can effectively be considered similar to the AoE2 Obuch's "damage armor" bonus, although without the permanent damage effect.
    XLightningStormL
    143
    views
    2
    comments

  6. 0 votes
    Guests cannot vote

    Global="" flag option for soundsets.xml definitions

    Global="" allows players to define sounds that are played throughout map, regardless of it's progenitors location, it essentially would be a soft code exposure for hardcoded global sounds (i.e Age Advance) and would be beneficial for modders and scenario editors for things such as map-based ambient soundscapes (similar to AoE3's map type based ambient sound loops)
    XLightningStormL
    143
    views
    2
    comments

  7. 1 vote
    Guests cannot 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.
    AProperGentleman
    175
    views
    0
    comments

  8. 2 votes
    Guests cannot vote

    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
    views
    0
    comments

  9. 1 vote
    Guests cannot 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.
    AProperGentleman
    175
    views
    0
    comments

  10. 1 vote
    Guests cannot 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.
    AProperGentleman
    160
    views
    0
    comments

  11. 1 vote
    Guests cannot 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. 
    AProperGentleman
    156
    views
    0
    comments

  12. 2 votes
    Guests cannot vote

    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
    views
    0
    comments

  13. 1 vote
    Guests cannot 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.
    AProperGentleman
    147
    views
    0
    comments

  14. 3 votes
    Guests cannot vote

    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
    views
    0
    comments

  15. 1 vote
    Guests cannot 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!
    NateE
    166
    views
    0
    comments

  16. 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
    141
    views
    2
    comments

  17. 2 votes
    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
    144
    views
    1
    comment

  18. 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
    120
    views
    0
    comments

  19. 4 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
    158
    views
    2
    comments

  20. 5 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
    139
    views
    0
    comments

  21. 1 vote
    Guests cannot 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)
    XLightningStormL
    129
    views
    0
    comments

  22. 1 vote
    Guests cannot 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.
    XLightningStormL
    109
    views
    0
    comments

  23. 1 vote
    Guests cannot 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
    XLightningStormL
    152
    views
    0
    comments

  24. 2 votes
    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
    124
    views
    0
    comments

  25. 1 vote
    Guests cannot 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.
    XLightningStormL
    116
    views
    0
    comments






×
×
  • Create New...