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▂▄▅█████████▅▄▃▂ ...\☻/︻╦╤─ Copy and paste him all over the work shop so he
Il███████████████████].▌ Defeat Greedy Valve Employees!!!
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤... / \
▂▄▅█████████▅▄▃▂ ...\☻/︻╦╤─ Copy and paste him all over the work shop so he
Il███████████████████].▌ Defeat Greedy Valve Employees!!!
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤... / \
Aber leider haben sie es noch immer nicht geschafft den ingame mod manager komplett fertigzustellen (sondrn arbeiten stattdessen lieber daran ihn in RoN zu implementieren...) - und Xml-Datei Mods werden noch immer nicht offziell unterstützt, was mögliche Mods massiv einschränkt. Sieht man auch an der Menge/Aktivität der Mods... :(
Schleim Schleim* - grins
Ja, bin damals eingeladen worden an der Beta teilzunehmen um schonmal an Terrains arbeiten zu können.
Und ich werde (wenn ich wieder mehr Zeit habe) auch an Terrains für Rise of Natiions arbeiten.
AoM ist momentan 'etwas' eingeschlafen, die noch immer exisatierenden Probleme mit dem internen Mod Manager und den gesperrten xml Dateien (über die man z.B. ganz neue Terrains implementieren könnte) haben dafür gesorgt das ich hier ersteinmal nciht noch mehr Energie investiert habe (abgesehen von direkten Anfragen zu Terrainalternativen).
Bin schon Fan deiner AoE 2 Mods, aber dass du auch für AoM moddest ist genial :)
Schön das die meine Terrains gefallen.
Ich habe gehört, dass du deutsch bist. Danke, für deine Arbeit!
This is their default feature - they create a special green grass type around their buildings (because they are so nature bond) - on sandy ground with some sand in it,and snowon snow terrains.
This special grass is also more saturated/dark in thed efault terrains.
So if I'm right and you do like the rest of my terrains, could you try the same with the default terrains and give me another feedback of what changes you would like to see on this special grass?
@Osmandeus
Is just the grass still showing the default texture or all terrains?
If it's only for some of the terrains, this sounds like the mod wasn't downloaded completelly before starting the game.
In that case I would recommend to rload your assets from the mod manager.
If this doesn't help,unsubscribe,start the game, and when the mod is vanished, resubscribe to get a clean redownload.
If it's all terrain that didn't change, check the mod is enabled in the mod manager (listed in white, not grey). For me sometimes the mod manager lost information about enabled mods and I had to reenable them. Afetr enabling a mod, reload assets to get them working.
If you're using expansion mods, be sure they have a higher priority than the main mod. Without they on't overwrite the main mods terrains and therefore don't show up ingame.
Therefore it would definatelly take some time.
But in the meantime - I'll try to do expansion mods or direkt updates to this one for each request regarding changes/improvements to the terrains.
So don't hesitate to ask. :)
And just in case - any feedback regarding improvements/optimizations is much apprechiated.
I'll then upload the mod or release fitting expansion mods.
Glad you like my terrains.
I'll definatelly work on further improvements for my terrains.
But publishing someone others work...
Did you ask the authors for reworking their mods and publishing them here?
http://aom.heavengames.com/downloads/showfile.php?fileid=9149&f=&st=30&ci=
http://www.moddb.com/mods/age-of-mythology-gold-supplements-patch-final
keep the great work!
While it would be cool to see some 'really new' terrains from skylabs, I totally understand why they didn't completelly replace the old ones - people that want the old ones for nostalgia or something else. But something like an optional texture update would be nice indeed. :)
@RippedPro:Arms_to_Take
Yes, my terrains are fully mp compatible.
For the desert terrains - the water wasn't changed,everything you mention happens automatically due to the stronger contrast between ground and water.
Happily updating of mods does work now. So I can change the river ground to a more sandy look easily without the need to do a new mod.
I'll wait until there is some more feedback.
In case the majority thinks it's ok this way I could release an expansion mod with just more sandy river ground terrains and such that you could subscribe to on top of this mod.
As far as I know there is no mod limit and you can set a priority for each mod, so you overwriting my main terrain mod with any nmber of extensions will be quite easy. :)
well keep up the good work, you did great with AOE2! :D
I for example was invited in march to be able to work on mods on report bugs I may encounter.
Therefore I did around 25 screens (mostly the same for all packs) for every texture pack so you could open them in seperate browser tabs and compare them to each other.
But this time the workshop implementation is much better - updating a mod actually works now. :)
So in case I don't do something really new - I can just update this mod.
This also means - if you think something should be optimized - don't hesitate to tell me! :)
Describing each terrain would be a pain in the ass - really. AoE had 29 terrains - AoM has around 170... No one would read such a list. ;)
Please have a look at the link in the comments below to be able to use any mod right at the release.
And you should have a look at this discussion: https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/558755529558828765/?appid=266840
The mod manager is disabled in the main branch at the initial release, you have to use another one to be able to use mods right from the beginning.