Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Not enough ratings
Native Allies v2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.430 MB
11 Mar, 2019 @ 12:32pm
14 Feb, 2021 @ 8:50am
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Native Allies v2

Description
UPDATED FOR PATCH 2.8! Allows you to ally with native civs just like in AoE3 who grant thier own units/techs! Just have your villagers build a Trading Post over a settlement (which will list the name of the native civ in parentheses) and you'll be granted access to a diverse set of new units and techs, different per tribe. Note that having multiple TPs for a single native WILL increase your build limit for the respective native soldiers. Native units take no poulation but have a build limit and train quickly. Most of them don't cost gold either.

Known issues:
- Appearances of most of the natives are bland/dumd. I suck at all things art-related and can't model. What models are included are not my own creation, but I've been compiling various mods for a long time and lost track of where everything came from (original creator deserves proper credit!)
- Slight delay in the timeafter building a trading post and properly allying with the native. Even longer delay between gaining/losing TPs and having the native warrior build limit updated. These are intentional. If I lowered the delays too much, it would cause lag. (Nature of scripts.)
- Trading Post supports a population which goes away once the alliance occurs. Dumb, but this is due to a hard-coded restriction that requires a building support pop in order to be build over a settlement.
- Balance.Some civs have collective upgrades ("Medium Cavalry") that unfairly benefit native units too. A larger mod should fix this and give all units individual upgrades ("Heavy Hoplite"). Also the native units/techs may be badly balanced themselves. I did my best, but I only do SP so I welcome constructive criticism.
- Trade Posts and TCs "fight" for settlements and TCs are named "Settlement (<Native>)". A larger mod should implement free-placed TCs and let TPs have the settlements, but I didn't want to introduce too much in one mod. (The name thing could be fixed but would require an inordinate amount of CPU and cause lag.)
- Some of the natives I included don't really make sense in AoM. I looked to AoE3 for inspiration, accept it.

Native Civs and what they provide:
-Tupi (Archer): Provide an upgrade for archers, buildings and technologies.
- Inca (Infantry, Archer): Provide an upgrade for villagers, mining rates, and military units.
- Aztecs (Infantry, Archer): Providean upgrade for infantry, myth units, and economy.
- Merchants (Villager): Purely economic civ with a building upgrade, market/TP upgrades and a villager upgrade. Merchant trading posts slowly generate food, wood and gold.
- Sufi (Elephant): Provide an eco, cavalry, and hero upgrade.
- Greeks (Cavalry): Provide a siege, myth unit, and age advancement upgrade.
- Egyptians (Infantry): Provide upgrades for infantry, myth units, cavalry, and human units.
- Norse (Infantry, Archer): Provide upgrades for ships, native warriors and infantry. Thier infantry generates resources in combat and thier archer is strong against economic units/buildings.
- Chinese (Archer): Provide upgrades for archers, defenses, and farming.
- Atlanteans (Cavalry): Provide upgrades for favor gathering, buildings, and native warriors.
- Mongols (Cavalry Archer): Provide upgrades for villagers, cavalry and population.
20 Comments
nate_e  [author] 16 Feb, 2021 @ 7:21pm 
What RM are you trying? If it's a custom RM with special victory conditions (such as sudden death) then the normal victory condition script may not be used and hence the native code won't run.
Monty 16 Feb, 2021 @ 9:37am 
I dont see the message, no. And I have all other mobs disabled.
nate_e  [author] 15 Feb, 2021 @ 6:25pm 
Do you see the "native_allies.xs loaded successfully" message at the start of the game (if not, nothing will trigger)? Do you have other mods active that might include their own proto/techtree/extendedmechanics files? Did you change the proto/techtree for this mod and not update the constants.xs file?

Everything works for me, so that's all I can really think of...
Monty 15 Feb, 2021 @ 2:23pm 
I have tried to make it work in single player random maps, and I still can't get it to work after update. I can build the Trading Post just fine, but no native allies appear.
nate_e  [author] 14 Feb, 2021 @ 8:51am 
It says updated for patch 2.8. Try it out now.
nate_e  [author] 13 Feb, 2021 @ 10:10am 
It should be auto-included in conquest games. Are you using a custom scenario? If so, you must set "native_allies" (w/o quotes) as the Filename when you go to Scenario -> Scenario Data. Make sure the Use Victory Conditions box is checked.

On second thought, I have update this to version 2.8...
Monty 10 Feb, 2021 @ 2:20pm 
I've tried to get this mod to work, but I can't get the "native_allies.xs loaded successfully" to trigger. The workers can build the Trading Post, but no settlements with natives spawn.
AD the Tree 7 Jul, 2020 @ 12:46pm 
Thank you so much for the help! I was also "resurrecting" some other mods that added game assets and mechanics as well and didn't see them in constants.xs and changed the .cfg file in the trigger 2 mod to version 2.8. I'll see how it all works out!
nate_e  [author] 6 Jul, 2020 @ 3:24pm 
No, they should still exist. You checked the settlements to see if their name is Settlement <Native>? The other things to try would be:
- Run the trigger constants program (make sure you specify 2.8 version in its input file) if you added/removed/rearranged units/techs in the proto/techtree.
- Make sure not a RM that uses a custom victory condition (like sudden death) as I have no idea if the game script would get included in these. It gets auto-included in conquest games. At the very start of the game you should see that chat "native_allies.xs loaded successfully". If not it, things wont will work.
AD the Tree 6 Jul, 2020 @ 2:14pm 
Love the idea and mechanics this mod brings to AoM! I tried updating the mod personally and was able to get the proto and techtree updated for 2.8 and was able to update the protoanimextents.dat file to the 2.8 version. However, the natives in random map aren't popping up. Is this what's supposed to happen?