Help with Mods
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Steam Workshop (6,999 visits to this link)
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why do the troops disarm in the custom maps of the country after a while and after them they begin to build buildings?
Last reply by RUSSKABOMBA, -
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- 1 answer
- 446 views
I want to make alternative history scenario where leaderY came up instead of leaderX. But how to make leaderY rule only in my scenario and leaderX to rule in default scenario while both scenarios use same year? I don't wanna to do it through event.
Last reply by Łukasz Jakowski, -
- 2 answers
- 714 views
pls tell me how to and which json file to change
Last reply by imrane13dz, -
- 2 answers
- 520 views
I DID EVERYTHING, I COPIED THE EVENT PATH, MADE MY OWN SEPARATE 1440 SCENARIO , I CHANGED THE AUTHOR NAME OF THE SCENARIO TO ALLOW ME TO LOAD THE MOD, EVERYTHING, BUT NOTHING WORKED, NONE OF IT, I'M GOING INSANE, INSAAAAANE, WHY IS IT SO HARD?!!?!?!? YOU COULD HAVE JUST MADE IT SIMPLER
Last reply by Code Engineer, -
Thank you!
Last reply by Kimseal, -
- 4 replies
- 2.3k views
How to add own Civilization in Age of History 3 Flag size: 154 x 100 154px width 100px height
Last reply by YouravaragebrazilianAoCfan, -
- 1 answer
- 403 views
I don't understand how the overlay system works, and I don't really need it. Is there a way to disable it when creating a map?
Last reply by Łukasz Jakowski, -
- 0 answers
- 383 views
Hello, Lukash. I want to create a civil war in Britain, but how can I set it up so that the player has the option to switch between the different sides of the civil war? Where can I find this trigger?
Last reply by Sviat3112, -
I posted the mod on the steam workshop and I see "Current visibility: Hidden This item will only be visible to you, admins, and anyone marked as a creator". How can I make the mod publicly available? (I can't change this through the sidebar)
Last reply by Łukasz Jakowski, -
- 5 answers
- 556 views
id=generic_socialist_revolution title=generic_socialist_revolution.t desc=generic_socialist_revolution.d image=generic_communist_revolution.png show_in_missions=false only_once=false trigger_and next_and random_chance=6 year_over=1850 year_below=1970 next_and_not civ_government_is=10 next_or civ_capital_unrest_over=25 civ_capital_is_occupied=true trigger_and_end option_btn name=AcceptRevolt ai=15 …
Last reply by ckobbrf, -
- 5 answers
- 596 views
Jak zrobic wlasny przycisk? W takim stylu, ze klika sie na jakas prowincje i pokazuje sie i dziala w podobny sposob co przycisk na zrzucenie bomby atomowej.
Last reply by kao, -
- 2 answers
- 657 views
I tried to adjust default map a bit. I didn't touch any files and just run MapEditor_2.jar. After I've done things I wanted, I press ENTER button few times(more than 2) but it doesn't save. @Łukasz Jakowski
Last reply by Code Engineer, -
- 0 answers
- 848 views
It has been quite a while that I've announced the AoH3's Endsieg mod, I'm making a test scenario, that is the 12/Jan/1945 (WIP) so far: I'd really appreciate any help on: Historical events for the scenario Timed Missions Historically Accurate army deployment to the date
Last reply by Shinayu, -
- 1 answer
- 333 views
?
Last reply by Łukasz Jakowski, -
- 2 answers
- 724 views
I'm creating a scenario and trying to organize it with precise values for population, economy, and technology. In the editor, I can adjust the population to the exact value I want, and I can also modify the technology accordingly, but the economy (Civilization:Economy) does not change to the value I selected. I tried to understand the calculation logic to apply it, but I couldn't find any consistent logic behind it. Is there a way to modify the economy to work in the same way as selecting population and technology?
Last reply by WAGNER2000, -
- 1 answer
- 270 views
?
Last reply by Łukasz Jakowski, -
- 1 answer
- 453 views
Hello. File mod.txt requires to add some tags into it, to release in Steam. Is there any list of all supported tags by Steam Workshop? I can't find list of all tags what I can use in this file in FAQ or modsExamples.
Last reply by Łukasz Jakowski, -
- 2 answers
- 398 views
Random ruler names for CivGroups do not work. Instead, the names from randomNames are used. I mean groups. lit.txt or eng.txt work fine, but German.txt does not. Maybe I'm doing something wrong? But I checked it on my mod and on vanilla version.
Last reply by Pnompenb, -
- 1 answer
- 430 views
Чому у мене не запускається Map Edition 2 (я переніс його у свій мод)
Last reply by Łukasz Jakowski, -
- 4 answers
- 863 views
I am trying to make a custom Special Alliance (like HRE) for a scenario as I've noticed you can easily change the data for it. Yet I have a question. I've noticed the following parameter: typeOfAlliance I assume its probably so it knows what reforms it has available for the alliance, so I wanted to ask how many types of these special alliances are there in the game and can we add or change them?
Last reply by bizacjum, -
- 0 answers
- 363 views
@Łukasz_Jakowski As shown in the title, the name of the civilization cannot be displayed normally on the map in the game. I use my own provincial map, with a total of 10,389 provinces. Each civilization has at least 100 provinces. I use Chinese. Why can't it be displayed normally?
Last reply by Kimseal, -
- 5 answers
- 512 views
@Łukasz_Jakowski I have designed many governments for myself, and the format is correct. However, after entering the game and editing the script, I opened the script and found that the game civilization did not show the correct government, but other governments.Can you help me?
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- 2 answers
- 692 views
Is there still a way to change the color palette of countries for a specific scenario like there was in AoH2?
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- 1 answer
- 644 views
If you are making a map/scenario, remember that the game never saves files to your mods/ folder! The game always saves data to the default game folders! Always copy all generated data from the game files to your mod files.
Last reply by Łukasz Jakowski, -
- 1 answer
- 730 views
game/_FAQ/Logs_EnableSaving.txt Open the file: game/gameValues/GV_Logs.json ################### And change to true to enable saving logs to the file: SAVE_LOGS_TO_FILE: true, ################### Set to false to disable saving logs to the file: SAVE_LOGS_TO_FILE: false, ################### ## The logs will be saved in the logs.txt file ## It can be useful if something doesn't load or work properly.
Last reply by Łukasz Jakowski,