Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Minor Bug Fix Mod
Callistonian  [developer] 11 May, 2018 @ 10:56am
Full Change Log
This mod fixes some bugs found in AoM Extended Edition and the Tale of the Dragon DLC. If you notice a bug, leave a comment and we will do what we can to fix it. Not everything (such as pathfinding) is fixable by modders. This is not a balance mod - all bugs must have evidence demonstrating that they are clearly unintentional artifacts.

---📑--- Data Fixes ---📑---

---🎨--- Visual Fixes ---🎨---

  • The light at the top of Priest Obelisk is brighter to look more like the original
  • Chinese Transport Ship idle animation loops correctly
  • Chinese female villagers carry stuff correctly and hold seed basket correctly
  • Chinese House and Storage Pit will catch fire when they take damage
  • Chinese female villager holds her axe with the correct angle (animation is still poor, but at least the axe is facing the correct direction)
  • Onager wheels don't grow and shrink as they rotate
  • Chinese Scout Cavalry, Mounted Archer, and Cataphract shields upgrade correctly
  • shield textures of Contarius and Contarius Hero depends on Cavarly line upgrades instead of Infantry line upgrades
  • shield textures of Khopesh Swordsman depends on Khopesh upgrades instead of Axeman upgrades
  • Invisible damaged Earthen Wall pieces have been fixed
  • Earthen Gates no longer have Wooden Gate assets
  • Collapsing Storage Pit has a correct animation length
  • Town Centers of non-Isis players no longer show Isis statues under fog of war
  • Free Settlements no longer disappear from map after Town Center has been destroyed under fog of war
  • Heroic Age Atlantean Guard Towers no longer have Mythic Age Atlantean Guard Tower textures under fog of war, same for their collapsing animation
  • Fire attachpoints have been removed from certain building death animations
  • Certain particle effects no longer stuck permanently in-game (Spider dust, Vortex visual effect etc)
  • Frozen Siege Tower textures no longer disappear
  • Immortals and Monks have correct relic attachpoints
  • Egyptian Barracks window fixed
  • Chinese wall connector fixed
---📝--- Naming/Text Fixes ---📝---

  • Descriptions for techs/relics have been updated in the German language version
  • Message now correctly writes valkyrie instead of cyclops when receiving free valkyrie from Freyja (German language)
  • Added missing history text for Phoenix From Egg
---🎧--- Audio Fixes ---🎧---

  • Regent now has the audio of a Greek hero
  • Skraeling has creation sound for standard military birth
  • Ao Kuang unit has the same audio as Azure Dragon (previously no audio)
  • Female/dwarven Heroes of Ragnarok have female/dwarven voices
  • Upgraded Valkyrie makes healing sound
---🗺️--- Random Map Fixes ---🗺️---

---📽️--- Campaign Fixes ---📽️---

  • TC's don't generate favor in the first New Atlantis campaign, as in the original The Titans campaign
Last edited by Callistonian; 17 Sep, 2020 @ 12:21am
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Showing 1-15 of 53 comments
Frenchiveruti 11 Jul, 2018 @ 9:50am 
Hi, I found a bug on the Eight mission of the chinese, where the "mission objective" trigger is bugged, and doesn't appear until the mission time reaches 1 minute, or when you find the first roc bird enclosure, which resets your map exploration.
Callistonian  [developer] 11 Jul, 2018 @ 10:10am 
Are you sure that isn't intentional? It sounds like that's just how the mission plays.
Frenchiveruti 11 Jul, 2018 @ 10:17am 
Originally posted by Callistonian:
Are you sure that isn't intentional? It sounds like that's just how the mission plays.
I'm sure it's a bug by the fact that it resets the whole fog of war in the mission, I mean I've been struggling against the bugs of the miserable DLC we have, but that one was to much to be honest.
I don't think that's intentional at all, as it's a campaing mission.
Frenchiveruti 16 Jul, 2018 @ 10:44pm 
Ok, found what actually triggers the mission is the completion of the settlement, anyways, crappy DLC and missions, not even polished a bit.
Lilim  [developer] 15 Dec, 2018 @ 1:01pm 
Originally posted by Callistonian:
If you notice a bug, leave a comment and I will do what I can to fix it.

I've noticed some minor bugs but they were already solved in the "Community balance mod".
Can you transfer these solutions into this mod please?

- Physician can now garrison in buildings

- Monks can now pick up relics, and target civillian units with their normal attack

- Acropolis now no longer has grass gaps on the cliffsides
Purge Trooper X38 16 Dec, 2018 @ 7:13pm 
small bug ive noticed with the chinese sitting tiger , when they move around their wheels grow and shrink in size, you think you could fix that?
Callistonian  [developer] 19 Dec, 2018 @ 5:46pm 
@Heinrish I. - Thanks for the comment. However, I think these issues are more balance related than bug related, unless I'm misunderstanding. Monks picking up relics changes the balance of the Chinese culture. Not sure what you mean by "grass gaps" on Acropolis. Spots that units get stuck on? The one I am inclined to believe might be a bug is physicians not garrisoning because iirc there are some other similar bugs. But I don't want to act on it without some sort of justification, otherwise it's just a balance change.

@Purge Trooper X38 - That's a very common bug in animating rotating objects in BRG. It never ceases to amaze me how these little things got into the game. Best way to rotate wheels in AoM is to attach static wheels to a rotating attachpoint. I would guess, without even looking at the sitting tiger model, that they animated the wheels in the same model. This can be fixed by removing the wheels and using attachpoints but I will probably never get around to doing it. Sorry.
Lilim  [developer] 20 Dec, 2018 @ 7:24am 
Originally posted by Callistonian:
However, I think these issues are more balance related than bug related, unless I'm misunderstanding. Monks picking up relics changes the balance of the Chinese culture.

O.K., I got your point. I thought that it was supposed to work like that (since monks are a hero unit).

Not sure what you mean by "grass gaps" on Acropolis.

I will try to insert a screen-shot:

http://www.directupload.net/file/u/71655/zxckfru7_jpg.htm

In the "original version" of AoM these "gaps" never appear. There are meant to be only the two main entrances (flanked by two towers) to the acropolis.
Purge Trooper X38 22 Dec, 2018 @ 5:06pm 
Another visual bug I've noticed is the Chinese fire ships projectile has a large radius of where it shoots from depending on the way it's looking, 1 moment it could be shooting properly but as soon as it turns its weapon is shooting from like 10 feet away from the unit model, if you could fix this and the sitting tigers wheel animation id be willing to gift you a game worth up to 20$ on steam, so its somewhat worth the time
Last edited by Purge Trooper X38; 23 Dec, 2018 @ 3:45pm
WollieWoltaz  [developer] 28 Dec, 2018 @ 5:24pm 
@Purge Trooper x38.
I fixed the bug for the Chinese fire ship. It didn't had a launchpoint. But shouldn't a fire ship be able to shoot fire instead of the Catapult projectiles? If so.. I can fix that to.
Let me know.

As for the other visual bug about the wheels. I should be able to fix those as well but that will take some more time.
Purge Trooper X38 30 Dec, 2018 @ 9:03am 
Originally posted by WollieWoltaz:
@Purge Trooper x38.
I fixed the bug for the Chinese fire ship. It didn't had a launchpoint. But shouldn't a fire ship be able to shoot fire instead of the Catapult projectiles? If so.. I can fix that to.
Let me know.

As for the other visual bug about the wheels. I should be able to fix those as well but that will take some more time.
omg thank you for actually responding ive been looking everywhere for somebody to fix it, and as for the projectiles for the fireship ,i get that the unit description says its a fireship like the fire siphon but the unit model has cannonballs on it so i guess it only makes sense for the catapult ammo. and take your time for the wheels as long is i know they havent been forgotten. thanks a bunch bud
Callistonian  [developer] 30 Dec, 2018 @ 8:45pm 
@Wollie - if you send me the BRGs and anims I will update the bug fix mod. I would say that the original projectiles should stay unless the unit description says something very specific indicating it's a bug.
Another thing I've noticed about , surprise surprise, the Chinese is the idle animation for their transport ship is to short , though I dont know how one goes about fixing a idle animation cause they could of only designed the 2 second animation of it,could be increased by like a second or two to fix its clippy appearance. I don't mean to seem to needy about the bugs I'm just spreading the awareness.
Last edited by Purge Trooper X38; 1 Jan, 2019 @ 5:11pm
WollieWoltaz  [developer] 3 Jan, 2019 @ 7:55am 
I've send Callistonain the fixed fire ship model. About the wheelz of the sitting tiger, it was just poorly animated and I don't have time to fix those. If I have some more time i'll give another look.

And I will take a look at the idle animation of the chinese transport ship, should be an easy fix.
Originally posted by WollieWoltaz:
I've send Callistonain the fixed fire ship model. About the wheelz of the sitting tiger, it was just poorly animated and I don't have time to fix those. If I have some more time i'll give another look.

And I will take a look at the idle animation of the chinese transport ship, should be an easy fix.
Ok thanks for your help in perfecting the game, happy new year
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