Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Explore modified graphics as well as new scenarios, maps, AI, and more! Ready to share your creations with the world? Upload right from the in-game mod manager.
James_C 26 Apr, 2024 @ 11:53pm
Assist Request:
Okay, off the bad I do not expect much here but I have questions and if I can get any amount of clarity that would be great.

1. Is there a mod that will work with the LOTR modpack that will increase the health of walls and towers and remove the watchtower limit? - In game I have ran into several situations where I have had to go on the defensive and it is almost always just a slower grind to defeat. I am looking for a mod that won't make a defending a siege impossible to break, just more viable to be used if necessary.

I have attempted two mods. Both of which while they do work, remove military buildings from being accessible to the factions in game. So when I play-tested the last mod I tried, The game was borderline impossible to win and the AI gave up right from the start. Which, I know 1 or 2 doing that in the LOTR mod is basically normal, but not all of them at once.

2. What are the chances a modder with more tact and skill would be willing to bug-patch the LOTR mod pack? I assume the original creator at this stage has abandoned the project due to the complete lack of updates. Would someone be willing to put the effort forward to getting permission to just patch the state of the mods to be more... well... playable? Not sure the factions deciding to quit at the stat is fixable but bugs like graphics glitches and invisible units would be nice to fix.
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Showing 1-4 of 4 comments
Stygian Emperor 6 27 Apr, 2024 @ 12:25am 
To answer the first - you'd probably need to edit the LOTR mod directly, rather than make a new mod (or at least copy over a large portion of it), because all units and buildings are stored in a single file called proto2.8.xml, and only one proto can be loaded for the game, therefore whichever mod has highest priority completely overwrites any others. Same goes for the techtree.

I've never used the LOTR mod myself, though, and I may be misunderstanding you.
Last edited by Stygian Emperor; 27 Apr, 2024 @ 12:26am
James_C 28 Apr, 2024 @ 10:34am 
Originally posted by Stygian Emperor:
To answer the first - you'd probably need to edit the LOTR mod directly, rather than make a new mod (or at least copy over a large portion of it), because all units and buildings are stored in a single file called proto2.8.xml, and only one proto can be loaded for the game, therefore whichever mod has highest priority completely overwrites any others. Same goes for the techtree.

I've never used the LOTR mod myself, though, and I may be misunderstanding you.

Okay, how then do I handle load order? Because I don't see a way to effect this in game or in the launcher unless I missed it.
Stygian Emperor 6 28 Apr, 2024 @ 2:31pm 
Originally posted by James_C:
Okay, how then do I handle load order? Because I don't see a way to effect this in game or in the launcher unless I missed it.

Sure - in-game there's a button on the main menu that looks like the Steam logo. In that submenu there's a list of your mods. Mods higher on the list are loaded later/have higher priority.
James_C 29 Apr, 2024 @ 12:11am 
Originally posted by Stygian Emperor:
Originally posted by James_C:
Okay, how then do I handle load order? Because I don't see a way to effect this in game or in the launcher unless I missed it.

Sure - in-game there's a button on the main menu that looks like the Steam logo. In that submenu there's a list of your mods. Mods higher on the list are loaded later/have higher priority.

Oh! Okay! Thank you! I will give it a shot bumping the mod I wanted to the end of the load order and if it is already there or does not work right after I do that, I will assume the issue is going to be what you mentioned and the mods are conflicting regardless. That will hopefully tell me what needs to be done.
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