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
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0 votes
GarrisonPopulationDecrement (i.e reduce the population cost of garrisoned units) protounit functionality
Essentially a port over of the Kallanka ability from AoE3, basically reduce the population of units contained within the building, and allow it to be exposed to the techtree.
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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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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
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
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
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
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
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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0 votes
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.
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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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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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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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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
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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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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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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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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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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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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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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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.