Age of Empires II: HD Edition

Age of Empires II: HD Edition

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Ozhara's Moving Water Pack V3 - Green Edition
New Workshop General: Terrain
File Size
1.039 MB
Jun 16, 2013 @ 10:09am
Jul 8, 2015 @ 9:11am
2 Change Notes ( view )

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Ozhara's Moving Water Pack V3 - Green Edition

In 1 collection by Ozhara
Ozhara's Water Replacements
14 items
Do you like my moving water but also like your water with a slight green touch?

So does Philippe le Bon and requested a green version of it.

As a result this Texture Pack contains the V3 of my fully moving variant of water textures but colored in green.
Beside that the waves are less strong and shiny.

Moving Water V1: darker, slightly cold water with a blue tone and strong, large waves.

Moving Water V2: lighter, slightly cold water with a slightly green tone and strong, large waves.

Moving Water V3: warm water with a blue tone and strong, large waves.

Moving Water V3 - Cold: slightly pale water with a blue tone and strong, large waves.

Moving Water V3 - Green: warm water with a green tone and large waves.

Moving Water V5: warm water with a blue tone that merges my moving water and my static water.
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Mister McButterscotch Oct 13, 2014 @ 10:04am 
Thanks for the textures
I like it
atomic_dawg Oct 9, 2014 @ 1:09am 
thanks ozhara i appreciate it
Ozhara  [author] Oct 8, 2014 @ 6:22am 
Well, there is a difference between such triggers and independant units.

While I never worked with the scebario editor, I suppose it's like entering a specified area does effect x (damage) to the unit triggering the effect.

By creating units beeing able to do this on their own, you can't do this. You have to give the unit fitting battle values and an ai able to actually attack enemy units within range.
Similar to giving a copy of a tower unit a rock graphic and the attack an empty one so there is no flying arrow visible. By reducing the range to around 1 tile, you'll get such a behaviour I suppose.
atomic_dawg Oct 8, 2014 @ 3:54am 
i was asking about "dangerous sea rocks" because it seems there is a trigger effect in the viking scenario on the original aok campaigns. the ships get eaten by worms or something and spontaniously sink then they hit a certain trigger or go a certain distance when at sea, at least for a certain peiod of time during the mission. thought it could be interesting to use on a custon scenario. add the effect of an unpredictable ocean, and dangers when sailing or exploring the high seas, or come to close to a reef. . word out yo...
atomic_dawg Oct 8, 2014 @ 1:18am 
thanks ozhara, if you hear of any comming out like that id love to know. i realize there are an infinite amount of mod ideas out there, just cool to know whats possible. i was thinking things like currents, weather patterns, even diasters or epidemics. im sure itll be possible to do on here within the next couple years, if it hasnt already. thx again
Ozhara  [author] Oct 7, 2014 @ 12:40am 
Well, I suppose you could do winds/storms by editing the dat file and add them as gaia units like birds and such...

For the rocks I'm not sure - you should be able to give them attack and damage values, but I don't know if you can give them an aggressive ai and if they would be able to attack you without moving in case your ships are right beside them - there aren't all unit values available for all unit types in genie editor...

But I think this wouldn't be completelly impossible at least...
atomic_dawg Oct 7, 2014 @ 12:05am 
is there a way to get ocean currents or winds in this game, or an effect where sea rocks can damage or sink ships? if there is plz let me know. thanks. heres my email
Ozhara  [author] Aug 17, 2013 @ 1:22am 
Thanks, glad you like it!
Such a scenario would be awesome. :)
konakona Aug 16, 2013 @ 8:59pm 
Somehow this reminds me of Donkey Kong Country 2 during levels like snakey chantey and whatnot where the water was a swampy green instead of blue
Which then makes me want to make a scenario based off of dkc 2 using furious the monkey boy
also it looks good
Dark Angel Jun 22, 2013 @ 12:54pm 
thats cool know anyone that does