Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Naval Shipyard Mod
58 条留言
bednash 2024 年 8 月 8 日 下午 12:30 
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  [作者] 2023 年 4 月 8 日 上午 9:42 
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 2023 年 4 月 7 日 下午 11:05 
Can ships trade with the Naval Shipyard?
Callistonian  [作者] 2023 年 3 月 12 日 下午 10:09 
@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 2023 年 3 月 11 日 下午 12:21 
Is there any way to make it compatible with other mods like the extended mod
Callistonian  [作者] 2022 年 4 月 9 日 上午 11:27 
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 2022 年 4 月 9 日 上午 3:40 
The name is now correct, but it still loses the ability to shoot when you go from Heroic Age to Mythic Age
Callistonian  [作者] 2022 年 4 月 8 日 上午 10:47 
I added Portuguese localization text just for you, but in general mods will not have non-English localization unless specified.
Velken Iakov 2022 年 4 月 7 日 下午 7:07 
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  [作者] 2022 年 4 月 7 日 下午 12:07 
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 2022 年 4 月 6 日 下午 8:31 
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 2021 年 8 月 30 日 下午 7:20 
For some reason the shipyard won't shoot arrows.
Laidback 2021 年 6 月 28 日 上午 3:27 
Ok thanks for quick respond
Callistonian  [作者] 2021 年 6 月 28 日 上午 2:58 
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 2021 年 6 月 27 日 上午 6:36 
Can anyone confirm that it doesn't work alongside Walltower?
ItsKozy 2021 年 4 月 2 日 上午 9:38 
Sadly incompatible with other simple mods. (Wall tower, Trainable heroes etc.)
neilios9999 2021 年 2 月 26 日 下午 10:51 
Does it work in main campaigns ?
Callistonian  [作者] 2021 年 2 月 20 日 上午 8:38 
Mod updated to be compatible with 2.8 + added shipyards for Chinese and Atlanteans from LightningStorm's mod.
Mickapel 2020 年 6 月 26 日 下午 5:54 
Please, update
Callistonian  [作者] 2020 年 4 月 2 日 上午 12:20 
I love these types of comments.
Callistonian  [作者] 2020 年 2 月 1 日 下午 10:11 
This mod is not compatible with patch 2.7 and will not be updated except on request.
🔱ÌñðråQc™ 2018 年 5 月 30 日 下午 9:28 
Il fonctionne ton mod au moin ?
Callistonian  [作者] 2018 年 3 月 30 日 上午 6:54 
Um... the description says no.
Potato_Gunner 2018 年 3 月 30 日 上午 6:02 
can the atlanteans or chinese build the shipyard?
Callistonian  [作者] 2018 年 3 月 8 日 下午 5:12 
It's just a regular old data mod. Not online compatible or compatible with other data mods.
Antares93 2018 年 3 月 8 日 下午 3:08 
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  [作者] 2017 年 5 月 8 日 上午 11:49 
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 2017 年 5 月 8 日 上午 8:12 
Eh, I can take a mess if it has more or less the same function
Callistonian  [作者] 2017 年 5 月 7 日 下午 7:32 
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 2017 年 5 月 7 日 上午 9:14 
Cool. Could this eventually be spread into the Atlanteans and Chinese?
Callistonian  [作者] 2017 年 4 月 19 日 下午 2:31 
@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 2017 年 4 月 5 日 下午 8:20 
The Naval Shipyard's 'Shore Defenses' tech doesn't work. The building will not fire arrows at anything.
RaynorKenway 2017 年 3 月 15 日 下午 3:14 
that work correctly.thanks for all:steamhappy:
Callistonian  [作者] 2017 年 3 月 15 日 下午 3:04 
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 2017 年 3 月 15 日 下午 2:30 
if i have another mods for example t-compilation that can affect this mod?
Callistonian  [作者] 2017 年 3 月 13 日 下午 3:41 
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 2017 年 3 月 13 日 下午 3:36 
but it dont work :(
:steamsad:
Callistonian  [作者] 2017 年 3 月 13 日 下午 2:29 
It will work whether you have the DLC or not.
RaynorKenway 2017 年 3 月 6 日 下午 1:55 
THAT CAN WORK ON DLC?:steamfacepalm:
Callistonian  [作者] 2017 年 2 月 7 日 下午 8:40 
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 2017 年 2 月 7 日 下午 6:33 
Does this work in campaign? Because the ability to construct the shipyard is not working fro me.
Alien 2017 年 2 月 7 日 上午 2:57 
ty my bro lott :P
Callistonian  [作者] 2017 年 2 月 7 日 上午 2:11 
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 2017 年 2 月 7 日 上午 1:39 
how to play mods pls help :P
Zeus 2017 年 2 月 6 日 上午 1:29 
Nice use to Shipyards Callistonian
:steammocking:
[DoD]Skirnir 2017 年 2 月 5 日 下午 12:06 
Ok, thanks Callistonian!
Felixgame 2017 年 2 月 5 日 上午 11:04 
AOM china also transport ships
Callistonian  [作者] 2017 年 2 月 5 日 上午 10:57 
Shipyards can't fish. Also, I don't think they can build transport ships.
[DoD]Skirnir 2017 年 2 月 5 日 上午 8:14 
It looks like a great mod but I have 1 question. Why build a dock when you have a naval shipyard?
Callistonian  [作者] 2017 年 2 月 1 日 上午 1:57 
@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.