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Age of Mythology Heaven » Forums » Scenario Design » Fun with Transform All
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Topic Subject:Fun with Transform All
Izalith
Mortal
(id: Lilitu)
posted 05 July 2018 11:35 AM EDT (US)         
Hello,

most probably know about the transform effect, if not read here: http://aom.heavengames.com/scendesign/advanced/transformtriggerguide
Sadly most of the images are down.


Possibilities as explained are:
- Change Projectiles
- Change God Powers
- Change Textures
- Carry Units (instead of relics)
- Make God Power Blocking Units (transform Hesperides)
- Change garrisoned into other units you can't garrison
- Spawn different sized units
- Make some Death Replacement by transforming generic corpse sfx


So let's post some further findings
"A->B" means "A transform into B"
(p1) means "convert to player" since some were forced to gaia

Greek Villagers praying to Resources
goldmine -> temple(p1)
When you send greek vills to pray at the temple now, they instead go and pray at other goldmines around generating favor. When you task them onto the goldmines however they start gathering normally. When it depletes, the prayer people stop praying.
Means.. two behaviours are probably mixed up:
- No access to resource, so go to another close by
- The gather command saved in the vills was "pray"

Works with Berry bushes too, though you need to change some units into bushes after the transform.

Sadly I couldn't add villager behaviour to pray to statues 'n stuff. They let themselves being redirected to other resources to pray there, but refuse to do anything when resources got transformed into units.

Stumps for Non-Animated units
Stump -> Harpy
This makes flying units stay on the ground and be not-animated. When you send them close-by they switch into another pose for a bit. The further the longer they remain in that pose, before jumping back. Most units will be stuck half way into the ground.



What doesn't work:
Serpent->Units and hope for them to keep the Serpent AI
Hero->Myth and hope for them to be immune to Perseus Petrify


so far for now :/

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb

[This message has been edited by Izalith (edited 07-05-2018 @ 11:41 AM).]

AuthorReplies:
Nickonhawk
The Narrator
posted 05 July 2018 04:11 PM EDT (US)     1 / 6       
You mentioned Carry Units but I think Zeno's trick with the Wadjet Spit that lets you put anything anywhere deserves a mention. Attaching disables the hitbox as well(walking under bridges).
You can crash the game if you transform between units with incompatible flags(implode sphere into skeleton).
And also there's always secrets the Ancients Lurkers are keeping for themselves

Youtube Channel
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and Brisingr-know these three things and your task here is accomplished...
Izalith
Mortal
(id: Lilitu)
posted 06 July 2018 07:16 AM EDT (US)     2 / 6       
Here's that Wadjet Spit thing

http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,29270,,20

I never tried it out yet since it uses some triggers I have barely heard of (and dunno if they work in multiplayer). Buut at some point I'll get there too x___x

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
nottud
Mortal
posted 08 July 2018 03:04 PM EDT (US)     3 / 6       
They are my triggers but you will be pleased to know they DO work multiplayer.
Izalith
Mortal
(id: Lilitu)
posted 08 July 2018 05:08 PM EDT (US)     4 / 6       
Nice .. mmh, the package of z- and y-Conditions/Effects is quite large so I never used any of them. But I just hardcode what I need into scenario specific conditions/effects by now, so using conditional effects would be more work than just writing one effect which already knows and checks the conditions and executes all kinds of cases by itself. X_X

Still I'm sure there's quite a lot of functions I never tested for multiplayer or don't even know of. o.o

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb

[This message has been edited by Izalith (edited 07-08-2018 @ 05:09 PM).]

Izalith
Mortal
(id: Lilitu)
posted 08 July 2018 07:08 PM EDT (US)     5 / 6       
I kinda cannot get the gp block to work :/

The idea was to place hesperides trees & transform them into some unit. But if I use transform all to make P2 Hesperides Trees into Anubites (empty map) the trees disappear but there are no Anubites around for P2.

Also: Would the units be capturable?

"WARNING: If a capturable unit is captured, the effect of the block is cancelled for all the units on the map!"


First thing I tried was to transform Anubites into Hesperides and then back to Anubites in hope of having Anubites immune. Also this way I could place various unit types on the map and just transform immunity onto them later or sth. X_X .. dunno, they were there but not immune to bolt/gp blocking.

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb

[This message has been edited by Izalith (edited 07-08-2018 @ 07:10 PM).]

nottud
Mortal
posted 09 July 2018 07:27 AM EDT (US)     6 / 6       
Try doing the transform after a small delay of starting the map - I think it is weird animations issues.

As for capturing - they are not capture but if a unit is captured anywhere on the map e.g. a cow then the effect wears off. Yes I admit it is weird.

As for the effects the y and z prefix were due to the large number. (Though the z actually does have a second meaning in that the game switches modes to editor mode and back to activate - in the normal game was fine but in EE the game seems to forget it was run via the editor. Multiplayer is fine though)

[This message has been edited by nottud (edited 07-09-2018 @ 07:31 AM).]

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