It's real, land passable by ships and land units! I've tried it! It works! All hail Poisonium!
Honourary Mention in the 2006 Pretty Town Contest A Unique Age of Mythology Experience: A Trip to Talos It's f*cking awesome
Poisonium Mortal
posted 21 January 2007 09:59 AM
EDT (US)
5 / 22
No, it's not possible for both ships and land units, sorry. But you could make a scenario where you should try to find something under the water before you lose your breath:P
@pftq It's because the engine threats parts of the water as shallows and other parts of it as deep water.
EDIT: I haven't yet tried Minotaurs down there, but i believe the result would be fairly amazing. Now The Vandhaal needs a really good reason not to put an explorer underwater...
Rain is coming down
[This message has been edited by Poisonium (edited 01-21-2007 @ 10:00 AM).]
pftq Mortal
posted 21 January 2007 10:01 AM
EDT (US)
6 / 22
So... it's not shallows, but parts of it is shallow water and parts of it deep? I'm so confused. :S
The engine (aom) threats parts of it as shallow water. Too shallow for ships but good for land units. It'll always threat it as you made it in the editor. Then you just have to find a way to change the elevation ingame...
First of all, would you like to explain how it is done?
Second, it is TREAT! Not THREAT!
Tombit Mortal
posted 21 January 2007 07:36 PM
EDT (US)
10 / 22
Awesome trick. How do you do it?
...
Poisonium Mortal
posted 22 January 2007 02:30 AM
EDT (US)
11 / 22
Sorry, my english is horrible. (In my opinion).
Place some water (kinda obvious).
Use Paste Heigth (is that what it's called? I'm not sure, but i trust you'll understand) to make some of the water shallow enough for units to walk over (land units). This is the water that as a final result will be walkable for units (or diveable).
Place a cinematic block on top of the shallow water. Have a trigger change the cinematic block to a building (houses usually wouldn't lower it enough, so i Prefer temples). Then change it back in the same trigger. Eventually use the Heading the change it a little. And woo, units can now dive! There's a downside of it though, buildings will clear all kinds of embellishements you added to the water, Seaweed, Papyrus, Water Decoration, Rock Granite Small etc. The solution to this is to find out what area the buildings covers, place a lot of nature units (i used anubites), and change it to something else in the same trigger. Not needed for columns and such.
EDIT: Anyone who knows what those water trails are called? Especially the ones caused by normal human soldiers. I have no idea how to remove those, and that's a shame.
Rain is coming down
[This message has been edited by Poisonium (edited 01-22-2007 @ 02:32 AM).]
PrplPplEater Mortal
posted 23 January 2007 01:06 AM
EDT (US)
12 / 22
Astonishing trick! Although because of the object killing I'm not sure I really have a use for it.
The water tracks are the treads from the catapult, as would a human unit have footprints. You can't remove them unfortunately.
@PPE It only kills Embellishement (stuff that don't block any space). So with a little more work it should be possible to do something pretty nice.
@Pik If just you make the space large enough (use a wonder perhaps?) you can have a titan at least walking in water. Dunno if you can get it completely underwater though.
PS: If you know danish, I kill you.
Rain is coming down
Villi Mortal
posted 23 January 2007 02:34 PM
EDT (US)
15 / 22
I can understand danish pretty well x_O
I think FOG.
AgeofKnights Inactive
posted 23 January 2007 02:56 PM
EDT (US)
16 / 22
ooh
MagmaLord Mortal
(id: darkdude)
posted 23 January 2007 04:45 PM
EDT (US)
17 / 22
I think those footprints (in this case water splashes) will not appear if you don't check the "Show Footprints" box in your "Options" menu.
pftq Mortal
posted 23 January 2007 04:53 PM
EDT (US)
18 / 22
Yes all you have to do is include "Go to Options and disable footprints" in your scenario instructions at the beginning - that will solve all