To install, Just overwright your Age of Mythology folder . I suggest copying your original first.
I first saw Myconids in the game dungeons and dragons , I have seen them in many other games since then.
Myconid is a fungus monster , It has a good physical attack but its main means of defence is a corrosive poison gas . The gas can damage living and nonliving units , even buildings. Humans caught in the gas may become disoriented.
Upon death the Myconid releases spores , The spores quickly grow into a spore cluster. A spore cluster is a poison gas factory , It releases twice as much gas as a Myconid. But it is easyly distroyed by ranged attacks that can stay out of range of the gas. Both Myconids and Spore clusters have slow regeneration.
No history file on this yet, I havent made History files for my new units. Im waiting untill I finish the full mod.
This unit still may need some work , Im looking for feed back , let me know if you think its overpowered so I can make some adjustments.
For now this unit is only in the editor, I am working on a mod that will add all my new units into random map games , But I still need more new units in order to finish it. This Unit will be added to my new unit collection mod , As soon as I have time to update it.
I just updated this mod. I added new less rigged punch animations and he no longer bends down when he releases gas. Also a gas cloud no longer follows him around, This made it a little confusing on where the gas cloud was.
The mod works and doesn't replace a pre-existing unit, so points earned for that. More points for creativity as I genuinely can't say I've seen an AoM mod like this. Killer giant mushroom man who emanates poison and invokes chaos? cool.
I hear that it uses the war turtle (or leviathan, I don't play much Egypt) sounds which actually fits quite well with the design. Some mod units don't include sound so another point for that. Coupled with the quality-made appearance.
The only negatives were the special attack and attack animation. It crouches down and I assume it's the chaos effect and aoe poison on enemies, but that seems to occur seconds after the SA animation. Is that intentional? because I thought the mod was bugged the first few times it happened and the delay makes the Myconid vulnerable for seconds whereas a Mummy or Heka is quick with their SA.
The attack animation is mostly fine except that the head remains stationary while the body twists for a punch.
All in all, a creative and mostly well-done effort. Most mod units use the model of a normal unit so congrats on making two of your own. A shame about the attack but it's a minor thing at best. I'm keen to see more.