Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Naval Shipyard Mod
58 Comments
bednash 8 Aug, 2024 @ 12:30pm 
When i first downloaded the mod, it was working great. Ever since i tried playing the beta for retold, this mod has not loaded into any game i've played, regardless of the mythology. Any advice?
Callistonian  [author] 8 Apr, 2023 @ 9:42am 
No, this isn't a trade port. However, it's trivial to make a trade port building and it features in several other mods.
GE0 7 Apr, 2023 @ 11:05pm 
Can ships trade with the Naval Shipyard?
Callistonian  [author] 12 Mar, 2023 @ 10:09pm 
@Xion - Only by editing those mods. This mod is very simple, just a few line edits in the proto file that can easily be replicated in pretty much any other mod that has the shipyard unit type. Of course, when you edit another mod, you should make a new version for yourself (without uploading it to the workshop, obviously) so that your edits don't get overwritten when the mod's author updates it (which LightningStormL is likely to do if he's still working on EM). I suggest asking LightningStorm if you need help with the edits.
Xion 11 Mar, 2023 @ 12:21pm 
Is there any way to make it compatible with other mods like the extended mod
Callistonian  [author] 9 Apr, 2022 @ 11:27am 
After consulting with Venlesh, I found the error and it should be resolved now so that the Naval Shipyard still shoots in age 4. Thanks for the report.
Velken Iakov 9 Apr, 2022 @ 3:40am 
The name is now correct, but it still loses the ability to shoot when you go from Heroic Age to Mythic Age
Callistonian  [author] 8 Apr, 2022 @ 10:47am 
I added Portuguese localization text just for you, but in general mods will not have non-English localization unless specified.
Velken Iakov 7 Apr, 2022 @ 7:07pm 
My game is in Portuguese-Brazilian, but before going to the mythic age, they are properly named to Naval Shipyard in portuguese ("Estaleiro Naval")

Only other mods am using are Nick3069's unit upgrades 3d model stuff and OG Main menu replacer
Callistonian  [author] 7 Apr, 2022 @ 12:07pm 
There is nothing in the files of this mod that changes shipyard names to "Donkey", in fact that string doesn't show up anywhere in the mod.
Velken Iakov 6 Apr, 2022 @ 8:31pm 
Built them in heroic age, but when I moved to mythic age, their name changed to "Donkey" and they can't fire arrows anymore
Xope 30 Aug, 2021 @ 7:20pm 
For some reason the shipyard won't shoot arrows.
Laidback 28 Jun, 2021 @ 3:27am 
Ok thanks for quick respond
Callistonian  [author] 28 Jun, 2021 @ 2:58am 
This won't work with any mod that has a proto file. A mod that converts wall end caps into towers almost certainly won't be compatible.
Laidback 27 Jun, 2021 @ 6:36am 
Can anyone confirm that it doesn't work alongside Walltower?
ItsKozy 2 Apr, 2021 @ 9:38am 
Sadly incompatible with other simple mods. (Wall tower, Trainable heroes etc.)
neilios9999 26 Feb, 2021 @ 10:51pm 
Does it work in main campaigns ?
Callistonian  [author] 20 Feb, 2021 @ 8:38am 
Mod updated to be compatible with 2.8 + added shipyards for Chinese and Atlanteans from LightningStorm's mod.
Mickapel 26 Jun, 2020 @ 5:54pm 
Please, update
Callistonian  [author] 2 Apr, 2020 @ 12:20am 
I love these types of comments.
Callistonian  [author] 1 Feb, 2020 @ 10:11pm 
This mod is not compatible with patch 2.7 and will not be updated except on request.
🔱ÌñðråQc™ 30 May, 2018 @ 9:28pm 
Il fonctionne ton mod au moin ?
Callistonian  [author] 30 Mar, 2018 @ 6:54am 
Um... the description says no.
Potato_Gunner 30 Mar, 2018 @ 6:02am 
can the atlanteans or chinese build the shipyard?
Callistonian  [author] 8 Mar, 2018 @ 5:12pm 
It's just a regular old data mod. Not online compatible or compatible with other data mods.
Antares93 8 Mar, 2018 @ 3:08pm 
Any know compatibility issues with this mod? I can't seem to be able to build it, it doesn't give me the option to, & I have it at a very high priority.
Callistonian  [author] 8 May, 2017 @ 11:49am 
OK I can do that, but you'll probably have to wait a week as I have finals coming up. In fact it might not be a bad idea to remind me in about a week :)
mullerornis 8 May, 2017 @ 8:12am 
Eh, I can take a mess if it has more or less the same function
Callistonian  [author] 7 May, 2017 @ 7:32pm 
Probably not as they don't have unique naval shipyard models. The Atlantean one is the same as the Egyptian iirc and the Chinese don't have one at all. If you want, I can make it so that Atlantean and Chinese can build some of the existing models, but it won't look great.
mullerornis 7 May, 2017 @ 9:14am 
Cool. Could this eventually be spread into the Atlanteans and Chinese?
Callistonian  [author] 19 Apr, 2017 @ 2:31pm 
@LaBonez - I get the same bug when trying to make the Greek ramming ship fire arrows. I usually don't have a problem getting objects to have a ranged attack but for some reason it's not working for these objects. I added an animation and checked the proto data and I'm really not sure what I'm missing. If you have a suggestion, please let me know.
LaBonez 5 Apr, 2017 @ 8:20pm 
The Naval Shipyard's 'Shore Defenses' tech doesn't work. The building will not fire arrows at anything.
RaynorKenway 15 Mar, 2017 @ 3:14pm 
that work correctly.thanks for all:steamhappy:
Callistonian  [author] 15 Mar, 2017 @ 3:04pm 
Yes, of course it will. The t-compilation mod uses data files that will override this mod if it's on a higher priority. You can change which mods are active and what their priorities are in the in-game mod manager in the main menu.
RaynorKenway 15 Mar, 2017 @ 2:30pm 
if i have another mods for example t-compilation that can affect this mod?
Callistonian  [author] 13 Mar, 2017 @ 3:41pm 
I just checked the data files and everything should be up to date. They haven't released any mod-breaking updates so it should work fine. It won't work for Chinese or Atlanteans because they don't have shipyards.
RaynorKenway 13 Mar, 2017 @ 3:36pm 
but it dont work :(
:steamsad:
Callistonian  [author] 13 Mar, 2017 @ 2:29pm 
It will work whether you have the DLC or not.
RaynorKenway 6 Mar, 2017 @ 1:55pm 
THAT CAN WORK ON DLC?:steamfacepalm:
Callistonian  [author] 7 Feb, 2017 @ 8:40pm 
Update #2 - here's the deal: I seem to have stumbled accross an interesting bug in the mod manager (thanks evilerevilhero) wherein if I have 2 different versions of the data files in my data folder, the campaign scenarios attempt to use the latest version (2.5) instead of the version they're supposed to use (1.0). This results in the mod not working, the map being revealed at start, the game crashing, and etc. What I have done to get around this is update the mod with the data files needed for playing campaign located in a subfolder called "Fall of the Trident Campaign".

TLDR: if you want to use this mod in the Fall of the Trident Campaign, go to Age of Mythology/mods/Naval Shipyard Mod/data/Fall of the Trident Campaign and take the two data files in there (proto1.0, and techtree1.0) and paste them in the root data folder and put the 2.5 data files somewhere else (maybe make a backup folder).
evilerevilhero 7 Feb, 2017 @ 6:33pm 
Does this work in campaign? Because the ability to construct the shipyard is not working fro me.
Alien 7 Feb, 2017 @ 2:57am 
ty my bro lott :P
Callistonian  [author] 7 Feb, 2017 @ 2:11am 
1) subscribe 2) launch AoM and open the mod manager in the main menu (gear icon at the bottom) 3) move whatever mod you want to highest priority 4) thrown on some Smokey Robinson for ambience and enjoy your mod

*step 4 is optional, but strongly recommended
Alien 7 Feb, 2017 @ 1:39am 
how to play mods pls help :P
Zeus 6 Feb, 2017 @ 1:29am 
Nice use to Shipyards Callistonian
:steammocking:
[DoD]Skirnir 5 Feb, 2017 @ 12:06pm 
Ok, thanks Callistonian!
Felixgame 5 Feb, 2017 @ 11:04am 
AOM china also transport ships
Callistonian  [author] 5 Feb, 2017 @ 10:57am 
Shipyards can't fish. Also, I don't think they can build transport ships.
[DoD]Skirnir 5 Feb, 2017 @ 8:14am 
It looks like a great mod but I have 1 question. Why build a dock when you have a naval shipyard?
Callistonian  [author] 1 Feb, 2017 @ 1:57am 
@Prosecutor - I got NewAger's textures working but I think I'm going to keep this mod entirely my own work for now. You seem to have a pretty good understanding of modding so it shouldn't be too hard to make the necessary changes for your own use or your own mod.

@XLightningStormL - It would be cool if there were a way to make ships train faster at this speciifc building, but it doesn't seem possible. The train rate is defined in the ships proto not the techtree.