Modding Feature Requests

There’s the tiniest bit of hopium about a chance of a patch with Steam indicators hinting at work being done. But realistically, survival is going to depend on mods. So if there is going to be a circling back for a final send off any features that can enhance modability will have a tremendous impact.

To start off with, Kaeto Santos recently made a discord post with some very solid requests. I’ve also added a few of my own suggestions that I think could be useful.

  • The ability to add new civtypes

  • The ability to create new new resources (like Influence, Export, etc) and associate them with the civtypes

  • The ability to define the animations for circular and other paths like it is possible for static anims (i.e. Community Plaza)

  • Additional actions that scale by contained units

    • Modifying gather actions would be hugely useful and would allow features such a barn that generates resources when livestock are garrisoned or a fisherman that could improve the gather rate of ships when put inside
    • Modifying conversion resistance and conversion delay could be very useful for a ship capturing mechanic
  • More supported KBStats for tech effects (i.e. totalMinedResources, totalHuntedResources, etc)

    • Resource gathered stats such as totalResources (with resource parameter), totalChoppedResources, totalFishedResources, totalFarmedResources, totalPickedResources, totalShrineTrickleIncome (with resource parameter), totalTorpResources (with resource parameter), etc would be very helpful.
    • Units/buildings killed/lost/trained with a unit type parameter (ie. how many cavalry trained, military buildings destroyed, trees chopped down, etc)
  • Other?

    • Wiser folks than I probably have better ideas of some modding limitations that could be fixed by the devs. Please suggest them.

Nice to have:

  • Model import functionality like AoM
  • Better multiplayer modding compatibility (better visibility in matchmaking even by those who don’t have the same mods enabled)
  • Including more work in process or cut content assets in the game even if not fully implemented. The more stuff to work with the better.
11 Likes

I would like the ability to set P1 to be an AI, and to set all the different players to different AI’s. That way we can compare AI mods and the vanilla AI, and even do some AI tournaments.

6 Likes

Get back the xml files as multiplayer compatible.

If is not possible, add a way to use attachments and logic type=”Civ” and “Tech” to visualmods.xml

2 Likes

The Scenario Editor in general needs an overhaul. It sorta looks the same it did back in 2002 or so (As in, literally what it looked like in the OG Age of Mythology.)

Being able to create custom campaigns with interconnected scenarios would be a huge step forward already. Or a non-convoluted way to create custom decks for scenarios.

7 Likes

+1 for this. I imagine it will be a large amount of work, but would be amazing if they introduced AoMR’s Tmm format into the game. It would allow for sharing of tools between the 2 community.

Would also like to see them port over the new string file too. Mainly the change of using a text for the lookup key rather than a number.

Another thing that apparently isn’t possible is creating dialogue lines for actions like fishing or herding. So giving more options for targets with their own sounds would be great, or the ability to define new valid targets for custom sounds would be even better.

1 Like

Along the same lines, being able to change the “battle din” sound for civs.

Aztecs and Inca using the Lakota warcries when they win a battle feels so wrong lmao.

3 Likes

Top tier requests
Nice work!

Most importantly, modded rooms should be visible in the main game lobby with an indicator warning it is a modded room. Another features could be the ability to adjust resources sent to teammates.

1 Like