Age of Empires II (2013)

Age of Empires II (2013)

Ozhara's Fire & Explosion Upgrade
51 Comments
Großdeutschland Division 20 Mar, 2018 @ 8:15pm 
It looks bad cause of that black contour it has, remove it and I'm sure it'll look good.
JakeSlayer 9 May, 2017 @ 10:38am 
i LOVE RoN i have the CD version and i can say that ive played more than 1000 hours on it...in my mide its the ULTIMATE RTS game out there...
Ozhara  [author] 5 Jul, 2016 @ 11:31pm 
I really love that game.

And I always hoped there might be something like a combination of AoE, AC and EE (and maybe RoN)...
Sadly that dream never became true :(
天使 5 Jul, 2016 @ 11:04pm 
American conquest n_n
Ozhara  [author] 28 Sep, 2015 @ 12:53pm 
Glad to hear so. :)
DЯ.ROACH 28 Sep, 2015 @ 12:42pm 
i love this one
Ozhara  [author] 18 Mar, 2015 @ 10:51am 
:D:
Anderson 18 Mar, 2015 @ 10:15am 
It worked! Thank you!
Ozhara  [author] 17 Mar, 2015 @ 11:53pm 
Changed graphics are located in AoE\data\slp. You can either delete the exact slp files by looking them up from the mods archive file (AoE\mods), or just delete them all and then verify your game cache, all still needed files (default or from still subscribed mods) will be reloaded then.

I'll look up the exact explosion file names when back home, but must be somethling with small and explosion.
Anderson 17 Mar, 2015 @ 10:57am 
I've deleted pretty much everything but it looks like the effect of the catapult/trebuchet explosion remained from your mod. How do I modify it back to the original? Which file corresponds to it?
Anderson 17 Mar, 2015 @ 10:00am 
Ok, thanks!
Ozhara  [author] 16 Mar, 2015 @ 11:09pm 
Sure, this just changes the visuals of some ingame objects, no other data is touched.
Anderson 16 Mar, 2015 @ 12:40pm 
Will campaign progress be saved by the way?
Anderson 16 Mar, 2015 @ 12:08pm 
Ok, thanks!
Ozhara  [author] 15 Mar, 2015 @ 11:43pm 
To verify your game cache will delete all changed original game files.
At the verifications end all missing data will be reloaded, in case you still are subscribed to a mod changing some of this data, it will be reloaded from that mod.

As you can see verifying your game cache isn't thought to uninstall stuff originally by valve, but to restore/repair game installations. It's just missused by HiddenPath instead of adding their own mod organization functions.

Mostly verifying works without any problems, but there can occur bugy like at every other functionality.

To surely avoid any bug, you need to delete the additional mod files by hand (just look them up in the mods archive file), or you could use my modmanager.
Anderson 15 Mar, 2015 @ 12:00pm 
Will checking system cache delete any other mods I got through Steam Workshop?
Ozhara  [author] 2 Dec, 2014 @ 10:52pm 
I'll look them up at home later.

In the meantime, I recommend using turtle pack and browsing through the graphics.
You can then look up the id's in the dat file by using genie editor.
I didn't change all of them, and some are used multiple times, like the trebuchet explosion that is also used by the hand canoneers for example (noticed that after publishing this mod, it's a bit over the top for them now^^).
yagarchin 2 Dec, 2014 @ 6:35pm 
just wonderind, how are the explosion files named? I want to make my own version
Ozhara  [author] 17 Nov, 2013 @ 8:33am 
Thanks, glad you like it. :)
Barulin 17 Nov, 2013 @ 6:34am 
looks amazing, thanks.
Ozhara  [author] 3 Sep, 2013 @ 10:42pm 
In your steam library, right click on AoE2 HD and choose the properties entry from the context menu. In the opened dialog go to the local files tab and hit the verify button.
Facola 3 Sep, 2013 @ 7:29pm 
wath cache ?
Ozhara  [author] 2 Sep, 2013 @ 8:40pm 
Normally this should work by unsubscribing and verifying your game cache, as there are no aditional files, but only changed ones.

If this doesn't work, go to your data\slp folder and delete the 9 files starting with 'flm', and then verify your game cache.

Without verifying I think you'll have the classic flames ingame, as the new HD ones are included as a mod themselves, not as a change of the default graphics.
Facola 2 Sep, 2013 @ 5:26pm 
I I download this and now i want to put back the HD flames , how i do ?
Ozhara  [author] 26 Jul, 2013 @ 1:17pm 
^^ nearly finished with loops.
MeatyDoubleSlap 26 Jul, 2013 @ 1:08pm 
ah dude screw the fruit loops go with the crystals.
Ozhara  [author] 26 Jul, 2013 @ 12:49pm 
just started the fruit loops water.^^ So the crystals will be tomorrow...
MeatyDoubleSlap 26 Jul, 2013 @ 12:37pm 
if u make the forests into crystals hell ya ill hit that up
Ozhara  [author] 26 Jul, 2013 @ 11:17am 
I'll definately have a look at that map!
Ozhara  [author] 26 Jul, 2013 @ 11:17am 
As I don't really know where to start further improving the normal textures I made so far, and as space is cool, for no I'm sticking to it, making different planet packs, I will probably publish a mod this We changing all forest to crystal, such things.
MeatyDoubleSlap 26 Jul, 2013 @ 11:14am 
haha ya i saw that one looked pretty cool i just dont wanna get anymore textures for the land and what not cause i put a bunch of peoples terrain packs together to get the perfect land. Are u gonna make anymore terrain other then space? you should check out my new map i put up. Age of blood its pretty dope... great coop game
Ozhara  [author] 26 Jul, 2013 @ 11:08am 
have you checked the fitting land textures?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=162978492

It's the first of hopefully a series of fitting mods.
MeatyDoubleSlap 26 Jul, 2013 @ 11:06am 
that be cool. the space water is trippy as hell
Ozhara  [author] 26 Jul, 2013 @ 1:54am 
For now the flames are exactly the ones from AC (just drastically less frames). After doing the space things I'll have a look at them.
MeatyDoubleSlap 26 Jul, 2013 @ 1:26am 
haha u should try making the fire more red and make more smoke come off and higher up off the buildings that be sick
Ozhara  [author] 4 Jun, 2013 @ 6:07am 
There is now a V3 of my full texture pack available:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=150055543
Chillie Powder 31 May, 2013 @ 11:36am 
you're awsome!!
IYI Кума Лиса IYI 28 May, 2013 @ 3:02pm 
Just a suggestion. I really hope those can become workshop items soon.
Ozhara  [author] 28 May, 2013 @ 1:03pm 
I know that mod and there are a few others (Age of chivalry, an other mod with roman civs, Tales of middle Earth and others) that would be a great source for graphics. Would save time a lot of time if I could use their graphics. But I thought about doing some stuff myself before asking something like that.^^ After developing my mod over years as they did I think I wouldn't give all my graphics away to every unknown guy asking.
IYI Кума Лиса IYI 28 May, 2013 @ 12:53pm 
I dabble in ALOT of history. Double headed eagle was symbol of the Byzantines for a long time.After their fall that eagle was used by Russia. But speaking of Architecture, check out this mod, the Italian civilization in it has the best Romanesque-like buildings that might help.The Monastary is a different story though.http://www.forgottenempires.net/civilizations/italians
Ozhara  [author] 28 May, 2013 @ 12:47am 
Will take the eagles into account when doing ships.
And it's no annoyance, suggestions are definetly welcome. Not everything will be implemented - but it's a lot of work (and knowledge) for one man so suggestions help a lot not getting lost/finding a good way.^^
(The eagle thing I wouldn't have thought about and without active research I probably wouldn't have done something in that direction)
IYI Кума Лиса IYI 27 May, 2013 @ 1:26pm 
Sweet,thats awesome to hear. Hope you can get to it soon. Otherwise awesome work. ;)
My advice if you can put the double headed eagle on the sails of Byzantine ships,makes much more sense.Give the buildings are more Roman look.Pardon the annoyance
Ozhara  [author] 27 May, 2013 @ 1:19pm 
As doing units (got it to work finally technically :D) will be very time consuming (round about 500 frame series with up to 50 frames each - and it seems I will have to do each frame by hand^^) I'm not able to say what I will do after that. But if I get the units as I would like to - doing the same for buildings (unique graphics per civ-set/civ) could be possible. My modding - and graphical skills will hopefully improve by doing the units.
IYI Кума Лиса IYI 26 May, 2013 @ 2:41pm 
Do you have any plans to change the Byzantine buildings to be a bit more well Byzantine and not as oriental.It is just a suggestion.Also will photographic references for buildings do in helping with future plans?If so I can toss you some I have in mind already.
Ozhara  [author] 26 May, 2013 @ 12:13pm 
Until now there is no vegetation pack - I'm looking on the web nearly every day to find some pleasing pics for a base, but until now all graphics that looked good had such a large size that after resizing them to the right size (height is around 150 pixels) they don't fit into the game. And doing the graphics on my own without a base would be very! time consuming (perhaps if I would know Photoshop better and had a graphic tablet). Making terrains is extremly easy compared to this.
Ozhara  [author] 26 May, 2013 @ 12:13pm 
I would love to do someting on the buildings - but it's the same as with the trees, very time consuming doing the graphics. On the technical side both is easy as long as you only change graphics that are referenced yet.

I'm trying to change units at first, as after getting it to work technically (adding references to the dat file) it wouldn't be that hard on the graphical side as long as I don't do completely new ones, but use parts of the existing units to enhance diversity and recognizability of a civ just by seeing their units.
IYI Кума Лиса IYI 26 May, 2013 @ 11:48am 
Pardon but I want to ask, do you have any vegitation pack?I can certainly use some awesome trees.Also do you plan on making textures for buildings as well?
Ozhara  [author] 26 May, 2013 @ 11:44am 
I'll have a look at what I can do as I would love to have some damaged buildings too.^^

But a higher priority for me personally at this moment is to find a way for different unit graphics per civ set. Should be possible but unil now I didn't get it to work.
1MyTh 26 May, 2013 @ 11:39am 
If workshop doesnt support it then it is usually done with file hosting site and manual install/replace.
Best/easiest way would be to port images of damaged buildings from some other game
Ozhara  [author] 25 May, 2013 @ 9:46am 
Beside someone would have to do the graphics for the damaged buildings - technically it is possible.
But until now I didn't get changes on the dat files to work properly on my pc.
And while there are mods doing these things for the classic AoE2 it seems you can't publish dat files at the workshop - and I don't know if (and how) you could upload these information seperately.