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Downloads Home » Modpacks » Age of Mythology: Expanded v1.3 (The Titans)

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Age of Mythology: Expanded v1.3 (The Titans)

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Version: AoM: The Titans

The Aim of AoM: Expanded is to give a new look and feel to AoM, while keeping it's concept, and features intact, don't expect much to be taken away.

The Improvement mod is an Unofficial Age of Mythology: The Titans version of the Age of Empires III Mod:

The New units, techs, and changes in the AoM Improvement Mod are based on various sources, such as the Beta, AoE:Online, AoEROR, AoKTC, The African Kingdoms, Empire Earth, Alpha Beta, Community feedback on AoM itself etc

How to Install:
You must own Age of Mythology, and It's expansion, The Titans (Gold Edition or Ubisoft-distributed etc) will work fine, THIS DOES NOT WORK WITH EXTENDED EDITION, AND DO NOT COMPLAIN ABOUT LACK OF EE/TOTD SUPPORT
Everything in the "Age of Mythology" Folder should be put in your Age of Mythology directory (i.e /Program Files/Microsoft Games/Age of Mythology.


To uninstall, just uninstall and reinstall the game, and delete left-over folders, legit the best advice I can give you since how large scale Expanded Mod is.
- More Embellishment Objects - EmerjR
- AoE Units - Therog
- Agrinian Scout - SkyllNH
- Cretan Arcus - SkyllNH
- Spartan and Immortal from 300 Modpack 2.1 - Leto II
- Mods Compilamation - Leto II
- Centaur Wars - Leto II
- Cataphract - Tarion_31
- Greek Commander - Dan_Swordsman
- Cataphract - Dan_Swordsman
- Celt Chariot Archer from the Age of Celts - Skystrider
- New Editor Objects Mod - Cheezy_Monkey
- SPQR - Master Foozle
- Horse - The_Modsmith
- 3D Farm - The Modsmith
- Back-To-Beta Modpack - Fire Giant
- Mameluke - C_J
- Phalangite - Andriod GRR
- Improved Priest Projectile - WarriorMario
- Light Beam Variations - WarriorMario
- Ancient Units Modpack - Cerberus013
- UPDATED: Two New Citadel Styles - Ben42
- Nubian Elite - By Karpunk
- Praetorians Peltast - Falconian
- Wildlife Variety Mod - Enki
- New Outpost Textures - RoMu84
- Sun Temple - Sepreath
- Improved Wrath of the Gods Mod - Captain Obvious (aom expert)
- Unit Textures from Improved Egyptians - TwistedMercy
- 11 Relics Modpack - Larmir
- Numerous Nick3069 Texture packs and of the related (and egyptian shrine model) some converted other from EE
- Misc Objects and Improved Greeks - ind10s
- Probably some other s*** that I forgot about
- and Finally Microsoft Studios, Forgotten Empires, Ensemble Studios and the many fans of Expanded Mod.

v1.3 Changelog
Added many new units and technologies
(Attempted to) Balance(d) a bunch of units
Fixed Various Issues.
Other new features are not disclosed for spoiler reasons (Spoiler: I'm not giving spoilers so ping off)
Norse and Atlantean AI will refuse to advance beyond Classical, beats me why, I don't study the AI, although you could force the AI to advance using Nottud's Super Editor Pack (although this breaks compatibility with Ekantra UI stuff, and by extention Caravan Trading)
Several units and Techs lack icons, and simply use blank icons, others
Since the Scen. Editor has a load of units that aren't used in RM/Campaign, many of them aren't supported and thus will be under/overpowered, may lack textures, and lack names.
Bug Fixes
Fixed an Issue where the Siege Catapult's Boulder wouldn't render.
Fixed an Issue where Winged Messager didn't affect Scout Harpies
Fixed the Hirdman and Heavy Cavalry not correctly having their proper bonuses.
Fixed a texture bug with various crappy shield textures
Fixed a issue where Baskilon Guards texture would change to Champion Hoplites on secondary attacks (shield bumps)
Removed Useless code from a bunch of techtree and proto related stuff.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
mctrump Thanks for the feedback, it must be my version.

Fall of the Trident level two will not advance regardless of if I choose Ares or Hermes

As for The New Atlantis level 10, I tried capturing all six town centers to no effect, it doesn't really matter to me though, I think it's more fun to fight Prometheus at full strength
Enneathan This mod is awesome! I love AoM since I was 13, since then I've been wanting something like this! The best part is the improved UI. Damn this is too good. Thanks for making this pack and thanks for the modders which made this possible.
aom expert
Rating: 4

Well, here we are. There is so much to cover in reviewing this - it's difficult to remember specific things I wanted to touch on, so I'll speak in general terms.

A lot of units are taken from other mods, so I can't credit you for that.

Some sounds and icons are missing, which isn't a big deal I guess, but just makes it seem incomplete.

The prices for everything seems okay, fair. The odd thing is having upgrades in buildings that have nothing to do with the building itself, or just seems like an odd place to have them.

I don't think civs should have access to other civ's units, like priests. Or at least the model should be changed.

There's a few virtually duplicate techs that you could probably do away with; techs that affect the same units in nearly the same way.

The sight of alpha/beta units is a really great thing to see, and you did well in incorporating these into the civs.

I'm not sure how I feel about AoE techs and concepts in AoM, it just doesn't feel right. They're separate games and I think that's how they should stay. That's just me though.

Being able to garrison units in almost any building is pretty cool. Definitely something I've always wanted to see.

As far as balance, it looks good. Everything is surprisingly a well thought-out price. Balance overall is quite a difficult thing to determine as a modder when it comes to civs, but there are a few cardinal sins that everyone should avoid (most of them have to do with the civ/units being too tough too early). You did.

Good stuff.

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