Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Eldritch Culture
54 Comments
SteahmChip Aug 30, 2024 @ 7:19pm 
Thank you!:steamhappy:
AProperGentleman  [author] Aug 30, 2024 @ 6:49pm 
SteahmChip Aug 30, 2024 @ 12:09am 
Hello!
AProperGentleman  [author] Jul 11 @ 10:09pm 
Yep, this mod is rendered obsolete by Divine Edition.

@AProperGentleman

Where is "Divine Edition?"
Or are you referring to the new Age of Myth 2?
Thanks
Isholthesh Jul 11, 2024 @ 7:13pm 
roger, you guys made an amazing mod, i hope it was fun! if retold has a workshop would you port or remake? or not at all?
AProperGentleman  [author] Jul 11, 2024 @ 7:09pm 
Yep, this mod is rendered obsolete by Divine Edition.
Isholthesh Jul 11, 2024 @ 5:33pm 
is this mod no longer worked on? i understand if not.
metaldude78586 Jun 5, 2024 @ 2:09pm 
i cant find the divine edition.
Ghengis Cat May 10, 2024 @ 10:52pm 
Please port over to Retold when it comes out.
baldhead Oct 17, 2023 @ 2:01pm 
i tried the mod out and while testing if everything works in a sandbox match i found something, not sure if its on my end or the mods end but when i summoned the titan it only stayed on the cthulhu model when it was idle, whenever it did anything else it went back to the cerberus model. and is the formless spawn supposed to look like a siege tower?
Isholthesh Sep 7, 2023 @ 8:09pm 
do you guys plan on porting the eldritch mod to aom:retold when it comes out?
Isholthesh Jun 19, 2023 @ 4:56am 
(sorry for the massive delay in my comment to you) each pantheon has a unique upgrade to the walls at the end game to keep up with the strength of mythic age, albeit a slight buff, but playing with this mod i did notice a missing final wall upgrade even playing structure focused gods, that left them weaker than normal, i was curious if you could add a wall upgrade that would make the difference, please and thank you! thanks for reading my comment!
AProperGentleman  [author] May 29, 2023 @ 6:04pm 
Hm, then I'm not sure what's going on. Maybe it's a memory issue, where the program isn't allocated enough to handle loading the mod?

If you try Divine Edition, does it work?
Sikyx May 27, 2023 @ 6:04am 
Before the main menu screen, it doesn't seem to be able to launch properly. My enabled language is English
AProperGentleman  [author] May 26, 2023 @ 8:23pm 
Sorry for missing keyblade's comment! The AI's issues are (almost entirely) fixed in Divine Edition, and the dreams of plenty deactivating over time is an intended anti-camp measure. This shouldn't happen specifically when advancing though...I'll have to check that one out, see what's going on.

And Sikyx, where does the game crash? Does it happen before or after the main menu screen? What's your currently enabled language?
Sikyx May 9, 2023 @ 5:56am 
Unfortunately subscribing to the mod (and it's dependencies) causes my game to crash on start-up, before I'm able to enable them
keyblade96 Nov 27, 2022 @ 2:01pm 
Hi, been playing this mod for a few days. In addition to the finicky AI not advancing that has already been mentioned, I've also noticed that Azathoth's Dreams of Plenty will all deactivate. I haven't found when exactly it occurs but it's consistent, at some point during advancement they all shut down as if they took damage.
AProperGentleman  [author] Nov 17, 2022 @ 12:43pm 
@anglinex there's a tech tree pdf under the discussions tab, and there's a fully up-to-date pdf (to the development version) in the divine edition discord
@sokratis that is very odd -- it should work in supremacy. But at least it's working!
Sokratis Nov 17, 2022 @ 12:13pm 
ah I fixed it I had to change to conquest instead of supremacy
anglinex Nov 17, 2022 @ 5:05am 
That is unfortunate. Any way out of game? Like a PDF?
AProperGentleman  [author] Nov 16, 2022 @ 10:52pm 
@Sokratis Try disabling all other mods, and if that doesn't fix it, delete all mod files and resub to this and all packs. This mod does not play well with most others, I'm afraid.

@anglinex You mean the ingame techtree like for the other cultures? Sadly, that's not possible without replacing another. At least, not yet.
anglinex Nov 14, 2022 @ 8:10pm 
Would it be possible to get a proper tech tree for this?
Sokratis Nov 12, 2022 @ 1:39pm 
I tried running it with the main mod and the packs but it doesnt seem to have any options under zeus
AProperGentleman  [author] Nov 7, 2022 @ 3:43pm 
4: Yeah, some of the AI has gotten negatively affected. Zeus doesn't work, and the Atlanteans have around a 50% chance of never advancing to the classical age. That's been mostly fixed in the current development version, but the Atlantean AI in particular is still a little finicky, though I've found several workarounds that make it serviceable.
AProperGentleman  [author] Nov 7, 2022 @ 3:43pm 
3: Those three myth units have a very specific playstyle, I've found. Formless Spawn are extremely weak unless garrisoned in each other, since a Formless Spawn inside another does double the damage that it'd do by itself. Unwravelers are extremely good against the AI and anyone who isn't paying close attention, as you can destroy enemy gold mines extremely quickly. The AI in particular has no idea how to respond, so you can gold starve them very easily, but that sort of thing doesn't work so well against human players, I've found. Serpents of Yig, though, I'm a bit concerned about. Sure they're great at raiding, but sometimes it does feel like a giant snake should do better against other units than they actually do. They might get a buff before the beta release. Same with Deep Ones -- I'm still trying to figure out a better way for Dagon to be at pickable on land maps with a little water, though it does make sense that you'd never, ever pick Dagon on a map with no water at all.
AProperGentleman  [author] Nov 7, 2022 @ 3:43pm 
My goal with rituals is to have them be somewhat niche (aside from the Altar and maybe the Ritual of Lightning), where you're not going to use them every game and you're probably not going to form strategies around them, instead using them as surprises or mixups. Setting a Ritual of Serpents on an enemy's trade route while they're not expecting it, that sort of thing.

I don't think I've hit that balance yet, though -- that'll take way more playtesting to accomplish. Do you have any specific ritual comments for me? Any rituals you've found particularly interesting/helpful or particularly useless?
AProperGentleman  [author] Nov 7, 2022 @ 3:42pm 
2: I've done a fair bit of cost-rebalancing for the ritual techs in the current development version, though some rituals (specifically the ones that summon units, such as Dreamer's Invocation or Ritual of the New Moon) feel very same-y in practice and some (like Ritual of the Black Flame) don't feel "right" to me yet. Compared to rituals that can really change the game, like Yog-Sothoth's Ritual of Farsight, Cthulhu's Maw of the Deep, and especially the Ritual of Lightning (I don't even really count the Altar as a ritual, it's more of a necessity), they don't feel like they have the same sort of impact yet. A lot of that is hopefully going to get worked out during the Divine Edition beta, as more people mess around with the rituals and experiment with unusual strategies, and as I get more criticism and advice.
AProperGentleman  [author] Nov 7, 2022 @ 3:42pm 
@W0lfteam It goes up to Fortified Walls in the current development version, though I'm not 100% sure whether that's the case for this version. What's the max upgrade level here?

@FohnJarmey

1: I agree -- aside from the Cultists of Cthulhu, who are pretty strong one-pop myth units in their own right, they're all very similar. Unfortunately, there's a hardcoded game limitation that units can have only one transformation. That's why I have to have one cultist per god, as that's the only way I can have the unique transformations.
FohnJarmery Nov 7, 2022 @ 10:22am 
After a few more playthroughs, I'd also like to raise that there appears to be an issue with Zeus AI? All of the Random matches I've played against Zeus bots, the AI has resigned/stopped operating immediately after the fight begins - perhaps the AI doesn't know to pick the Major God option at the TC?
FohnJarmery Nov 6, 2022 @ 3:54am 
2: Rituals. The ritual system also feels like it could use some work. Again, it feels like you wind up with too many of them to research as the game goes on and I almost feel obligated to research them just to stop the Library menu becoming cluttered. Having to spend a lot of resources to obtain the ritual to then have to spend a lot of resources to construct the ritual just doesn't really feel viable in the fast-paced gameplay of AoM.

3: Some of the Myth Units (namely Formless Spawn, Unwraveler, Serpent of Yig) feel a bit too limited in their usefulness right now. The former two in particular feel too weak and it feels like you're nerfing yourself too much compared to your opponent picking up an early combat myth unit.

Otherwise really neat! I like this quite a lot.
FohnJarmery Nov 6, 2022 @ 3:54am 
I've spent a few hours testing now and there's some really neat ideas and gameplay mechanics here! Obviously the lack of unique assets is a bummer but there's not much you can do about that right now. I do have some feedback not related to assets though;

1: Cultists. The Cultist mechanic is interesting but getting an entirely new cultist with each Minor/Major God is just too much. By the end of a battle you have 5 different cultists, all sharing the same icon/appearance/stats and it seems like the only reason for having multiple is that each one has a different transformation? I think the Cultist system would work much better if there were only one type of Cultist but each new Minor God worshipped unlocks a new transformation for them. This would lead to the Temple being way less cluttered in terms of icons and you wouldn't need to click between different cultists until you find the one you want.

Cont.d next post
Isholthesh Nov 4, 2022 @ 9:46pm 
thank you, I also remembered one more thing i wanted to say, is it possible to add another wall upgrade? specifically i feel like without combo-ing structure upgrades, the wall's feel weaker than most other of the cultures, apologies if you have already known.
AProperGentleman  [author] Nov 4, 2022 @ 5:17pm 
@orion
I recommend not playing against the Atlantean AI -- it has a tendency to just not build temples, ever. Frankly, I have no idea why, and in the Divine Edition beta, I've just given them a hack where they just automatically get a free temple at around four minutes in. All the other cultures should be fine, though, as their AI is far more resilient.
AProperGentleman  [author] Nov 4, 2022 @ 5:16pm 
@W0lfteam
Thanks! And the wendigos' volume has definitely been reduced, don't worry!

@Colonel Bahamut
Thanks! I've gotten all of the histories written for all the techs and units, along with a quote or passage for each one. When the beta for Divine Edition comes out, you'll be able to read up on everything! As for Levy and Conscript, I left it in for the dock units, but not having it for Military Center, Training Ground, or Grand Temple units was a conscious choice. I felt that the late game for Eldritch was a little TOO strong, what with infinite god powers and the Grand Temple units, so I scaled back their training speed in the late game to compensate.
orion Nov 4, 2022 @ 4:18pm 
when I play a game the AI play against just seems to stop playing is there a way to fix this
Colonel Bahamut Nov 3, 2022 @ 10:08am 
This mod is amazing. So many interesting things and I love to read up on the lore behind them. One thing that I would suggest is adding the levy (and above) techs to military units. It feels like the enemy can easily train a lot more than I can due to the faster training time missing from the military buildings

Apart from that, this mod is just spectacular
Isholthesh Nov 1, 2022 @ 5:14pm 
gave as much points as I could for this, this mod is underrated, thanks for putting a lot of effort into this.(if I may ask, before you update this mod again, could you lower the volume on the wendigo's? they are way louder than everything else, and it's hard to try and fight with them as clicking to attack an enemy and then switch is very loud).
AProperGentleman  [author] Oct 27, 2022 @ 11:39pm 
The 2.0 of the Eldritch will indeed be released as part of the Divine Edition beta!
Doomed World Oct 27, 2022 @ 10:10pm 
This part of Divine Edition?
Sikyx Oct 12, 2022 @ 12:51am 
Thanks! I'm excited to see what comes next! ^^
AProperGentleman  [author] Oct 11, 2022 @ 8:55pm 
Ok, I tested the Maws of the Deep, and on my current build it's working fine -- I build one, it works, I delete it, I build another, and the second one works just fine as well.

Sorry to say that the new build isn't being released right now, though -- suffice to say it's coming with a LOT of extra stuff ;)
AProperGentleman  [author] Oct 11, 2022 @ 8:47pm 
(cont)

The reason you'd make Cultists of Shub-Niggurath as an economic force is for the greater production -- sure Townsfolk are better at resource gathering, but you've only got one TC for quite a while and you can build as many temples as you like to get an army of cultists of Shub-Niggurath. Basically, you get something kinda like a water map economy if you get a lot of herdables, which you can supplement with the occasional Blessed Child. In the later game, when you want your population to be better-handled, you can either sacrifice them in the Sacrificial Circle, turn them into Dark Young to be butchered by your Townsfolk, or just delete them. I do highly recommend keeping a few around to build Night Trees, though -- in my experience, the permanent, safe, and ideal woodline is very, very powerful, even if it is a bit expensive to set up. Just remember to keep only one Townsfolk per tree, and you'll be good even with Carpenters and the tree directly next to a dropoff point.
AProperGentleman  [author] Oct 11, 2022 @ 8:46pm 
The maw of the deep only works once? That's very odd, I'll get to the bottom of that immediately.

As for the pdf, I need to update it -- I'll add the minor gods at that point. Until then, Yog-Sothoth and Shub-Niggurath are the two that can have Dagon.

And finally, Cultists of Shub-Niggurath are significantly slower than farms in general. They gather almost as much as the herdable will fatten over time (except for the Blessed Child, which you get from the Darkwood Ritual at the Library, who can handle six). Husbandry does significantly improve their gather rates, making them far more viable in the later game, but it doesn't affect the ratios -- one Cultist of Shub-Niggurath per goat, six per Blessed Child.
Sikyx Oct 5, 2022 @ 12:04am 
Fun mod! I find the Maw of the Deep ritual only works once per game though. Could the PDF include which minor gods each major god can pick? I can't work out which one(s) can pick Dagon. Also random question but is herdable gathering faster than farming for Niggurath?
TatoGamersito Sep 24, 2022 @ 11:43am 
awesome:steamhappy:
AProperGentleman  [author] Sep 23, 2022 @ 9:01pm 
The mod itself is still being worked on.
The Legendary Achilles Sep 12, 2022 @ 8:56am 
Hello, there !

This looks very promising. Is it still worked on ?
Persephone04 Jun 10, 2022 @ 12:21am 
I wish to commend you, good sir, for a job well done. Others may say that Eldritch is OP but it just screams end times and cosmic indifference for me. I want to thank you because it's your work that I finally managed to work up my courage to play against a hard AI for all my years of playing AoM. So, from a casual player to you, thank you...
AProperGentleman  [author] May 18, 2022 @ 4:50pm 
Yes, I definitely would! That's the thing I'd love to have the most! Send me a friend request here, or find me on discord in any of the AoM modding discords.

Apologies for the extremely late reply btw, I've been very busy with college and getting ready for graduate school.
Nitespring Apr 20, 2022 @ 3:55am 
would you like some help working on the models?
SpaceKnight105! Mar 15, 2022 @ 8:29am 
i hope the buildings the units and the mythical beasts gets its own model like a lovecraftian stylr