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.
45 ideas
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7 votes
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.
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6 votes
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.
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5 votes
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.
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5 votes
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.
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5 votes
Trigger Lock Error Message
When triggers stop working there should be a message popup that helps you figure out where the problem comes from.
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5 votes
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.
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4 votes
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.
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4 votes
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.
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4 votes
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.
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4 votes
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.
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4 votes
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.
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3 votes
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.
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3 votes
Change name functionality in RMS
Currently the change name trigger does not work in custom made Random Map Scripts, please allow this.
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3 votes
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?
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3 votes
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.
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2 votes
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.
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2 votes
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
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2 votes
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.
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2 votes
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)
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2 votes
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.
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2 votes
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.
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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.