Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

AoModAi
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Update: Jan 25, 2023 @ 12:05pm

Update: Jan 17, 2023 @ 10:32am

Update: Sep 14, 2020 @ 11:08am

Another small update to the raiding rule, it should now prioritise Markets whenever possible, although vision and other conditions still needs to be met. ( is the market in an area that can be safely reached, is it heavily guarded etc)

And some minor tweaks and frequency changes to ally supporting.

Update: Sep 6, 2020 @ 7:22pm

Just a quick little performance hotfix for the Query-hell this mod has been using.

I don't know if this will solve all the lag issues we're having, but it is looking very very promising as this is indeed a function that get called upon a lot!

A big thank you goes to Nate_e for finding this, much love! <33333333 :)

Update: Sep 6, 2020 @ 9:55am

Added a reactive unit training rule around " forwarded " buildings. (Highly experimental and may not always train the correct unit)
And lots of other minor tweaks and fixes - especially to the Eco/Escrow system..(:

Update: Dec 25, 2019 @ 11:28am

Sowwy, It's Christmas, so I don't have the time to write down every change I've added to the AI in the past year or so..
But to mention a few ones that comes to mind:

The AI will now forward build towers/fortresses and support units on the go, especially visible in chokes. ( Stinner, you're amazing for this idea <3 )

Added an AI to AI communication system, which will sync attack targets, ask for help/resources etc.

Improved the economy greatly, the AI will now farm closer to its base, and it will favour other resources behind the base instead of working towards the middle map* ( the AI has a mind of its own sometimes and it may not work as advertised).

Overall, the AI should be much more aggressive now, as I squished a nasty bug that would in some cases prevent them from launching attacks.. and I've patched up transport maps to free up pop space for when the plan goes into transport and it has no transport ships available ( kills units until it can train a ship ).

Improved custom map detection.

And a ton of other smaller fixes.. again, I know this was rather short.. but I may update it further at some other point when things settle down in my life and goes back to normal.. but I hope you guys will enjoy it for what it is.

And lastly.. one million thanks goes to those who have helped me on this project, as well as anyone who is still using this AI to this day. :)

Update: Dec 23, 2019 @ 7:41pm

Update: Sep 24, 2017 @ 3:37pm

Uumm.. okay.
WIP, this is raw btw:

This patch is all about fixing some bugs that have been bothering us since the vanilla version of AoM.

  • Atlantean AI should no longer crash the game on transport maps. (aka System Memory Error 172)
    The cause? converted Oracles.

  • The AI should no longer stop training villagers if they are being interrupted in the process of training one. (Loss of TC mid training/Citadel GP)
    And they should now reserve a small amount of resources to better support the flow.

  • Eco goals has seen some changes as usual and will continue to do so..
    aside of this, there is no longer an upper limit of how many food gatherers the AI can have. Wood and gold is capped at 60%.

  • Other bases are now a valid target for Gather plans.

  • Recovery after a main base change should now be much more responsive and the AI will now be more daring when it comes to gathering nearby resources at the new base to assure a much faster "recovery" rate.
    Walling the new base will also be delayed until it has a certain amount of available vills and gold supply.

  • Norse players should no longer get stuck when they convert villagers to ulfsarks.
    The game doesn't remove converted units from their previous plans, so the only solution to this is to index the unit, confirm that it was succesfully converted, then replace it by killing it and cheating in a new one.

  • Attack plans should no longer get stuck in "gathering" phases for longer periods, the deadline is set to 15 sec, after that, the attack is launched with no questions asked.
    I've also fixed a bug that caused some of the attack plans to end for no apparant reason.
    Additionally, attack plans should no longer get as easily stuck on Transport maps.

  • Transport plans for stranded units, vinlansaga and KoTH map have been fixed up a little bit to match area groups better.. and the initial villager transport should no longer halt if the first ship is gone(for real this time).

  • GPs will now be properly attached to valid attack plans, some have been enabled which was previously disabled(walking wood/fire) and some GPs now trigger at questionable times.
    The whole attachment thing also enabled Time Shift for Kronos player. :)

  • Egyptians will now rebuild siege camps and research "Stones of Red Linen" manually.
    They'll also train Phoenixes from the eggs when they are killed.

  • The donation system should now cover a few more emergency situations.

  • Markets should now favor the corner of allies more often or their own corner if it is repeatedly destoryed/solo.
    Caravan count will now also scale dynamically of the amount of total Popcap.

  • The unit picker has seen a few changes to favor stronger units at the game progresses on.
    And the Unit picker is now responsible for most Unit Upgrades instead of being handled manually.

  • Removed tons of usless code.. did you notice that the file size dropped from 1.5 to 1.3 mb? :D

  • MORE COMING LATER AS I REMEMBER STUFF

Update: Jul 2, 2017 @ 8:20am

Sorry, I've been working on an off for so long, so I'm probably missing tons of changes.
Besides.. I cracked the screen on my Tablet 2 months ago, so I haven't done much at all ever since that.

But to mention a few... (beware of the grammars.. this is all raw):

  • The donation system has been reworked.
    It should be more frequent and accurate when finding allied players.
    I've also added a little catch up system, which will find and boost the eco of allied players that are stuck in lower ages.
    The boost consists of enough resources to research the next age up. though they won't do this if they cannot afford it.

  • Classical Age armies are now using a whole new "unit pick" system to ensure that they don't get stuck by trying to train units that are not yet available to them.

  • Attack plans should no longer reset just out of the blue, and retreating is no longer allowed unless there are less than 5 live units left in the plan.
    Also, Settlement Attack plans should no longer chain for more than 2 attacks per plan, this was done so it can properly utilize the last attacked location for regrouping needs.

  • Melee types of siege units will now attack gates in very close range before attempting other buildings.
    And certain types of myth units and now considered this type as well.

  • Attack plans stuck in Transport states should now properly be canceled and reset.

  • Defensive personalities will now train even more units.. because what good will booming do if you can't even fight off 3 units!

  • Idle defend plans will now seek out active hunters and defend them.. Prio is Aggressive hunt before Easy hunt.

  • Norse players should now use their Hero for building houses, if there is no other builders available.

  • Ra players will no longer try to empower markets in Classical age.

  • The AI should now be able to use 2 farm plans in the mainbase at the same time instead of just one.
    Though the placement can be a disaster at times.. but it had to be done, otherwise we'd be stuck with 20 farms only due to a hardcoded limitation.

  • Some minor eco goals has been added as usual and all non eco upgrades are now halted until certain conditions are met.
    Conditions such as.. in order to upgrade that Cyclop, wait until you have at least 2 of them before considering it.

  • Some GPs have had their requirements shifted around a bit so they'll go off easier.


  • Walls walls and walls..
    Walling in general will start much sooner.

    And the rule that would search for allied mainbases will now do the opposite of what it did in the past -
    Instead of walling up the MB only, it will now search for any non mainbase of all human players and wall them up for you.
    This is enabled by default, though it only works on land maps and it's limited to 1 AoModAI player per team.
    In addition to this, it should now be possible to disable all the wall plans in the extra/basics files.

  • Removed lots of unused/excess code.. cutting down a few KBs worth of size!

Update: Feb 14, 2017 @ 10:46am

I'm not dead.. yet!
Hello grammars.


  • Fixed a critical inventory bug, though somewhat rare.. the AI will now "cheat" 0.01 resources at the start of a game to force update the actual inventory,
    which again will makes sure of that the AI will produce Villagers right away.

  • Atlanteans should no longer stop producing or maintaining Villagers if they have more than 20 caravans.

  • All attack plans will now carry on for longer if the current attack player has not been defeated, this will reduce the just "in and out" play!
    The Ai will now always try to rush at least 1 time in Difficulty levels above moderate and it is now more hesitant to surrender attacks.

  • Upped some Eco goals in Archaic and Classical age and Toned them down in Mythic age by a bit as it also adds planned units into consideration.

  • Defend plans on settlements to be built/claimed will now adjust siege and units more accordingly to the threats around the Target.

  • Food gathering in early game have now been improved, if the AI is still hunting, it will not switch to an aggressive hunt plan unless there is less than 150 food in the current Hunt location.
    Chickens/Berries and alike are not considered as hunt.

  • Eco upgrades should now upgrade much sooner.

  • King of the Hill scripts should no longer steal non-combat flying units on the water version of this map.

  • Hate scripts have now been updated to ignore certain buildings such as Springs, PlentyVaults etc.

  • Extra Buildings in Age 4 has been reduced by 4-6 depending on Civ. this should reduce the chances of units getting stuck in clumped areas.
    Poseidon special build rule has been reduced from 40 to 30 total mil buildings being randomly built all over the world.

  • Stranded units should no longer become permanently stuck on other islands after an enemy has been defeated or if the plan ended prematurely.
    Though there are some limitations, these are: a minumum of 5 stranded units has to be detected, it will only attempt to transfer up to 20 units at a time and it is only enabled on Transport maps.

    This was super interesting to work with.. I've tried everything from mapping every single AreaGroup (pre cache or during the game caused major freezes),
    the last known location (bugged out a lot and returned wrong AreaGroups) of an attack plan.. and then in the end a random location where an idle unit is - which is what I ended up with!
    With that being said, this is not the kind of script that'll make transport maps perfect, but it will certainly make them better than ever!


  • An alternate "when to attack" system has been added, this is disabled by default but will automatically enable itself if a modded protox file has been detected.
    This should make the AI more responsive in a modded environment and more detection scripts will be added in the future!

  • And lots of other small fixes that I forgot about, sorry.. it's been so long!