Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Third Age Middle Earth
Callistonian  [developer] 4 Jul, 2015 @ 7:26pm
Bugs and Suggestions
Please post all bugs that you find and any suggestions you may have below. I have no doubt that there are many bugs I haven not caught yet and I appreciate the community's help in finding and destroying them!
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Showing 1-15 of 58 comments
AnnyBelle26 6 Jul, 2015 @ 3:51pm 
Hey, awesome work! Only had one issue so far, which is that I can't play the Grand Campaign scenario as any faction other than Gondor. I made the edits in the scenario editor as you instructed, but everytime I start a new game I am always Gondor. Although, now when I start the game after having made the edits, all of my units have orders cued up, like villagers automatically start building stuff and my scout starts moving around, but I can still control them normally after that. Not sure if those two things are related, but I was hoping you would have some advice for either problem. Thanks!
Callistonian  [developer] 6 Jul, 2015 @ 6:39pm 
Are you test playing the scenario in the Editor? It may be forcing you to play as Gondor if you open the scenario in "Load Scenario" even if you saved your edits. If you test play in the editor, you don't even have to save the scenario. Just make the edits, and then go to Scenario, Play Test Scenario, and select which player number you want to play as from the drop down.

This would also explain units being tasked and queued at the start of the game. If you saved your edits in the Editor and then opened the scenario in Load Scenario, the game is running whatever AI script you set for Gondor and you're seeing that AI play even though you're also controlling the faction at the same time.

Try play testing in the Editor and let me know it that still doesn't work for you. The only drawback to play testing is that the victory conditions may not be automatically enabled so you can eliminate all enemy factions and still be left there without the victory. I'm working on fixing that but it may simply be a problem with the editor's play test function.
Last edited by Callistonian; 6 Jul, 2015 @ 6:45pm
RyMitchie 6 Jul, 2015 @ 6:48pm 
Just a little suggestion, but I think it'd be neat to put some hidden spider web traps in the Woodland Realm, as a little nod to the Hobbit lore.
Callistonian  [developer] 6 Jul, 2015 @ 6:57pm 
@RyMitchie - sounds like a good idea! I actually forgot to do exactly that for the pass of Cirith Ungol in Mordor but it works just as well for Mirkwood. Thanks!
RyMitchie 7 Jul, 2015 @ 11:44am 
Also, the LoTR music doesn't play for me, and yes I copy/pasted it into the music folder
Callistonian  [developer] 7 Jul, 2015 @ 2:27pm 
@RyMitchie - hm, you're the second person to report that. I'm not sure what could be causing this. You're probably already aware, but it's worth mentioning for others that the music does not work in Third Age: Divide and Conquer (the multiplayer version) to avoid issues with online play.

Check if you can play the .mp3 files just by themselves (from the folder). If not, your media player may be disabled or not working. You could also try checking the triggers in the map editor. They are located in a trigger group titled "Music". You can check that the file names are the same. Also make sure that you have copy/pasted only the .mp3 files by themselves, not in a folder within the music folder, and that their names have not changed. As a final suggestion, you could click "browse" in the "play sound" triggers in the music group and manually select the LotR audio files. If that doesn't work the .mp3 files could be corrupted or it could be any number of issues with the media player.

As you will see in the triggers, you really aren't missing much as there are only 5 tracks (about 25 minutes worth) and their sequence is pretty simplistic. I'm working on adding more tracks and randomizing the playlist so hopefully that will work for you with the next update.
RyMitchie 7 Jul, 2015 @ 4:58pm 
Yes I set it up and they play properly, but not in the game itself. It's not a big deal to me, but I'd probably be more upset if "Flaming Red Hair" was one of the tracks included and couldn't get it to work hahaha
Callistonian  [developer] 7 Jul, 2015 @ 7:06pm 
Well to be honest, this is my first time trying to implement custom music in a scenario so it's a learning experience to be sure. I'm sorry it's not working for you though. I will keep working with my testers to get this issue resolved.
Callistonian  [developer] 8 Jul, 2015 @ 5:26pm 
@RyMitchie - I have updated the "How to Download" section in the description with pictures (dropbox links) of how your music folder should look. Hopefully that will help you out. The other person who was reporting music not working had his .mp3 files in the wrong folder and moving them to the correct directory resolved the issue. Essentially, the audio triggers are just looking in a specified directory for the .mp3 files with the same name, if they can't find them, they won't play anything.
RyMitchie 8 Jul, 2015 @ 7:51pm 
Yeah that's where they've been and how it's looked the whole time. But really it's not a big deal to me, so don't worry about it man
Callistonian  [developer] 9 Jul, 2015 @ 12:02pm 
@Germy Fever

1) remember to set Gondor's AI by selecting an AI file from the list (see "How to Change Factions in the Grand Campaign" in the description)
2) I am still playing with the god powers and unit balance, etc. I will keep this suggestion in mind.
3) Mordor is devoid of most resources by design. It was canonically a very baren region. The fact that I put trees in Gorgoroth is stretching it. As Mordor, you need to expand beyond the Morgul Vale to have access to more food resources (see the Guide to Mordor)
4) the archers are there if you want them but you don't have to use them. I just felt like a Mordor faction without orc archers would be non-canonical (they do kill Isildur in the movies after all)
5) the mountain giants are supposed to be cyclops (again, see the Guide to Mordor) - they also have a different name which you can see if you enter "names on" in the chat box while playing as Mordor
6) again, the units have names. You can see the locked "Unit Names" discussion section for more details. The Morannon Guard is canonical. The ancestors should turn into Nazgul.
7) the Fellbeasts (I think this is what you meant by dragons) are already that expensive. They should be 1,000 food, 1,000 gold, and 100 favor (irc) and are trinable as Battle Boar (irc)
8) factions gain favor in the same way they do in AoM
9) it's better that the boulder rolling objects which comprise Mount Doom belong to Gaia than that they should belong to Mordor (because then everyone else would attack them). Also, you could attack them forever with your TC arrows and never make a dent with the HP they have.
10) yes, you can walk into Mordor. Boromir was referring to the fact that the region was guarded by orcs (which it still is). There are several enterances into Mordor (one of which, the Pass of Cirith Ungol) I haven't even added yet.

Thanks for your feedback.
Last edited by Callistonian; 9 Jul, 2015 @ 12:04pm
I am Thaco 11 Jul, 2015 @ 5:28pm 
Some of the settlements that are slightly turned I can't build town centers on, playing as Gondor I can't continue my objectives because I can't build a settlement on Durthang
Callistonian  [developer] 11 Jul, 2015 @ 8:45pm 
@Mr.Thaco-Olmon - That is a known issue. Although it looks like I forgot to include it in the known issues page. It has been fixed and will be included in the update. So far, Durthang is the only settlement I've found that has this bug. Also, capturing Durthang isn't part of Gondor's objectives. If you click "Hints" in the Objectives it will become clear that what you are seeing is just a encyclopedia entry for Durthang.
RyMitchie 12 Jul, 2015 @ 1:11am 
Hey Callistonian, is Gondor supposed to have their population cap set to 220?
Callistonian  [developer] 12 Jul, 2015 @ 4:32pm 
@RyMitchie - All factions have pop cap 220. This is to reduce lag since there are 12 factions. If you like, you can change this by opening the scenario in the editor, going to Player Data, and changing the population limit for each player. I have test played with pop cap 300 and the late game lag seems to depend on the faction you're playing as. As of now, I intend to keep the cap at 220 but players may change this easily if they see fit. I might be pursuaded to increase it to 250 or some such, we will see.
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