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Age of History 3 nominated for - Best Polish Game 2024
IlyaRU and 4 others reacted to Łukasz Jakowski for a topic
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New Siege Look
ConRadical and one other reacted to Das Moss Man for a topic
Hello my serfs, lords, and emperors. Yesterday while I was watching a video, I had a stroke of genius. The seiges look honestly really boring. So I thought what if during seiges we had a top-down view of the city (or Fort). But that wouldn't be all there would be different looks, like star forts. For example in the 1200's they'd look square, and boring. But during like 1700's they'd be pointy and star shaped. Now I didn't come up with this alone, if you want to learn more watch this: Here's the link It's an honestly amazing vid. How I imagine it to look: That will be all, critism is appreciated. :-Þ2 points -
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Earth Huge - In Development
BatataGamer55 and one other reacted to Beter Griffin for a topic
Bringing this back from the dead to say I'll be adding hundreds of wonders to the map by the time its finished. So far, I've added four in eastern Canada. Feel free to suggest any ideas for wonders to add!2 points -
DEV UPDATE #2 - Custom Mapmodes and Map Scripting. It has been some time since the previous update since we were primarily busy with university. That is now through. To celebrate this, we've added In-Game Custom Mapmode support, Map Scripting support, a new music framework, and databases to go along with it. We have also moved our GitHub account's URL from one of our personal contributors' accounts fully over to Confoederatio. That's right - repossessed. In addition, both the nascent 11:59 mod as well as AnalyticalEngine have been placed under CTD, or Confoederatio, Technical Division (in contrast with CRD, the research division that does actual research). The full fixes and patch notes for it are seen above. Mapmodes now fold outwards from the Minimap. You can click the chevron at left to expand custom modded mapmodes. The way custom mapmodes work are by specifying a .js file in your mod folder and utilising the addMapmode() scope with the following options: /** * addMapmode() - Adds a modded in-game mapmode to config.mapmodes. * @param {Object} [arg0_options] * @param {String} [arg0_options.id] - The ID of the mapmode to declare in config.mapmodes. Best practices indicate you should have a dedicated mod ID. * @param {String} [arg0_options.name] - The in-game display name for your mapmode. * * @param {boolean} [arg0_options.is_editor_mapmode=false] - Whether this is an editor mapmode. * @param {boolean} [arg0_options.is_game_mapmode=false] - Whether this is an in-game mapmode. * @param {boolean} [arg0_options.live_update=false] - Whether this is mapmode should update live. Decreases performance at the cost of a live update loop. * @param {boolean} [arg0_options.separate_mapmode=false] - Whether this is a fully-fledged mapmode, or a sub-mapmode of the pre-existing applied mapmode. * * @param {Function} [arg0_options.special_function] - Must return an RGBA value for all provinces in array format, [0-255, 0-255, 0-255, 0-1]. Passes (province_obj). Undefined assumes a fully transparent province. */ We provide the example of a religion mapmode in the Devlog, but this is fully customisable so long as you make sure that it returns an RGBA value that you wish from various conditions (see Documentation). There is still some level of jank with in-game mapmodes, but this can always be fixed by the end user, though we are working on it. You can see exactly how you would go about coding such a custom mapmode below: addMapmode({ id: "11.59_religion", name: "Religion", is_editor_mapmode: true, is_game_mapmode: true, live_update: true, separate_mapmode: true, special_function: function (arg0_province_obj) { //Convert from parameters var province_obj = getProvince(arg0_province_obj); //Initialise main if (!main.all_religions) main.all_religions = getAllReligions(); //Declare local instance variables var religion_obj = main.all_religions[province_obj.getReligion()]; var province_colour = undefined; var province_religion_colour = religion_obj.Color; //Return statement return [province_religion_colour[0]*255, province_religion_colour[1]*255, province_religion_colour[2]*255, 0.85]; } }); We have also added better Windows-side support. AnalyticalEngine will no longer malfunction if you do not have Steam open, and it will also work if you start AnalyticalEngine from outside the given src file. You may still have to start it twice to get it working each time your computer boots up - we are unsure why this is. There are now also options for playing custom music: playMusic() works like the Event Outcome provided by the basegame, whilst adding playMainTheme(arg0_file_path) plays a song as the main theme upon startup. It must, of course, be in a .js file within the mods/<mod_name> folder. GDP (PPP) in 1100AD. You can now use data like this for automatically populating base province map data, assuming your projection is equirectangular. Finally, there is economic and population scripting. Most of these instructions have been published above alongside corresponding datasets (for Base Development/Economy and Population/Province Growth Rate) for use, and you can view the full methodology for constructing these datasets here: https://github.com/Confoederatio/Eoscala-Velkscala/blob/main/Eoscala 1.0-Velkscala 0.5 - A Gridded Reconstruction of Global GDP and Population from 10000BC to the Present.pdf. With that, 0.5b - Rhine is released. The only main missing feature left are Custom UIs, which are technically supported, but for which good tooling does not currently exist.2 points
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firstly i'd like to preface that i believe the main focus of the game development right now should be bug fixing, not adding new features and creating more bugs on top of the old ones, this is by no means meant to be hateful or criticize lukasz, these are just suggestions (please dont ban me) 1 - the military system the military system is a massive upgrade from aoh2 (anything is to be honest, the bar wasn't very high lmao 💀) because it's actually no longer just about numbers, with many new units introduced, and tactics and generals, it's pretty amazing, but it needs some minor tweaking for starters, the generals need to be more influential, like WAY MORE INFLUENTIAL, I MEAN IT, the number 1 defining factor in a battle is the general, you don't need a top equipped army or expensive weapons to win war, you just need a smart enough general, which is why i think those stats should be tweaked to have WAY MORE INFLUENCE in the battle, it should also be way harder to find a skilled general than it currently is secondly, the tactics are very nice, but they're not nearly as influential as they should be, i think they should be buffed, i do have a suggestion though below is an example of a battle map that's displayed, you can make soldiers retreat and attack, but that's about it, you can't move them around, which is why i (very very optionally) suggest a tactic system similar to chess but much more simpler, in this system, the units (i.e the squares) would have unique stats that determine the speed, amount of damage a unit can deal, and defenses of each unit box based on the already assigned stats we see next to them when we attempt to recruit units, the more damage a unit box takes, the more cracks will appear on it until it cracks completely, units will only be aware of the units they're engaging against, allowing the player to potentially maneuver around them (if their units are faster, otherwise they'll just be caught and the enemy unit boxes will either retreat or attack, if they retreat using this tactic again would be much harder since they'll now be aware of your units) and deal damage, the player could also be allowed to place the troop lines he has in formation, ofcourse all of this is optional, the player could just let the AI deal with it and it will just do the battle the default way it does now, this is for more *complicated* battles where the player has a smaller army size, the player still needs to unlock some tactics like the encirclement etc, i think it adds way more soul to the system, it will be hard to program the AI though, but i don't think it's anything mr lukasz cant do 2 - the province buildings and the resources yep, everyone has complained about this one a little bit, the current buildings all just give the same stats and don't do much other than stack stats, and people seem to feel underwhelmed by resources and how little uses they have, everyone kinda feels like they have way more potential, which is why i suggest hitting two birds with one stone AND: incorporate resources into the creation of new buildings, also some buildings are just unnecessary and need to be merged with other buildings as just upgrades, (Prime example is the palisade and the walls, castle can just be upgraded into military base for modern day uses since still having castles in the 18th century is insane, irrigation shouldn't be a seperate building, i think it should be an upgrade that can be done for all the plantation and farm buildings by right clicking on it, trade center can be upgraded to market) example: the factory building, it's very one dimensional for now, but my proposed feature would make it way more interesting, it would need metal, wood, and steel to be built, you'd also need either oil or natural gas or else the factory will go out of order, but in exchange for all of this, what would the factory building give us that is new?! very simple, it would eliminate a large sum of the current useless resources and make them under a new thing i call ''manufactured goods'' this was made for resources that make zero sense as resources, think about it, why are things like clothes, cheese, and beer in the same section and raw materials like cotton, cocoa, coffee, silk, iron, oil, milk, wine etc? when cheese is made from milk, clothes are made from silk and cotton, and beer and wine are made from grapes (which are a resource), so it makes no sense to put them as resources exclusive to one province when anyone can just get the resources and manufacture them, which brings us to the next (and probably overasked) idea: 3 - TRADING MARKETTTTTTTTTTT the idea is, not all civilizations have all the resources, and as i said, oil is needed to run buildings like factories in my previous idea, which is why i think an international market should be set up for resources with market rates for each resource that increase or decrease based on how many civilizations are buying oil (all of them in this context, so oil will be the most important resource purely naturally, if rice becomes high demand, then it'll be the most important resource), you can post your own resource for a cheaper or more expensive price, but you should make sure not to make a loss since there will be a production cost, so posting oil for sale for expensive will get you way less purchase offers than if you posted it with the market price, likewise, posting it for a cheaper price (even if at a loss) will get you a ton of trade offers, theres also the ability to manipulate the price of resources by controlling the majority provinces that make it, which makes you the largest producer, and therefore, you will have a higher chance for offers by 60% since you're capable of providing other civilizations with as much quantity as they ask for, so you're way more reliable, this SHOULD BE THE MAIN AND ONLY SOURCE OF INCOME IN THE MODERN PERIOD, PERIOD. (lol), it will also make more sense since now you'll make more money therefore the effect of countries having trillions in the modern period will be replicated naturally i have way more i could share, but i don't have much time. @Łukasz Jakowski thoughts?2 points
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Players can now release any Civilization as a Vassal - Beta Update
Wayne23lololh and one other reacted to Łukasz Jakowski for a topic
Players can now release any Civilization as a Vassal from a full list of all civilizations in the game. A new beta update introduces greater control over vassal management! Players can now release any Civilization as a Vassal from a comprehensive list of all civilizations in the game. This feature allows for more strategic empire management, enabling players to reshape borders, delegate governance, and create new diplomatic opportunities. Whether you want to grant independence to a former rival or establish buffer states, this update provides enhanced flexibility in how you shape the world. Steam: https://store.steampowered.com/news/app/2772750/view/5140759403015700812 points -
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Łukasz ty leniu zrób coś w końcu z grą
Gregor Hermann reacted to panszop for a topic
Ulepsz grę bo jest średnia do tego stopnie że na YT grają w AOH2. Wiem że ci sie nie opyla więcej robić updatów bo już zarobiłeś kupę szmalcu ale jakbyś updatował to byś mógł jeszcze więcej zarobić. Lista potrzebnych updatów -Dodaj dyplomacje do gry. -Napraw rozmowy pokojowe bo są lamerskie, system armi jest z wojen napoleońskich w grę najlepiej się gra w średnioweiczu a system rozmów pokojowych jest jak z 2 wojny światowej. -Dodaj treade żeby boty mogły ci sprzedać prowincje jak masz na nie cory i wogle dodaj cory do wszystkich scenariuszy a nie do jednego leniu śmierdzący -Zmień system corowania żeby jak np grasz państewkiem niemieckim to masz od razu cory lub bardzo tanio na wszystkie inne państewka niemieckie bo to ta sama kultura i język tak samo zrub z innymi grupami kultorowo językowmi np słowianie, germanie, Arabowie itede. Każda z tych grup mogła by mieć pod grupy np słowianie wschodni i zachodni i ci wschodni mieli by taniej corowanie wschodnich ale wciąż taniej ogólnie słowian. -co do egonomi jest wiele dobrych sugest na forum -Dodaj anektowane wasali bo mam depresję -dodaj że na starcie gry masz już jakieś budynki np kopalnie soli tam gdzie historycznie funkcjonowała kopalnia soli czy zamki w Konstantynopolu bo tylko dlatego turasy go nie zdobyły. -Poczytaj jakieś starożytne teksty i dowiedz się o relacjach jakie panowały pomiędzy państwami w każdym scenariuszu i dodaj że na starcie już jakieś relacje mają. -agresywna ekspansja jest git pomysłem ale realizacja jest gejowa ulepsz to 😢 -dodaj ultimatum i zrub AI na tyle mądre by potrafiło go używać. -Dodaj statki bo mają potęcjał historycznie np mongołowei nie zdobyli Japonii bo była burza i wszyscy zginęli albo jak Kartagina biła się z Rzymem. Bo na razie to niemiecki czołgi mogą przejechać po kanale La manrz jak po lądzie. Ale nie rozdzielaj samolotów od armi jak inni piszą. reszte narzekań napisze potem ale dodaj to albo się zainspiruj bo mi smutno że age of history 3 jest słabe.🥺🥺1 point -
Łukasz ty leniu zrób coś w końcu z grą
Gregor Hermann reacted to panszop for a topic
Unie dodaj a jakbyś nieumiał czegoś dodać albo by ci się nie chciało zatrudnij pracowników albo poproś comiunity o niewolniczą pracę za darmo, to by ci pomogli. Dodaj żeby się czuło jak idzie się przez wieki historia, dodaj bunty powstawania wzrost nowych Religi np protestantyzm. Żeby się czuło te AGE of HISTORY 3 Dodaj funkcjonalność Religi bo na razie to drugie cory. Fajne pomysły to np: krucjaty albo prawo do tolerancji religijnej. I że w jednej prowincji morze być wiele Religi i że są połączone np szybciej nawracasz na katolicyzm protestanta niż poganina. I wywoływanie buntów u innych państw dodaj i żeby się dało pomagać buntownikom Zreorganizuj system menpowera na wzór hoi4 że procent z całej populacji idzie do wojska a nie że populacja produkuje manpower, bo to słabe jak masz 30 milionów mieszkańców i maksymalnie 40 tysięcy manpowera1 point -
Łukasz ty leniu zrób coś w końcu z grą
Gregor Hermann reacted to panszop for a topic
Dodaj mgłe tam gdzie jeszcze nie odkryłeś terenów bo to robi mega fajny klimat.I by wyświetlały się tereny odkryte przez twoich sąsiadów. I jakbyś dodał statki to było by jeszcze fajniejsze, ale jak byś jurz dodał to dodaj żeby statki miały szansę zatonąć na morzu tak jak flota mongolska zatoneła przez burze w wojnie z japonią.1 point -
Łukasz ty leniu zrób coś w końcu z grą
Gregor Hermann reacted to panszop for a topic
Dodaj jeszcze że jak grasz to możesz komendą wyjść z państwa i wejść do innego albo w ogóle wejść w tryb obserwatora. I włącz wzywanie wasali do wojny jako domyślne bo bez tego wasale nie mają sensu1 point -
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Welcome to the easy-to-use Event Generator for Age of History 3! This tool will help you create and customize events for your game, as well as translate them into any language. Generator Features: Choose from a full list of triggers with formatting tips; Choose from a full list of outcomes with formatting tips; Automatic event categorization: global, regular, and siege events; Support for translating the generator into other languages; Localization of events into any language! Download link: https://github.com/IlyaSalRCA/AoH_Event_Generator1 point
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(WE ARE SO BACK) QBAM PROJECT
RostislavMerte reacted to bun_dha4 for a topic
every flag you send equals to a person losing their hopes of this mod to ever being transferred to aoh3 even if i already stated i wouldn't. make them come good.1 point -
Immerse yourself in the world of Metro 2033 The mod will carry you to the post-apocalyptic world of the Metro 2033 universe, where you can take control of factions from the Moscow Metro, fight for resources, and survive under the constant threat of mutants and other hostile groups Link: https://steamcommunity.com/sharedfiles/filedetails/?id=34246848351 point
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1 point
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(WE ARE SO BACK) QBAM PROJECT
IlyaRU reacted to RostislavMerte for a topic
1 point -
Lukasz is a Sigma 🗿🗿
Thee OG Emerald EYE reacted to general nepolean for a topic
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Best Update
general nepolean reacted to Popooy for a topic
Just two hours ago, Lukasz has probably launched the best update besides the Multiplayer one. That is the releasing of vassals without cores. This has been literally life-changing in game to be honest. Thank your, Lukasz1 point -
Patch Notes. 0.5 Beta (Rhine). (15 March 2025). 18:44GMT. Stable Release. - Added support for custom mapmodes (in-game, as well as editor mapmodes) for modding. This should now appear in-game next to the minimap. - Loading tips have been overhauled. - Custom loading tips are now possible by overwriting the relevant Bundle with locale support. - Ellipses at the end of loading tips have been removed. - Map scripting now supports loading both Population and Economy/BaseDevelopment data from Velkscala/Eoscala. - Eoscala 1.0 - Gridded economic raster data from 10000BC-2022AD (GDP PPP), separate project: https://github.com/Confoederatio/Eoscala-Velkscala/tree/main/eoscala_1.0 - Velkscala 0.5 - Gridded population raster data from 10000BC-2023AD, separate project: https://github.com/Confoederatio/Eoscala-Velkscala/tree/main/velkscala_0.5 - Both Eoscala/Velkscala may be loaded in-game through the use of console loadPopulationNumberData(arg0_provinces_file_path, arg1_numbers_file_path) and console loadEconomyNumberData(arg0_provinces_file_path, arg1_numbers_file_path) respectively. You need to generate a provinces file from the loaded gamestate first and align it with those rasters. You can do so by using console saveProvinceMap(arg0_file_path). NOTE: Eoscala/Velkscala are used for Map Editor > Map > Base Development Level (Economy) and Map Editor > Map > Growth Rate Editor (Population) respectively. - Music framework allows for mods to use the playMainTheme() function upon game load. This function is semi-stable, and rarely results in Vorbis crashes, but it can happen.1 point
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Age of History 2 - Vanilla Plus MOD
PeteFromPat reacted to Zarexine for a topic
Hello everyone! Today I present to you the ultimate post where updates for the Age of History 2 - Vanilla Plus mod will be posted. This project aims to modify the base game of Age of History 2, but without losing the core "Vanilla" essence of the game. I want to thank MrJulez, who helped me create a port for the mobile version. The update information will be placed below the download link, each differentiated by an update name and version number. Thank you all very much, and I hope you enjoy this simple yet essential mod for everyone. You can also actively participate in the comments to leave suggestions and ideas for future updates. WARNING: IF YOU ARE MOBILE USER READ THIS If this error appears when changing scenarios with the right arrow, do not press it, as the game will crash. Also, do not open the scenarios section, as the same will happen. To avoid this problem, press the left arrow instead. There are only three scenarios in the game, so don’t worry about missing anything. I’m sorry that this error occurs in version 1.1.4, but I don’t know how to fix it. I hope you understand. My YouTube: WolexWest - YouTube MrJulez: MrJulez - YouTube Link's MOD PC - https://mega.nz/file/drUS1SjK#HIw4QnVe5If2mUnLHh9N6SenIyZM1p8pxCy7yU9Qmkc Mobile - https://mega.nz/file/UyEQwADD#SRRmhaJsfGrTVeqp378iKncnp23_X_SIC59cBe13wRc Update History Update 1.1.4 - Ideologies Update 13 New Civilizations. 9 New Formable Civilizations. Lebanon Leader updated. 15 New Ideologies. Updated Ideologies Icon's. All leaders of World War II Added. Great War Scenario Added. Updated Flags. Update 1.1.3 - Mobile Port Added mobile port for Android. 25 Civilizations fixed. 4 New Formable Civilizations. South Korea Leader updated. Updated Flags. Update 1.0.2 - FORMABLE CIV'S Update 118 New Formable Civilizations. Better "World War II" Scenario (events soon). All languages are removed. Only english translation is available to avoid text bugs. Updated and fixed flags. Updated Leaders. 59 New Civilizations. Syria Civil War borders. Update 1.0.0 - FIrst Update Only modern world map. All leaders, excluding of "South Georgia and the South Sandwich" and "Ascension Islands" because have the same leader. 3 new civilizations. 14 new formable civilizations. Israel-Hamas War, Russian invasion of Ukraine, Yemeni civil war, Syrian civil war, Sudanese civil war Only english translation. Used ProjectVita MOD for more provincies. Made in Argentina and Romania1 point -
I can only play Germany, USA and UK any other nation and i lose spectacularly1 point
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I suggest bringing back annex option to puppet states, maybe it could work in some sort of an autonomy system, but we need this why? Because simply now puppet's are useless because if you can't take it later, then why it is there? I also remember how I was doing lot of puppets in AoH2 but now in AoH3 is just not fun, so please bring back annexation option to puppets, and it could be even by some sort of an autonomy process 🙏 @Łukasz Jakowski1 point
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Mama may I hap cookies 😭🥔
ryaugymd reacted to YouravaragebrazilianAoCfan for a topic
I got it a few days ago too! dont play it much though AoH2 is better1 point -
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Dear friends! So the alpha version 0.2 was released, which added: - Rebalancing of economics and culture; - New leaders and characters; - Story events for VDNKH, the Ryazan community and Europe; - New events for all countries; - Several new buildings and resources; - Wonders of the world; - Now you can take over the provinces of enemy allies during the truce. To make the events work better, you can remove the events from the vanilla game (optional) along the way.\Age of History 3\game\events Download links: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=34246848351 point
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@Łukasz Jakowski naprawdę o nich zapomniałeś, bo programuję wydarzenia dotyczące dekolonizacji, ale nie ma takiego kodu o uwalnianiu marionetek, bo nie ma ich w FAQ1 point
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Uwolnij marionetki dzięki kodowi wydarzenia
Dule22 reacted to Łukasz Jakowski for a topic
Można wcześniej w edytorze scenariuszy dodać brakujące Cywilizacje jako posiadające core w prowincji a potem:1 point -
Try to change first event to 45 and second to 55, it helped me. Also check the syntax of the event to avoid the errors there1 point
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Event editor ?
general nepolean reacted to Samuelllle for a topic
I think adding the event editor would help the game community share its ideas between its members and also make the game more enjoyable1 point -
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Great China Provinces Map(3620+ provinces)
general nepolean reacted to Kimseal for a topic
Very detailed map of regions and provinces in China There are 3620+ provinces in total, including 8000x6480 ultra-high definition China map! Provinces include China, Mongolia and Tuva,Northern India, Siberia, Korea, North Indochina, Northern Thailand and the Epidemic North. For now I'm just sharing my results.1 point -
Maksymalna wielkość armii
Mihael1 reacted to Łukasz Jakowski for a topic
Wystarczy zmienić limity armii w plikach GameValues i ponieść 1000 krotnie koszt rekrutacji ponad limit armii.1 point -
Political Chaos | AoH3 Mod
general nepolean reacted to DimitriComrade for a topic
I SURELY FORGOR ABOUT THE FORUM! 💀💀💀 That`s because it`s more updates in TG channel So, in this moment we... - got 8334 provinces and almost done Baltics (there is last states - Lithuania) - Concept of religions - Some Loading screens - Some portraits - Concept of ideologies (don`t published) Also, in TG channel in 22 Hours of Moscow time I post the elections of New Year special release as a present for the all players and subs. So... You are welcome! Repeat, so, TG channel link is https://t.me/+LNQ9fdycbYFmNDUy1 point -
here my file archive https://drive.google.com/file/d/1r6D7EFhaJq5ieQ3DVRAAtrVeBifpo5B-/view?usp=sharing I tries AoH2 to AoH3 convert I have no idea sorry you try help good luck zip password: AOC2-GYLALA-MAPS (because encryption anti-copyright images map)1 point
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Through the Ages 2 or Pillars of Power. I haven't decided on the name yet
Beter Griffin reacted to Pnompenb for a topic
I'm still working on the mod. I have decided on a name and now it will be called Pillars of Power, so as not to be associated with TTA1 and its large number of provinces (the new mod is not about this). Cover for workshop Now I'm working in parallel on all aspects of the game. So, the feature of the mod will not even be a new map, but the development of more, as it would seem, insignificant features. Now technologies play a more important role in the game. I can not say much, but in Pillars of Power there will be many unique units, buildings, laws. All this will play a decisive role in immersion in the role of a medieval ruler. Byzantine unique units (there will be a little more of them) Due to the fact that I am developing the mod in depth, and not in breadth, the work on the placement of states on the map is slow, but it is a matter of time. Again, I try to work through all aspects of the game at the same time in order to tie it all together. I decided that the release of the mod will have only one developed scenario (1157). This will allow me to release the mod earlier than it would have been possible. But various features, including technologies, are already designed for 500-1600 years. Over time, I will update Pillars of Power and add more scenarios. Thanks for reading, I hope you like the mod. East Europe (WIP)1 point -
Earth Huge - In Development
general nepolean reacted to Łukasz Jakowski for a topic
That would be an awesome map! But maybe 100k provinces is a bit too much 😛1 point -
Greetings to you, dear creators! I am happy to report that russian community present you an improved version of the map editor, which differs from the usual one in that this version does not need to constantly restart the editor and manually rename the province files. This innovation will significantly reduce the time spent on creating a map and save your nerves. DOWNLOAD Installation: Download the archive attached to the post, unpack it to any folder and... start working! To launch the editor simply activate the file Age_of_Civilizations_Map_Editor.jar. You can find out how to delete all default provinces and create a map from scratch in the article attached below. this method also works with this editor. If you want to insert your existing map into the new version of the editor, just download this file, rename the file format to jar and move it to the folder with your editor, and then work in it through this file. We wish you a pleasant use and we hope that you'll appreciate our new editor Our VK group Editor in action:1 point
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Fallout Mod
Ehil7 reacted to Transcendence for a topic
A few weeks ago I decided to play Fallout 4. I had played it before but never really got much further than the intro. Now I actually finished it and must say that it is an pretty impressive game. The lore has now inspired me to create a mod for the fallout universe. I have only started recently and haven't gotten all that far yet, but I believe I am doing acceptable progress. Right now I am still working on the map. It features north america as well as parts of south america. I am aware that other people have tried making a Fallout mod before and I honestly can't say whether or not I'll succeed, but I'll certainly try my best.1 point -
Sound, distribution conference.
general nepolean reacted to GalacticCakes for a topic
It would be richer to add the detail of war sounds depending on our armies in each era and include a war easter egg sound. For example, in medieval battles you will hear swords clashing together depending on the number and types of units. If there are less than 1000 units in a battle, only a few sword-rattling will be heard. But if there are thousands of units, you will hear swords clashing every second. Of course that is if the units are purely knights. The sounds would be more varied if archers, artillery, cavalry (horse pounding) are included. Even voices, although it would be very time-consuming to add natural voices from each country and era, especially when there were Thousands of countries and kingdoms. Special sounds for special units, perhaps a short hymn of the tercios?, or the sound of the British pirates?, The singing of the Germans on the march? I would like to listen to radio in 1939-1941 from generals or perhaps from the Polish, Soviet, German or French press. Or a reference to unlocking the atomic bomb like a: "I became death, the destroyer of worlds." But outside of that fantasy. The main idea is to add unique battle sounds. I would say that the same sound has a rule of being repeated if there are every 1000 units of that class. It would be great to listen to and imagine the battles with battle sounds implemented. Like imagining a battle between the Russians and the Americans, with sounds of tanks and heavy machinery engines.Imagine the siege of Paris with pure catapults. The invasion of Istanbul. Another part is listening to the generals obey orders like a: "Order received", "march, soldiers", "Target established." Listen to a medieval urban city, with the sound of horses and crowds. A city from the last century with older engines. And even a modern one. Or listen closely to the banging of construction hammers, after asking for the construction of a temple, castle, or any building. On the other hand, apart from the sounds. I would like to see the division of continents added to the peace conference. This will make it easier to completely colonize an entire continent without having to send thousands of settlers left and right. The distribution conference can only be held under the following conditions: Continent or subcontinent is 70-90% uncivilized (editable in editor mode) Maximum 2,000-10,000 legacy points to pay. The country is a super power (Minimum 8 world power) Has discovered or established one or more provincial colonies. ---- If all these requirements are met, a continent can be distributed as follows: Influence on the continent (0.1-10) (example: France in africa was 7) Depending on the amount of influence, a number of colonization points will be given to claim areas of the continent (If an area is inhabited by tribes and another civilization, it is not claimable.).This is in order to avoid mass production of settlers. If a claimed area is claimed by another AI such as a player, it is disputed territory. To avoid disputed territory, it would be through war or majority population and control. -- I don't know, but personally, putting each settler one by one would take time, so it would be faster to put your influence and tell all the powers.1 point -
AoH3 - Golden Ages
Dule22 reacted to Łukasz Jakowski for a topic
1 point -
Federal system
RostislavMerte reacted to Wayne23lololh for a topic
This is the remastered version about the federation. This idea would make the game somewhat more immersive for countries like the USSR and USA and also to fix some ethnic tensions like in A-H. , so the collapse/disintegration of these following countries would be more convenient. The project to federalize a country could be for some reasons : for stability, to separate powers, for involvement, for fear of civil war. I don't want that to become too op so there will be cons too. The main idea is just create some states in the country and there will have an internal border to divide each state.This could be interesting for laws and reforms. The example I took last time was the proposal to federalize Austria-Hungary in 1906. Here are the pros and cons of a federal government : Pros : army morale +5% ; population stability +5% ; population growth +2% ; production +2% ; minority happiness +9% Cons : laws and reforms would be harder to implement ; state inequality ; internal conflict ; a state will certainly be more powerful than the rest, so there could be inequality. If Bosnia left the federation, the risk of civil war would be lower than if it was Hungary because Hungary is more dominant. The states couldn't have their own armies, couldn't have relations with other countries, instead, it is the federation itself and the recruitment would be for the federation and not for the state. This isn't an ideology but a form of government, so a monarchic, a democratic, or a communist country could be federalized. That's why government types are important and must be divided with the ideologies. Here's the proposed reform : There could have been several ways to federalize the country : to respond to a protest or by elections. For protest, an event could start like this : Title: Minority manifestation. Simple Description: The minority complain that they want to have more equal rights. Triggers: The stability must be under 30 %, and have more than 4 ethnic minorities. Outcome 1: Skip. Nothing changed Outcome 2: Reforms some laws. Integrated the minorities more, like in school or in right. Outcome 3: Form a federation. If it's outcome 3 : 1. Select the states in "Select a Civilization" 2. Select the border. 3. When it is complete, click on "Release as a Federation" By election : There could have been a federal party. I don't really know how this would work, but the result is like outcome 3. When the federation is created, the internal border could be in grey to differences with the rest. When we zoom on the country, we will see the name of these states and their border. Internal relations. When a state has some conflicts with another state, the state A could leave the federation, maybe causing civil war. If A-H fed. declare war to Serbia, the Slaves' population could support Serbia, but it don't need to be as frequent. the behavior for a country with a federal government could only integrate other countries or give land to one of its states if they won a war. If the A-H federation won WW1and annex Serbia, Serbia became one of its states. Another country could join the federation by demands. Finally, if all of this could take place, there must be a culture/ethnic map mode. Credit to Shop_Soy : http://www.ageofcivilizationsgame.com/topic/238327-cultureethnic-map-mode/#comment-368867 Thank you for all the help in the old topic.1 point -
IM MAKING AN AVATAR MAP (planned scenarios atla and lok)
Evis7 reacted to ItzDatLoser for a topic
1 point -
Avatar Mod
Evis7 reacted to Avatar Mod for a topic
Long ago, I started creating a mod for an Avatar. Then, everything changed when the laziness took over the project. Only I, the developer of this project, could complete it, but when everyone needed me the most, I was vanished .A 1 year passed and I want to start this mod again and although I have a lot to remember, but I believe that I will be able to complete it. Timeline of scenario Feodal Fragmentation in Fire Nation1 point