Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Ozharas AoM New Terrain Types
   
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18 May, 2014 @ 11:26am
20 May, 2014 @ 10:17am
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Ozharas AoM New Terrain Types

Description
Did you know there are some terrains already delivered with AoM that aren't usable?

IMPORTANT: The terraintypes.xml that contains the new terrain types, is not moddable for now (as well as new map scripts). (But I was told there will be an update for the mod manager soon.)
Please copy the mods content to your AoM folder overwriting the default files (then it all works).
To revert these changes, just verify your game cache.
The mod itself should be disabled for now.

I found them while doing my terrain mod (and did replacements for them - so my terrain pack v1 is already fully compatible with this mod).

Then I saw CaveTown's New Cliffs Mod.
It generates new cliff types using already existant terrains.

This made me think why not do a mod that enables these hidden Terrains and also add new cliffs using them.
And in future I could do completelly new terrains and ad them as well. :)

For now this mod contains the following:

Hidden Terrains:
- RoadA, RoadB
- Mountain 1-4
- MountainFloorA, B
- MountainGrass
- RockA, C, D, E
- Sand E
- Sling RockA

Cliffs using hidden terrains:
- Blank Rock
- Desert Rock 1-3
- Grassy Mountain
- Red Mountain
- Rough Mountain
- Snow Rock

Additional cliffs:
- Gravel Pit
- Sand Dune 1,2
- UnderwaterRock 1-3
- poisoned marsh cliff (inspired by CaveTown's marsh cliff, see completelly new terrains for more information)

Additional waters:
- poisoned marsh (see completelly new terrains for more information)

Additional random map scripts:
- poisoned marsh (see completelly new terrains for more information)

Completelly new terrains:
- poisoned marsh (marsh + rivermarsh) - this idea is based on an earlier set of marsh terrain I did for my terrain pack v1.
This mod just contains recolored default marsh terrains for now (working on some better ones, these are kind of a placeholder so the terrains do work and the mod doesn't crash your game for missing terrain graphics), to get the fitting terrains for my terrain pack, have a look at this mod.

With permission by CaveTown so you have all additions in one mod:
(Many thanks for figuring out a strange issue with some terrain combinations on cliffs to me!)
- Black cliff
- Coral cliff
- Lava1-3 cliffs
- Savannah 1,2 cliffs
- Olympus cliff
- Marsh cliff
- Mine cliff
- Ice cliff

This mod is incompatible with any other mods content changing the terraintypes.xml or clifftypes.xml!

PLEASE NOTICE this mod was tagged as desync sensitive by AoM. I suppose this means in mp all players have to use it!


Screenshots coming soon!
17 Comments
Doom Slayer 17 Apr, 2023 @ 9:48am 
Muy buen trabajo!! :steamhappy:
Ozhara  [author] 20 Oct, 2015 @ 10:50pm 
I'm not completelly sure what is your problem from the image - do you get a 'doubling' effect, the snow terrain that is a road on the right, or something completely different?

You shouldn't use this mod from the mod manager but with manual 'installation' as explained at the top of the description. Using mods that contain xml files and/or scripts, do cause graphical bugs - I got a black grid where the texture tiles match for example.
This is for these file types aren't officialy supported for now and therefore loading them from a mod doesn't work properly. By installing them manually they work like a charm.
(Sadly the patch enabling support for these files that was promised months ago never came...)
m1duP 20 Oct, 2015 @ 12:06pm 
I use all their mods, but it happens a little bug using this mod in high priority:
http://i.imgur.com/2NPbxKx.jpg
Ozhara  [author] 3 Oct, 2015 @ 11:42pm 
As said in the description, xml files aren't officially supported for modding for now.
Therefore using them as a mod doesn't work.

To use them, you need to copy the files to your game folder and overwrite the orginal ones.
Wertologist 3 Oct, 2015 @ 11:28pm 
None of the new textures are working. I tried using the new cliffs, but nothing happens. The other textures don't even show up. Any ideas on how I can get it to work?
Chenipod16 27 Jun, 2015 @ 9:20pm 
And sometimes i 've thought on avoiding or hitting back some God powers.
Ex: Carnivora plant against flies, mosquitoes ( adios ! ), grasshoppers (power ) and any insects or small animals; Lakes or sea creatures stopping and flooding fires forest and more ...
Chenipod16 27 Jun, 2015 @ 8:20pm 
I hope it may be done someday ^^
I noticied yet some special effects with spring winds or lighting or hallos from meteor, heroes, ...
and I can take pleasure with God powers such as tornado, meteor, earthquake and so on like implosion which is funny and weird at the same time = a sorte of blackhole ; and i still felt like to add others powers.
Storm , lighting and thunderclap exist yet but it doesn't play during scenary.

Ozhara  [author] 27 Jun, 2015 @ 2:41pm 
This would be great - but ading whole new effect systems isn't that easy. ;)
Chenipod16 27 Jun, 2015 @ 10:26am 
And why not add in the game a playing weather or atmospher which plays on the lighting and the terrain : storm ( high wind, hurricane =/= tornado )
raining , snowing, hailing or sanding clouds..
and when a tornado come on a firing (forest) => wind, storm fire
Or when a raining cloud crosses a sandstorm/ cloud, the rain is gradually stopping and it can give a dry weather.
Also, low or strong earthquake previous any volcano erupting .
And trees, flower, grasses which are growing up and floring following seasons.
But i don't know what happens when a tornado is crossing another heavy storm .

Glowing polars lights in the night.
A wheather that we can play or disable depending our choice during the game or before...
Ozhara  [author] 21 May, 2014 @ 11:46pm 
Sorry for the delay of screenshots.

I worked on a tool that merges changes to xml files from multiple mods into single custom xml files and creates a new custom mod for these.

You can find the discussion here .

In case you have any ideas and/or suggestions or know AoMs xml files a bit (I need themed xml file groups and lists for the fitting xml files), please take a look. :)