Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Full Tech Tree
140 Comments
canadakeroro Aug 23, 2024 @ 11:34pm 
Love this mod, but the Titans can't walk across water, and it's not competible to the mod "Campaign Titans + Water Titans", if you fix that AND gives the option to replaces the Titans, then it would be the perfect mod
FilipGeorg95 Mar 3, 2024 @ 4:14am 
Hey Alan, can you please add Kamos, Kastor, Gargarensis as heroes too and maybe Krony for Kronos
FilipGeorg95 Feb 29, 2024 @ 9:43am 
any chance of compatibility with Age of Wrath mod please ?
straight goober Dec 6, 2023 @ 11:34pm 
can you please make compatible with population and resource limit mods?
󠀡󠀡 Oct 16, 2023 @ 3:36pm 
should make also available for (The return of the gods) Aztec mod.... hhhh:steamsalty:
merk Oct 16, 2023 @ 5:10am 
any way to make this compatable with "Ippert's Complete UI 1440p"?
Works with the AoM extra?
samonzwerg May 5, 2023 @ 9:49pm 
@AlanWake That would be nice because I would like to use this and the AoM Extra mod at the same time.
misterskelodar Oct 29, 2022 @ 5:15am 
I'm not sure if it's a conflict of some kind but this mod doesn't work right with your recent fall of the trident duplicate campaign. I'm still with the greeks (Atlanteans) and so far most of the tech is there but there's only one or two of the myth units available. Usually it's just the cyclops, manticore and chimera that are available. The techs for the others are there, but you can't train the myth units no matter which god you take.
THOR ODIN´S SON Oct 7, 2022 @ 6:01am 
How can i edit the stats of the new guardian aka Mountain Giant?
AlanWake  [author] Sep 16, 2022 @ 3:12pm 
I think I won't touch the Full Tech Tree Mod, further. But in the future, I am considering the possibility of merging this with the AoM Extra and the Weather Mod.
IantasGames1995 Sep 16, 2022 @ 10:42am 
More new Update?
AlanWake  [author] May 4, 2022 @ 10:49am 
Hey all, I created a duplicate Mod friendly Fall of the Trident Campaign. If you want to use this mod or any other mod to play the original campaign now you can! Here's the link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2803526160
NecroarcanistXIII Apr 19, 2022 @ 5:37pm 
@Lucas Novas If it's the campaigns you're having trouble with, mods don't always play well with the campaigns, especially Fall of the Trident. I can host an online game and have no issues, but I haven't played campaigns for ages, and last time I tried the Chinese campaign, War Chariots were invisible.
NecroarcanistXIII Apr 18, 2022 @ 8:55pm 
@Lucas Novas No issues on my end. Sometimes you need to quit+reload the game for the mods to sort themselves out.
UndercoverG -iTz- Mar 21, 2022 @ 12:25pm 
This mod used to work for me but does not now. What am I doing wrong? I removed all other mods and it still does not work. Please advise on a course of action
mrcoolize Feb 26, 2022 @ 10:29am 
Do you think it could be possible to make a mod or add to this that you can traitor villagers and build other civs's building or add villagers of other factions in the forum or something
AlanWake  [author] Feb 15, 2022 @ 10:18am 
There is a work around for this. You can go to the scenario editor, and load the scenario levels directly into the scenario editor and play it. In the future I will look for a different solution for this. (A Mod friendly duplicate campaign might be easier to create than actually modding everything back into the proto1.0)
arajagopal97 Feb 15, 2022 @ 10:09am 
The full tech tree no longer works in the original campaign.
Purge8642 Jan 26, 2022 @ 8:07am 
Awesome, thanks for the update! There's a cheat code that allows titans to walk on water anyway, so don't worry about that one. It's at the link if you're interested.
https://steamcommunity.com/sharedfiles/filedetails/?id=2147961852
AlanWake  [author] Jan 25, 2022 @ 7:22pm 
I fixed the progress bug, but I had to revert some of the features of the mod. Ragnarok Hero can't be trained anymore because it was breaking the norse AI, and I had to revert the Titans walking through water. Hel's nidhogg GP is reversed as well. I will test the code again, and try to restore some of these feature and see if the AI is playing nice with them. Have fun for now.
Purge8642 Jan 25, 2022 @ 7:28am 
Sounds good, looking forward to the fix. :)
AlanWake  [author] Jan 25, 2022 @ 5:54am 
I noticed the progress bug as well. It's happening because of the God Powers, I think. I will revert, some of the changes, involving the Nidhogg god power, and hopefully everything will return back to normal. I fixed a similar issue in another mod of mine.
Purge8642 Jan 24, 2022 @ 7:41pm 
I'm really enjoying this mod. I love the Atlantis walls for Greece and being able to recruit all units for the faction I play is awesome, great additions. The issue is that through extensive testing I've noticed that none of the AI progress past Classical Age. No matter how long the game goes on for, a lot of them don't build an armory, and when they do they still don't progress to the next age. I'm running no other mods, just this one.
Pimpin Pippin Jan 24, 2022 @ 9:49am 
Thanks for replying :)
One simple way someone elsewhere suggested of playing the old original campaigns with the latest balance & new units was to use the map/scenario editor (from within age of mythology EE) and then just open the campaign map/scenario then "test" (play) it at the desired difficulty.
Its really convenient since it requires no file editing or tinkering what so ever, just pick a campaign map and test/play it.
AlanWake  [author] Jan 24, 2022 @ 9:44am 
The Titans campaign work with the mods and the patch 2.8. But sadly, the original campaign won't accept proto2.8, and it won't show the units from the Chinese DLC even if the proto1.0 is modified.
Pimpin Pippin Nov 4, 2021 @ 7:42am 
Hey thanks for all the creative work you do :)
Can you please tell me how can i mod the game to play the original AOM and Titans campaigns but using the latest balance changes from the AOM EE 2.8 (including new units like the Physician)?
>:FrozenDragon:< Oct 5, 2021 @ 12:16am 
I actually just copied the entire UI file and so far haven't found any issues. Main thing I was after was getting some extra slots for the Villagers to build some additional stuff. I am aware that the other building UI's are smaller aswell but I don't mind it.
AlanWake  [author] Oct 4, 2021 @ 4:12am 
It's not just for the villagers, changing the those numbers change everything for the buildings and the villagers. You just need to upload the both files to a web program and compare them, otherwise it would be too difficult to find them manually.
>:FrozenDragon:< Oct 4, 2021 @ 3:24am 
Ah,
I'll have to look at the UI file and see if I can find which changes go for the villagers specifically so I can fit more buildings in my personal mod.
AlanWake  [author] Oct 4, 2021 @ 3:22am 
You have to make changes to the uimain file in the data :) I can't remember what I exactly changed, but you can compare a normal ui file with the one I have in my mod, using an online text compare program. It will show which parts are different. :)
>:FrozenDragon:< Oct 4, 2021 @ 3:08am 
Awesome mod, however I would like to ask how you made the icons to build things smaller? I've noticed that when selecting a villager to build something the icons of all the buildables are smaller, how did you do that? Something I'd like to do for my own personal mod to allow more stuff to be built.
arajagopal97 Jun 13, 2021 @ 6:04pm 
I just wanted to say once again (if I haven't said it already) what a wonderful app you've made.
misterskelodar Jun 11, 2021 @ 1:08pm 
I have it on top priority, and I have yet to find a mod that works with any other mod so I'm only using one at a time. The problem persists.
AlanWake  [author] Jun 11, 2021 @ 12:57pm 
Full Tech Tree needs be top priority, and it won't work with many other mods.
misterskelodar Jun 11, 2021 @ 12:48pm 
Technologies seem to work fine but I'm not getting the myth units, aside from what minor god I choose for all civilizations. Especially the Atlanteans.
AlanWake  [author] Jun 6, 2021 @ 1:57pm 
The Full Tech Tree mod is now updated. The titans can walk across any body of water, Norse and Egyptians get new hero units, and build limit for towers is removed and the castle & fortress limit is increased.
NecroarcanistXIII May 9, 2021 @ 2:45am 
Ok, scratch that, those water mods don't seem to work atm.
NecroarcanistXIII May 8, 2021 @ 5:05am 
@saturn2002 You can try the Campaign Titans + Water Titans mod. If you can handle your Titans being reskinned, it worked last time I checked. I have another Water Titans mod subscribed atm but it's broken. The uploader said in comments to use the Campaign Titans mod until they fix it for the 2.8 patch, which was mentioned June last year with no comments since.
AlanWake  [author] May 1, 2021 @ 7:45am 
I can do that in the next update. I have been busy with quite a bit of stuff.
DROSS_LOCURAEMOCIONANTE3000_ May 1, 2021 @ 2:31am 
Hi bro, umm, idk if you still working with this, but could you make Titans to walk on water? or, it is compatible with a mod that does that?
AlanWake  [author] Feb 27, 2021 @ 5:07pm 
Only works with the Titans and the tale of the dragon campaigns
neilios9999 Feb 26, 2021 @ 10:50pm 
Does this work with all of the main campaigns though ? Which mods would conflict with this one ?
AlanWake  [author] Feb 26, 2021 @ 4:58am 
It needs to be on higher priority. Open the steam workshop menu while you in the AOM's main menu and put this top priority.
Clairdren Feb 26, 2021 @ 12:45am 
When i subscribed and launched up my game, it didn't work for me. is there something i need to do specifically to get it to work? not modded AoM before so if so idk
NecroarcanistXIII Feb 11, 2021 @ 6:09am 
I would've attempted replicating the bug, myself, but it seems I missed my chance. I probably should've cancelled the mod's update so I could do another test. I can't remember what Major God I was playing as, but given Forseti is unavailable to Odin, it makes sense he would pop up in the shrine as the 3rd option for Odin players.
AlanWake  [author] Feb 9, 2021 @ 7:38pm 
Minor God button in the Shrine is removed now, I will fix it's issues at a later date and re-enable it.
AlanWake  [author] Feb 9, 2021 @ 6:36pm 
I just tested the mod and in the current version of the game, it's impossible for Forseti to be visible during classical age, at least for Odin. It still makes some of the myth units invisible but it didn't remove break the age system. I couldn't re-create the issue. (The bug you mentioned was there before the last upade, I am wondering if the mod was uploaded correctly during my latest upload)

I will fix the issue further and if it's unfixable , I'll remove the code for now.

I considered moving all upgrades to the shrine. Maybe that's what I will do eventually.
NecroarcanistXIII Feb 9, 2021 @ 6:22pm 
It's probably for the best to fix all the bugs first before adding anything new. At least I know now NOT to screw around with the Shrine while Ageing Up.

Personally, what I'd do is make all units trainable through the Temple, but have unit upgrades done through the Shrine, alongside the Relic Upgrades. Not all Myth Units have upgrades associated, so that cuts down some space. Maybe Omniscience upgrade could be moved to the Town Centre to save 1 extra slot.
AlanWake  [author] Feb 9, 2021 @ 9:21am 
I am actually planning something like that for a future mod. It will be a bit different though. I will first fix all the existing bugs in Full Tech Tree and complete this mod. (Really sorry about that bug) I am planning to make Greek version of the Atlantean gods. I will test it first with the Greeks and Atlanteans. Greeks will have the ability to pick Atlanteans Minor Gods through the shrine.The shrine feature was a test. (The temple will display the Greek Myth units, and the Atlantean myth units will be available through the shrine)

It's possible to add all of the myth units, but then there won't be any place left for the tech upgrades.

I even considered creating a Ptolemaic mod, where Egyptians could control Greek units.

You can use the forum link above the share your ideas as well. That will be a different mod, but I will re-use the code from this mod.