A few months ago, with some help (in the EE reborn project, check it out on github), i've finally found a way to create different civilizations, each with it's own units. I felt this was an incredible find, and so i decided to work for a mod on it.

The main idea was to cover all ages, but sadly the game has a limit of 150 new units (roughly), so i had to choose an epoch. I chose this for the variety in the forums mods. New mods with new ages will come next.


(copying from readme)

---THE MOD IS A WORK IN PROGRESS; SOME THINGS ARE MISSING--- (look at bottom part for list)


|Main things you can expect are those:
|
|-6 different civs, each with around 10-15 unique units, each with their own names (i tried to be as most |historically accurate as i could, but given the low knowledge, expect some "Egyptian long shield warrior" |ahah). Credits for textures, i'm not much sure but if you search heavengame ancient units mods, they are |there. A big thanks to Atlas777, most are his work ^^

|-Each "same units type" has differences between civs. For instance, a roman short sword has lot of armor, |a germanic short sword goes for attack. I tried to keep things balanced and it doesnt look very bad, but |i'm not good in balancing so feedbacks are welcome :p (Hey, elephants are tough. A lot. Careful with |them)

|-Each civ unit has voices for his language.
| ----Greek, egyptian and germanic units use Age of mythology voices, roman uses roman legionnaire, |centurion and standard bearer voices, persians use moorish and persian units' voices. Celts are |incomplete. They use some random voices from other factions in a random way.
|
|-To be played in copper-bronze-dark ages, now renamed city, city states, empire (i think). Other epochs |are completely original, untouched.
|
|-There are some cool features too: For example, your capitol has 6 diplomat units on the left, each has a |name like "greek intro". Exactly. Build him (it's insant and no cost) and then kill him right after. A music |will play. Those are the credits:
|Greek, Egypt, Germanic intro: Age of mythology - intro musics
|Celtic intro: For the king (from age of mythology workshop "Ozhara's Soundtracks - Celtic Music |Collection")
|Roman intro: "Riot in the senate, Pullo finds the gold" by Jeff Beal, (downloaded from age of mythology |workshop "Rome Soundtrack - Something more cheerful Main Menu Music")
|Persian intro: Online music site - unknown title, sorry
|
|-Another cool feature: You know the terrains in scenario editor, yes? grass, desert, snow... and units. |Almost every mod unit is in there, ordered to not make confusion. Choose one, choose the terrain size, |click on map and boom, you got a little army of that unit. As said already, DO NOT drag like you do with |grass, instead just click, then click near it and go on. Otherwise you will have lots of units in the same |spot, and the game will lag soon enough.



|And about editor. This gets a bit complicated eheh you can't just choose a civ like in random maps, it |won't work. Instead you need triggers. But don't worry, it's kinda easy: i added a scenario made by me (an |elevation map of greece, which i have put some hours in to complete it with cities and world things). |Open it in editor and look at the triggers. Careful when choosing the right player.
|
|For random maps, just choose a civ before playing, OR, with custom civs, choose those:
|-Flaming arrows for greece;
|-Emissaries for persians;
|-Priest tower for egypt;
|-Slavery for celts;
|-Pathfinding for germanic tribes;
|-Insurance for romans.
|DO NOT choose more than one. You end up with more units. Except if this was your plan from the start ;)



|Now for what's missing:
|
|-As already said, Celts are incomplete. Not only voices (they play other civs voices randomly) but also |buttons (they use roman icons). Also i'm kinda unsatisfied with them, they got 3 units which look |the |same. Maybe i'll just change this faction. Feedback please c.c
|
|-Heroes. Now you have original heroes, but i can definitely create custom ones for each civ. This sadly |means 6 for each civ, so 36. Takes a bit but i will add this too
|
|-Variety in sieges and ships. They are all untouched by now. I'll change it, for example scorpion for romans |etc
|
|-MORE CIVS. YES. Buuut, this comes with some problems. Random maps computer won't use more than 6, |so it's all about scenario from here :\ i can add up to 3-4 more civs before reaching the |limit of 150 units, |considering heroes (they become 60 :v), ships and sieges too
|
|-Balance. I'm sure it's not perfect yet. Especially versus computer. You should be able to play with people |with this mod, though
|
|-More cool features like the intro thing, i guess


|The release is set to release around 30th April because i won't have access to pc for 10 days, but it's quite |finished. Also having some problems with upload :v

Agrael

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Empire Earth - Ancient Warfare

Empire Earth - Ancient Warfare

Demo

The first version of the mod, containing 6 different civs (1 of them not really complete, because of voices etc.)

Post comment Comments  (0 - 10 of 20)
marquinhovj
marquinhovj - - 5 comments

OLÁ, ESSE MOD TEM AVIÃO DE PARAQUEDISTAS?

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zeaarze
zeaarze - - 1 comments

First of all, thank you for all the work you've done.
Okay so from what I have understood,
just take your files and put them in the data folder right?
So the mod supposed to make new units with unique names?
so suppose I wanna use the one type of bronze cavalry, simple bowman in custom scenario how should I do it? each new unit of same type has same name so how should I distinguish them?

And second thing can you make the Achilles as a Hoplitile unit?

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ÅGRÂΣL Creator
ÅGRÂΣL - - 12 comments

Late reply :v i think you figured how to extract at this point xD

In the scenario, there will be 6 units with the same name, 1 for each civ (each with a different texture), but when you start the game they have different names

I can make Achilles mod yes, thats a good idea i didn't think of :p

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Guest
Guest - - 690,519 comments

no veo la descarga, donde lo descargo

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ÅGRÂΣL Creator
ÅGRÂΣL - - 12 comments

I'm back in following this idea, and i'm probably starting out a project for a WW2 mod, since more than one guy suggested this :p

For those reading, we are also having another idea: each epoch has 2 different techs, that will change your gameplay options; things like axis vs allies for ww2 etc. How would you like it?

Reply Good karma+5 votes
Mapachin
Mapachin - - 88 comments

Jeje también estoy empezando una campaña de la WW2..aunque no tendrá muchos gatillos, espero pueda ser decente para la comunidad...Tienes terminado tu mod?Puede que traslade lo que tengo pensado y usar tu mod de la WW2

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DinoChook
DinoChook - - 7 comments

As a modder, do you think there it is a possibility to be able to mod empire earth so that there is a neutral option in diplomacy? And perhaps other diplomatic mechanics such as having the ability to gift units and buildings. (NOTE i'm talking about modding EE in general, not this mod specifically)

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ÅGRÂΣL Creator
ÅGRÂΣL - - 12 comments

I just came back to check, i completely missed this comment :\
This feature is an idea our group wants to add, but right now im not really sure its possible, because it can't be modified with db editing.
But we are trying :)

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Guest
Guest - - 690,519 comments

Hey, im having problems with the mod. After i put the db folder in my game folder, the game doesnt start. Any idea why this is happening? Maybe its too much for the game to handle. Thanks in advance...:)

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ÅGRÂΣL Creator
ÅGRÂΣL - - 12 comments

Sorry for the late reply
Are you using the expansion "Art of conquest"?
If yes, be sure you put everything in the right path: data overwrites data (db etc), language overwrites language

Reply Good karma+2 votes
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