Difference between revisions of "Age of Mythology/Game Mechanics and Glitches"
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=Glitches= | =Glitches= | ||
+ | == Quicksave Glitch == | ||
+ | Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch. | ||
+ | |||
+ | This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern. | ||
+ | |||
== Shades Glitch == | == Shades Glitch == | ||
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03? | As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03? | ||
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Works on ??? versions | Works on ??? versions | ||
+ | |||
+ | == Fog Glitches == | ||
+ | |||
+ | There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements. | ||
+ | |||
+ | Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building. | ||
+ | |||
+ | If you get rid of fog and black mask using the quicksave glitch, you can build god power buildings (such as plenty vaults and healing springs) on top of enemy buildings and stuff. This works in a similar way to the above, because the fog and black mask isn't really being removed properly. | ||
== Pathing glitches == | == Pathing glitches == |
Latest revision as of 22:46, 7 July 2016
Contents
- 1 Glitches
- 1.1 Quicksave Glitch
- 1.2 Shades Glitch
- 1.3 Transport Teleport Glitch
- 1.4 Catapult Animation Cancel
- 1.5 Allied Transport Control Glitch
- 1.6 Gate Glitch
- 1.7 Unit Stacking
- 1.8 Flaming Weapons Hammership Glitch
- 1.9 Resource Bug
- 1.10 Market Rates Exploit
- 1.11 Hidden Unit bonuses
- 1.12 Some patch notes
- 1.13 Reading the Scenario triggers
- 1.14 Disabling fog of war
- 2 Seemingly Useless or Unpredictable
Glitches
Quicksave Glitch
Use F8 to quicksave and F9 to quickload. If you save just before a cinematic, load, save, load, you can skip some trigger or something and have control during the cinematic, with the map unfogged and unblackmasked and often extra units. If you save and load one more time you will be able to completely skip the cinematic, but this probably breaks just about everything in the map in most cases. It is very easy to break stuff while using the quicksave glitch.
This screws up IGT, because IGT starts after the cinematic (even if the cinematic is skipped, IGT is changed to be consistent). So that is a concern.
Shades Glitch
As Hades, surround a temple with walls, and let some units die. If a shade spawns, shades will continue to spawn indefinitely until one of the walls is destroyed and there is room for a shade to spawn. The only campaign mission where you are given the god Hades is mission 16. Fixed in patch 1.03?
Transport Teleport Glitch
If a transport is surrounded, and it tries to unload, it can unload from any distance. https://youtu.be/NKR42SXpv_k
Catapult Animation Cancel
When a catapult is loaded and unloaded from a transport, the animation for the catapult pulling it's arm back is cancelled. This can be used to make the catapult(s) fire faster.
Allied Transport Control Glitch
If you order a unit to enter a transport that is allied, the allied transport will move to pick your unit up. You can use this to manipulate transports that you would normally be unable to manipulate.
Gate Glitch
Surround a production building with walls. In this situation, units normally cannot spawn, and will be refunded. Change one of the walls to a gate. Units. Seems to work with 2 layers of walls, but no more. May be usable to spawn units past thin layers of trees? Untested in this regard. Works on disc installed version at least.
Unit Stacking
If units are in formation, they can move through each other. You can use this to stack units on top of each other, by ordering them to move to somewhere cramped.
Flaming Weapons Hammership Glitch
Flaming weapons made Hammerships 10X too powerful. Fixed 1.05
Resource Bug
Cancelling an upgrade frame perfectly or near-frame perfectly as it finished apparently researched the upgrade while refunding the resources. Fixed 1.03
Market Rates Exploit
Shift-clicking in the market had better rates than normal clicking. Fixed in 1.07.
Hidden Unit bonuses
Some units have hidden attack bonuses. For example, the tower actually has 8x2 damage, and deals 5x damage to ships. You can find out the hidden attack bonuses of units here: http://aom.heavengames.com/gameinfo/tables
Some patch notes
1.02 notes -Fixed a database exploit. -Fixed an exploit that could allow illegal market trades. -Fixed an exploit involving relics that could sometimes generate free resources. -Fixed a bug that allowed the Son of Osiris, the 2nd pharaoh and Ra priests to empower the Titan Gate during construction. (self explanatory)
1.05 notes -Fixed an exploit that allowed Armory techs to be researched twice. (I believe this exploit had something to do with the special armory obtainable by Thor)
1.07 notes -Fixed an exploit that allowed advancing ages in two separate Town Centers.
Reading the Scenario triggers
If you play a scenario for a couple of seconds, leave the game, go to the editor, and use the open recently opened files functionality, you can open the campaign scenarios. Use this to easily find secrets and stuff.
Disabling fog of war
The cheat "LAY OF THE LAND" only reveals the map - but does not disable fog of war. In your age of mythology folder\startup, create a file called user.con, and copy paste this into it:
map (",", "game", "blackmap") map (".", "game", "fog")
You may then press , and . to completely reveal the map.
Seemingly Useless or Unpredictable
Garrison Glitch
If a unit is loaded onto a transport, and the transport is killed or suicided (with delete key), then the unit will attempt to unload. If the unit cannot unload, it will simply die if it is non-hero, it will and unload where-ever it loaded onto the transport if it is a hero. This allows the hero to get stuck in objects. Surprisingly, the eject all units button on garrisoned buildings has the same functionality.
A similar glitch is where when a town centre is loaded with villagers or heros (by setting the rally point on top of the town centre), the town centre is surrounded so that it cannot ungarrison, and it is destroyed or suicided, then the settlement will have the villages or heros loaded in it.
Works on ??? versions
Fog Glitches
There are three states to fog in age of mythology - black mask, fogged, and visible. There are two interesting things about the farm's building placement: it has tile based placement, and the area it un-black-masks is larger than the area the farm takes up. Specifically in the directions to the north-east and north-west. You can use this to un-black-masks areas without making them visible at any point. When you unfog unallied buildings in this manner, they do not appear, and you can place foundations on top of them. Unfortunately, when the area preventing placement of the building is, unfogged, the foundations disapear. If we could teleport a peasant or something, or if we could somehow decrease it's line of sight, we could possibly build on top of enemy buildings. I am reminded of a Starcraft glitch, which allows you to build command centers and such close to mineral lines, or on top of enemy buildings, using the flying scv glitch, because the areas are not visible. This could potentially allow you to build over enemy buildings. Unfortunately, the line of sight of the villager seems to be too large to easily do anything. Also, might potentially be able to build walls close to gold mines or settlements.
Testing with a wonder (big enough that LOS does not prevent building over something), it seems that the building just dies if construction begins while overlapping another building, without even revealing the problematic building.
If you get rid of fog and black mask using the quicksave glitch, you can build god power buildings (such as plenty vaults and healing springs) on top of enemy buildings and stuff. This works in a similar way to the above, because the fog and black mask isn't really being removed properly.
Pathing glitches
Often, for unknown reasons, units lose pathing for a while, and can get stuck in walls and on cliffs and underwater or in buildings.
This seems to occur more frequently when unloading, building, using a special ability, or especially when the unit has just been created and is moving to a rally point. In the last case, if it happens once, it will happen again, and again, if you don't change the location of the rally point or anything else.