Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

UMC Anim Mod
67 Comments
󠀡󠀡 16 Oct, 2023 @ 9:49am 
its soo sad all the umc mods are only for editor.. yall should make also for single player available
RChad 2 Oct, 2023 @ 6:09am 
What about a Kronos God character. There is a character for every other God except him!
Youngblood 10 Nov, 2017 @ 3:49pm 
I really wish the producers would add something like these.
Callistonian  [author] 10 Nov, 2017 @ 3:47pm 
They need to have High Priority and whatever UMC packs you used to make your scen. You can put the required mods in the Required Items section on your mod.
Youngblood 10 Nov, 2017 @ 3:45pm 
Now if I add these to a map that is created can others still see the objects, or do they have to have the same mod subscribed?
Callistonian  [author] 18 Sep, 2017 @ 6:44pm 
Update: adds the unused Atlantean signal tower model as an ebellishment type object. I haven't decided what I want to do with this yet but it's a really neat looking object. Best I can tell, it was meant to be an Atlantean version of the obelisk.
Callistonian  [author] 13 Sep, 2017 @ 11:29am 
Small update, fixes the dwarf axethrower textures and double axe bug.
Acoaweth 10 Sep, 2017 @ 10:24am 
As bayrakları
adrian.arellano95 5 Sep, 2017 @ 4:27pm 
it might be aom because i tell you that some units are avalaible and ive been having some problems with the steam program, it closes itself sometimes
Callistonian  [author] 3 Sep, 2017 @ 7:07pm 
OK, that was not obvious from your last comments. I can't help unless I have a clear idea of what the problem is. Otherwise I'm making best guess suggestions like "make sure the mods are active in the mod manager" and "try resubscribing". If you can see the names in the editor but the units don't show up when you try to place them (which is what I'm gathering) then AoM hasn't been updated and it sounds like the unit packs for those units are either not installed or not active.
adrian.arellano95 3 Sep, 2017 @ 7:01pm 
i did it, otherwise i wouldnt be typing this, ive set umc high priority to the highest priority and ive unsubscribbed other mods to and im still unavailable to see the other units, like 90% of them
Callistonian  [author] 3 Sep, 2017 @ 6:47pm 
You have to subscribe to the other UMC packs to get those units. UMC High Priority has the data files so the names will show up in editor but the assets are in each pack.
adrian.arellano95 3 Sep, 2017 @ 6:18pm 
most of units arent available, they dont appear at the editor, just few like bassileus, the armored hoplite, rocket ship, but most units of the mod aren´t even visible
Callistonian  [author] 3 Sep, 2017 @ 3:20pm 
Well then it should work. Could you be more specific about the problem you're having?
adrian.arellano95 3 Sep, 2017 @ 1:01am 
yep, itsthe 1st one in priority
Callistonian  [author] 3 Sep, 2017 @ 12:53am 
Did you sub to UMC High Priority?
adrian.arellano95 3 Sep, 2017 @ 12:27am 
it doesnt work :(
Callistonian  [author] 23 Aug, 2017 @ 10:33am 
Small update fixes the Armored (cinematic) Hoplite death, flail, and bored animations.
Armored Baron 22 Aug, 2017 @ 4:03pm 
Sounds good enough for me, thanks.
Callistonian  [author] 22 Aug, 2017 @ 4:02pm 
The cinematic hoplite actually had all the necessary models except death so he turns into a champion hoplite for that bit lol.
Armored Baron 22 Aug, 2017 @ 3:24pm 
Nice, love the Greek hero and Cinematic hoplite model.

Were you able to make it work for ordinary play, as in replace the Champion Hoplite texture?
Callistonian  [author] 1 Aug, 2017 @ 6:26pm 
Gryphon has been moved from AUP to the Anim Mod and renamed Griffin. The walking and flying animations have been merged into a single unit that can transform between the two. Thanks phdorogers for the suggestion.
Callistonian  [author] 23 Jul, 2017 @ 8:15pm 
Updated the textures for the Durin's Guard unit.
A Legend Of Heart 5 Jul, 2017 @ 10:29pm 
Thank you for the quick response. That sounds great, I eagerly await it. : D
Callistonian  [author] 5 Jul, 2017 @ 5:10am 
@jaqphoenix - I finished a port for the objects and units for that mod last year but I've been waiting for the project lead Venlesh to finish his update before I publish anything. I will consult with him about the possibility of a pre-release.
A Legend Of Heart 5 Jul, 2017 @ 3:50am 
Hi there, I love your work. I was wondering, can you get some units from Legends of Middle Earth. Preferably the Rangers and Elves.
Callistonian  [author] 30 May, 2017 @ 2:58pm 
Wouldn't expect that from someone with so many workshop items... but you're choice.
KingWhiteCat☭ 30 May, 2017 @ 9:22am 
casto sry to complicated
Callistonian  [author] 29 May, 2017 @ 2:15pm 
Here's the guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=791197831

You can't run two data mods at the same time. In other words, your game can only read one proto2.5 or techtree2.5 etc. at a time. So if you put another data mod at higher priority than UMC High Priority, then UMC won't work.
KingWhiteCat☭ 29 May, 2017 @ 9:51am 
also of i put on a other mod, umc goes away, why is that?:steambored:
KingWhiteCat☭ 29 May, 2017 @ 9:49am 
castill can u send me a link of it?
Callistonian  [author] 28 May, 2017 @ 8:51pm 
If you're asking how to make them trainable, I wrote a detailed guide for that.
KingWhiteCat☭ 28 May, 2017 @ 2:03am 
how do you then make a unit?
Wertologist 17 May, 2017 @ 4:33pm 
If you ported them for me, I'd be grateful. I unfortunately have a lot on my plate at the moment so I can't really take the time to learn a new skill.

I'll see if Tzuridis is interested. I'll leave a link to this page for him.
Callistonian  [author] 17 May, 2017 @ 4:19pm 
If you think it would be fine with him, I can do the port for you and send you the files for your own use, but I won't be publishing anything. Or you can just do the port yourself, it's actually really easy. Here is a great (short) guide: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=19,29633,,20

People have suggested that Tzuridis include some of my stuff in his mod but it's really up to him. As far as I'm concerned, if he approached me I don't think I would have a problem with it.
Wertologist 17 May, 2017 @ 2:55pm 
I talked to FSprt in the past(like years ago when he made the mods) and he didn't come off as a guy who would really care, but I understand it's only right to get permission.

Unfortunately, I lack the skills to do this kind of stuff so I've just been hoping to bump into people who would be interested.

Damn. I would have liked to test this one out, but I love T-mod too much to disable it. Would you ever consider letting him use some of your assets? I can imagine he'd like to use some of those dwarves.
Callistonian  [author] 17 May, 2017 @ 2:23pm 
Porting them to EE would be quite easy but I would need permission from FSprt and I don't know if he's contactable. You could do the ports yourself though - there are quite a few guides on AoMH, one in particular by Android. I would ask AoM Guy (mod from AoMH, also on my Steam friends list) if he has contact info for FSprt before you port. Feel free to ask me if you have questions about the process.

UMC is not compatible with T-comp as they are both data mods. The mods have different philosophies. UMC is designed to not change anything about the base game, only add new content whereas T-comp changes quite a bit.
Wertologist 17 May, 2017 @ 10:39am 
Any chance you could update these or include them in your pack(s)?

http://aom.heavengames.com/downloads/showfile.php?fileid=8966

There are a few others by the same author.

Also, is this mod compatible with the T-Compilation mod?
Callistonian  [author] 13 Feb, 2017 @ 6:39pm 
You just subscribe to them. Make sure you are also subscribed to UMC High Priority.
Mґ Calїёитё 13 Feb, 2017 @ 12:04pm 
Where can I get these mods? Sounds great to me
Sigurd 12 Feb, 2017 @ 5:26pm 
Cool looking forword to trying it out!
Callistonian  [author] 12 Feb, 2017 @ 4:37pm 
Venlesh is working out a few issues with the textures and we still have a fair bit of data issues it would seem. What will probably happen is he will publish the total conversion for LoME soon and then I will try to work out how to incorporate the new assets into UMC.
Sigurd 12 Feb, 2017 @ 1:39pm 
Is the Middle earth mod almost done?
Callistonian  [author] 9 Feb, 2017 @ 2:45pm 
I wasn't sure anyone wanted to see such a long list, but I can absolutely do that. There are also a fair number of new technologies but I guess that list would go in High Priority.
Prosecutor Lurker 9 Feb, 2017 @ 7:02am 
Is it possible to include in the description what all the units in the workshop file are?(stats/counters/use)
Callistonian  [author] 3 Feb, 2017 @ 3:09am 
Small update: I've added a new unit called the Siege Polyreme which is similar to the Atlantean siege ship with the exception that it can be upgraded with the Incendiary Projectiles tech to fire rockets. The rockets are pretty inaccurate against land targets but do really high damage, make a eerie sound as they fly, and spawn little fires where they land that do additional damage (like the fire catapult). The new ship is pretty devestating against other ships and it's pretty entertaining to watch battles between them or watch them bombard shore targets.

I also implemented damage logic in the new Trireme's anim so they use the damaged trireme textures when they have less than 50% HP remaining. This is a cool mechanic that I may use for other units in the future.
Callistonian  [author] 17 Jan, 2017 @ 6:44pm 
I decided that special "ramming ships" are stupid and unhistorical so I made new Hemiolias and Triremes that have a ramming attack. The Hemiolia is a lighter ship with fewer rowers so it moves slower and has less armor. Both of these new ships have better pierce armor so arrows are not very affective for ship-ship combat. If you move them into close quarters, they will engage by ramming, the first hit produces a fairly large splash. Ramming is signficiantly more effective against other ships, less so against buildings such as docks.

I'm having trouble getting the autogathering whales to cap their gold at their carry capacity. I'll either leave it as is and slightly reduce the autogather rates, or I'll make the autogather continengent on Gaia researching a tech (which you can implement in a custom scenario).
Callistonian  [author] 4 Jan, 2017 @ 8:10am 
Latest update includes new versions of the whale and orca that can be fished for gold by any culture's fishing ship. The port will also work as a dropsite. Vanilla docks will work as dropsites for gold from fishing ships but not for land based gold from mines or elsewhere.

The cool thing about the new whales which I don't think other people have done yet is that these can run out of gold. They regenerate gold slowly but if you overfish them, they will run out. Unlike fish, you can send multiple fishing ships to gather from them (which will deplete them faster). I'm thinking about making new fish resources that use this same mechanic but for food. There are 3 technologies associated with the new whales:

Whaling - unlocks the ability to gather gold from whales
Whale Oil - increases gold gather rate & carry capacity
Harpoons - increases gold gather rate
Callistonian  [author] 2 Jan, 2017 @ 11:46pm 
The latest update has a bunch of dwarven units that have techlogic in their anims. This means that their textures update with technologies. The base textures are meh and the technologies currently aren't researchable at any buildings yet. However, you can enable the technologies to see the better textures in your scenarios. The technology names are:

Dwarf Archer: Iron Bow
Dwarf Axethrower: Heavy Axethrowers --> Dragon Slayers
Dwarf Halberdier: Heavy Halberdier --> Vault Warden

Just use the trigger effect: set tech status to active. I also added a bunch of SFX objects that show up in various buildings, thought they might be useful for scenario designers.
Aristoxenus 20 Dec, 2016 @ 3:18pm 
You welcome