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Yeebaagooon
United Kingdom
เข้าร่วมเมื่อ 1 เม.ย. 2007
Age of Mythology: Retold designer Yeebaagooon.
Webmaster at AoM Heaven: aom.heavengames.com/
Scenario designer for Age of Mythology and AoM Retold
Webmaster at AoM Heaven: aom.heavengames.com/
Scenario designer for Age of Mythology and AoM Retold
Age of Mythology Retold: Custom map: Maze Escape
A randomly generated maze awaits as the arena of your next battle. The AI at varying difficulties and map sizes will attempt to hunt down your base and destroy you. Do you play it safe and build a huge base or venture out to find the perfect spot and perhaps a relic?
Survive by lasting 25 minutes against the enemy hordes. You will gain some special god powers during your game allowing you to build temporary cliff walls, walk over cliff, upgrade your towers and even turn all your towers into birds. Among the labyrinth lie relics with divine powers. These can shield you from enemy god powers and even grant you unique buildings such as the death ray tower.
Enemy units will grow increasingly powerful with time.
Can your team survive?
SETUP:
Host online.
The last player MUST be a computer.
DOWNLOAD: aom.heavengames.com/downloads/showfile.php?fileid=11642
Survive by lasting 25 minutes against the enemy hordes. You will gain some special god powers during your game allowing you to build temporary cliff walls, walk over cliff, upgrade your towers and even turn all your towers into birds. Among the labyrinth lie relics with divine powers. These can shield you from enemy god powers and even grant you unique buildings such as the death ray tower.
Enemy units will grow increasingly powerful with time.
Can your team survive?
SETUP:
Host online.
The last player MUST be a computer.
DOWNLOAD: aom.heavengames.com/downloads/showfile.php?fileid=11642
มุมมอง: 424
วีดีโอ
Age of Mythology Retold: Custom map: Chess
มุมมอง 3K28 วันที่ผ่านมา
I have coded a fully functioning chess map in AoM Retold! This custom random map/custom game mode allows two humans to play chess. FEATURES: Explanation messages on the first move detailing how to move pieces/cancel moves. Only valid moves are permitted. Check detection. Illegal move prevention - you cannot move into check or end a move while still in check. Checkmate detection. The host can sp...
AoM Retold Triggers 19: Kill and XP counters with leveling up for scenarios
มุมมอง 403หลายเดือนก่อน
This video will show you counters for tracking kills and experience in ever increasing complexity. We begin building on the last video, a way of detecting kills from a certain protounit type, although this is sadly not as accurate as I would have liked. As mentioned in my QV video, I needed to write some more trigger conditions and effects to utilise QVs and have now done so! Behold the AoMH co...
AoM Retold Triggers 18: Modify Protounit II
มุมมอง 369หลายเดือนก่อน
AoM Retold Triggers 18: Modify Protounit II Today we cover protounit special actions. These are complex effects with multiple parameters, but once mastered you could have some insane special attacks for your units. Want a fire giant that actually freezes a unit in place? A maceman that strikes enemies with such force it sends them flying in a large area like Sauron? Even a petrify attack that c...
AoM Retold Triggers 17: Cinematics
มุมมอง 244หลายเดือนก่อน
Cinematics are the movies of AoM. This is how we showcase some cool scenes, give our players instructions or even just make an entire movie! Cinematics do work online so can be used as instruction tutorials for your maps, probably their most common use. They're quite easy to make and I will cover the triggers that you need to make a basic one here, you can then experiment and build yourself up ...
AoM Retold Triggers 16: Quest Vars
มุมมอง 3192 หลายเดือนก่อน
Quest vars are custom number variables (integers and floats) that you can define yourself and control. They're useful for checkpoint like systems in your maps. Sadly a lot less can be done on Retold compared to EE due to lack of conditions and effects, plus the difficulty with adding custom written triggers. You'll need to learn XS if you want the cool stuff like an RPG unit leveling system. To...
AoM Retold Triggers 15: Taking a screenshot
มุมมอง 1522 หลายเดือนก่อน
The art potential in the editor is huge. You might want to enter a screenshot contest! There are unit animations that could overlap and you could have terminologies and shading at play, but the editor is not the place to do this. It is possible to set up your shot with the advanced transform tool and then set an angle, align your animations, pull off your trigger magic and take a perfect screen...
AoM Retold Triggers 14: Unit flags and types
มุมมอง 3102 หลายเดือนก่อน
A showcase video of some of the things you can do by assigning or changing unit types and flags. We could have buildings being thrown by cyclops, normal units reviving like the campaign heroes and even being able to bolt Osiris! AoMR question thread - aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=47&tn=29370 CHAPTERS 0:00 - Discussion 1:52 - Units revive 2:20 - Cyclops throws a ho...
AoM Retold Triggers 13: Custom unit abilities
มุมมอง 6642 หลายเดือนก่อน
This is how to make units have custom abilities in AoM Retold! This is a highly requested feature. It is NOT possible to transfer abilities between units (such as anubite jump on an automaton) without modding the game files. I will show you a workaround with triggers - you can do so much with this trigger set and the possibilities are vast. Written guide version - aom.heavengames.com/retold/sce...
AoM Retold Triggers 12: God Powers II
มุมมอง 3752 หลายเดือนก่อน
Want to create custom god powers? We can use the God Power: Redefine effect for this! I will mention how to remove GP timers and notifications before showing you how to completely change a god power. This will allow us in essence to create our own god power, complete with icon, name and description - it can even be slightly different for each player. We then use triggers to detect when the god ...
AoM Retold Triggers 11: Camera control
มุมมอง 4332 หลายเดือนก่อน
This video will explain how to achieve advanced views with the camera. We will cover all camera control commands, unlocking the camera and saving special camera cuts. We then go through the camera cut effect and show its limitations. To get around these, there is a brief and slightly more in depth look at camera tracks along with their implementation. These are both vital for cinematics. We loo...
AoM Retold Triggers 10: Technologies and victory conditions
มุมมอง 5492 หลายเดือนก่อน
This video discusses victory conditions. This is how to stop the map instantly winning/defeating you and enabling these effects at appropriate times for your scenario. We will also discuss some of the player data tab, including getting a player to start in different ages by the data tab or by triggers. We discussed technologies - I got a Greek temple to train myth units from other cultures. It ...
AoM Retold Triggers 09: Counters
มุมมอง 3772 หลายเดือนก่อน
Learn how to make kill counters, timers and custom counters in Retold. There's a discussion of the fake counter, the pause function and a talk through of some of the most common counter types used. You can have two standard counters and a fake counter at once. We run through linking triggers to your countdown and devise a way of Arkantos gathering relics using counters, and a reward message whe...
AoM Retold Triggers 08: Objectives
มุมมอง 2982 หลายเดือนก่อน
Learn how to set objectives in your scenarios. This will include optional objectives, chapters, objective markers and an overview of the larger objectives panel. The objectives provide a useful way for players to be reminded of their task and goals. The addition of optional objectives and chapters could lead to some interesting RPG type scenarios. CHAPTERS 0:00 - The objectives window 1:52 - Tr...
AoM Retold Triggers 07: God Powers
มุมมอง 2822 หลายเดือนก่อน
How to get the player or the AI to invoke god powers, setting their costs and cooldowns. The three things to remember are: Granting the GP, LOS enabled (if relevant or not player 0), No GP blocking
AoM Retold Triggers 05: Unit Commands
มุมมอง 6872 หลายเดือนก่อน
AoM Retold Triggers 05: Unit Commands
AoM Retold - Custom Map: Tower Defence (mod)
มุมมอง 1.8K2 หลายเดือนก่อน
AoM Retold - Custom Map: Tower Defence (mod)
AoM Retold Triggers 03: Modify unit stats
มุมมอง 8682 หลายเดือนก่อน
AoM Retold Triggers 03: Modify unit stats
AoM Retold Triggers 01: What is a trigger
มุมมอง 1.3K2 หลายเดือนก่อน
AoM Retold Triggers 01: What is a trigger
Age of Mythology: Retold - First look at the game content
มุมมอง 7K9 หลายเดือนก่อน
Age of Mythology: Retold - First look at the game content
Intermediate 12: Animations and animation paths
มุมมอง 10011 หลายเดือนก่อน
Intermediate 12: Animations and animation paths
Intermediate 11: Challenge - Terrain painter
มุมมอง 4211 หลายเดือนก่อน
Intermediate 11: Challenge - Terrain painter
Intermediate 08: QVcepting with XS code
มุมมอง 4911 หลายเดือนก่อน
Intermediate 08: QVcepting with XS code
amazing work ! is it possible to let a hydra start with 3 or 5 heads at game start ?
amazing work ! is it possible to let a hydra start with 3 or 5 heads at game start ?
hyyy Master! I need your help with the OLD AOM. I want to do "set animation" but it does not work. What is the rule for this or is there any specific trigger that I should use? I would make villager to looks like he build something (but in reality he don't). And yeah I want to use it INGAME. Could you help? or its impossible to make it Ingame and not in Cinematic?
Ciao Yeebaagooon, i really admire your modding skills. I finished now to release a custom scenario calling "one piece East blue" following the greater part of your video, so custom powers, gdr and markets. I would like to add an XP system too but maybe next time. It was very complicated just like now. I would really be glad if you try it and give me a feedback, and maybe if you appreciate you can show it with a video
Nice will try and check it out over the next weekend or so. RealLife (TM) very busy currently.
good map
Thank you master 🙇🏻♂️ This will enable me to spawn Odin’s Ravens
If only multiplayer worked for me lol. Any tips on how to script armies in XS master Yeeba? Edit: nvm I shall watch your video on it! ❤
Probably missing something obvious but how do I change heal rate?
You need to change the workrate towards LogicalTypeHealed using the ProtoUnit: Modify Action by UnitType trigger effect Modify Rate/Amount in that effect actually is related to the rate/amount values used in/by auras
Hello Yeba, I followed all your video. Can you do a tuttorial where you explain how release a mod in aom retold? Im trying to do that, releasing a mod of a scenario where i could able to apply greater part of your suggestions in tutorial, but nothing is simple in this game
Now that is a checkmate!
Wow!!!
Amazing!! I want to try it!
Damn, this is impressive stuff
😍 Fantastic work!
why is it sphinx and not minotaurs?
I believe the Minotaur lived in a labyrinth which is not exactly a maze: “A labyrinth has only one path. The way into the center is the way out.” I get it thought, not a bad idea
Seems really fun ! Will give it a shot soon :)
Niceee
this is nice but isn't there a way to use the existing ability system? with that you can auto activate it select a target area and the picture shows the cool down.
Not possible. That's why this video exists.
this is next level
Awesome!
This is simply amazing. I have just one question in mind! Can you en-passant?
No
NOOOOOOOOOOOOOOOOOOO
I was going to ask the exact same question lol
@@Yeebaagooon sorry it ain't chess then
Personally I wish there was more contrast for the pawns _((the black one's have clothes consisting of both board colors, and the white ones are hard to see on white squares)._ and for Bishops to have the same model for both sides. Black knight and rook are not the easiest to see on black squares either, but that's a nitpick I admit. Does the game handle En Passant and Castling well? Those are the moves some people might sometimes argue about IRL when they're not very familiar with Chess.
Bishops do have the same models. Castling is supported. En passant is not.
Hello! Does anyone know how to give a unit passive abilities like Kastor's Charisma aura or Divine Immunity in the Editor? Any help would be appreciated!
Not possible. You can change what units a god power can effect with flags (video 14).
@@Yeebaagooon Okay, thank you for the timely reply! Do you have a video that shows how to change a unit's voice sounds when you click on them by chance?
Oh wow! Great work
Woah
Awesome, but why would you use the error sound ?!?!?!
Youre housed. Do *you* see any houses??
I never thought of that. I've fixed it in version 7.
Did you even code un passant?
No. I'd never even heard of it until last week. Capture logic relies on a piece being there to capture. It would have been to buggy for me to code into my existing system. There's a popup ingame that says it's not supported.
Awesome!
Wow
Impressionnant!
Yeeb, are you retired? Where do you find the time to pump out all this stuff!
@@Eurotool this took less than a week because I was sensible with my coding. Meant some mistakes resulted in effects which were quite traceable so it actually all works! Far from retirement, just got given three weeks of leave.
Wow, even after all the years you have been blessing the community with your creativity we are still seeing such amazing creations today! Looking forward to all your creations!
Looks really good. I love the defeat animation!
Hey Yeeba, in your opinion is possible to fix the Throw function for jump in the direction of the front of the unity? Im trying to create a very complex mod, and I really enjoy to exchange opionions with you about some functions
Yes units can be thrown in relative directions compared to other units but this will require a custom trigger or XS code.
@@Yeebaagooon is too much to ask you a video where you explain the throw function and show a way for jump directionally where the unit turn? Thanks in any case, you helped me a lot
Hey Yeeba, thanks a lot. Your video is brilliant and super interesting. Exactly what i was looking for. I have just a question: if i want create more setup for have boost of differents skills or modificator, what can i do? Because i followed your first 3 triggers and it works. Now i would like do a second one, but the system read only the first setup ignoring the second (on the same unit. For example, militia)
I fixed correcting "Add train" to row-column (0,1) before it overwrote me rightly. Another question: Im trying to create a button the allows to the unit to use SPECIAL MOVE Throw, and everything works, except for the trigger OFF. I cant be able to revert from Throw everyone to Throw none, either if I add on command off the special move with filter on NONE. We can revert every modificator data, but what if we want revert a special power?
@@LordStefanius If I understood you correctly, set all throw special move parameters to zero.
@@Yeebaagooon I did it. But look like that the system, if you set for 1 unit, SpecialMove with effect to all units, and at the same time you set Special move(the same) with effect to none, it reads in anycase the special effect to all. so the iff trigger doesnt work and continue to read the previous special move
"off trigger"*
and again amazing video and work by you !! thank you !! one question... is it possible to turn of the time for summoned units ? so that they have no time limit... like servants from mummy or mercenaries from egypt ??
Yes, use Protounit: Modify Data and assign a value to the Lifespan field. 1000000 should do.
Thank you for the videos, very helpful! Two questions though, is there a way to create a count "up" timer instead of countdown? Essentially a way to time how long it would take to complete objective 1, pause the timer, start objective 2 and start the timer again. Second, is there a way to counter specific units in an army group instead of the total number of units belonging to a player. Thank you!
Countup is easy, just set values to 0 for start and 30 for stop. Army size needs databases or kbquery with xscode.
good
youtube recommended this, i'm gonna have to bingewatch your serie, thanks you for making this!
Incredible video, can't wait to use it myself. QUESTION: Can you apply vfx to units? Like have a hero glow on a regular unit
Hi Yeebaagooon, thank you for all the work you've done to help support the AoM Retold modding community. I've been working on some multiplayer maps in the editor tool, and I've been hoping to publish a few of them pretty soon. I know it may be pretty basic, and I'm not sure if you've created a video of it before, but could you go over how to publish a mod inside of AoM Retold so it shows up in the in game page? Regardless, thank you again for all the videos you've made, they've been extremely helpful.
I don't know if someone is deleting my comment but I wanted to express interest to see this trigger pack on aomheaven's downloads too.
JUST. BRILLIANT. Thank you!
and again amazing video and work by you !! thank you !! one question... is it possible to turn of the time for summoned units ? so that they have no time limit... like servants from mummy or mercenaries from egypt ??
thanks alot for that it really helped !
I cannot seem to figure out how to get an army to go to a specific location. I’ve tried many variations including Army: to unit and Army: to area. Every time, the units all move to a seemingly random location on the map. Its consistently incorrect, usually always moving to the same location regardless of the method I use. I don’t understand if this is a bug or I’m doing something wrong. Are their common reasons why it might not be working?
Might be the player has an AI. In player data tab set the control to human or unavailable.
@@Yeebaagooon That was it! Thank you. That explains why scenarios have like 8 players even though they make it look like a 1v1
Not an trigger question but how do we put ai's from skirmish maps (like attacker,defender) or even different ai's into custom made scenarios? In EE it seemed way more easy to me with things like militaryxloader but in retold it was way more confusing to me. I used main.xs while it worked fine(for some maps it acted weird) it isn't what I really truly want.
You can set AIs in the player data tab but need to extract the .bar file first so you can find them.
Is it possible to create a system that awards the player 1 gold for every kill?
Yes. There's a way to do it with ingame triggers which isn't entirely accurate. It would need custom triggers. Thinking about how best to implement this.
You absolute legend. The goat of AOM scenarios
Man, it's crazy how much more robust this Editor system is than before. Can't wait to see what kind of crazy scenarios people come up with - would love a Zelda-like with different unlockable arrows (ice arrows, fire arrows etc).