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2 points
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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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Metro 2033 Mod
YouravaragebrazilianAoCfan and one other reacted to IlyaRU for a topic
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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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Age of Old World Blues mod for AoH3 (Unfinished)
ConRadical and one other reacted to EdgeLord for a topic
Yes i hoping to release it in a few months from now or mid 2025 or just when im done with the side of map in the base mod for OWB and add other events later on along with doing Central and Eastcoast of the U.S. and Canada its only gonna take so long due to issues coming about during in development that know m fixing and on the right track2 points -
Mind blowing idea
general nepolean and one other reacted to muhoaga for a topic
There is no need for more ideology in AOH3. Anyone who wants can include it in their own game. What is needed is to add depth to the game. Even AOH2 is better in this regard.2 points -
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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(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 -
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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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I made auto province creator, it have some problems with big province, but it much faster than making it with hands(some provinces may be with strange borders and last provinces is full covered map - last province need to be deleted, broken need to be fixed with map editor (gladly map_AoC2.txt written after program finished))(sorry for mistakes, i'm not english speaker) https://drive.google.com/file/d/1JUcUZlTCNuLvcoCwpKNX5oSJMB7dfEkF/view?usp=sharing For using it you need open console in folder where code and your bg.png, then write this command where start_x and start_y is coordinate of pixels from image (use it if you need, for example, expand your map. i used it for my asgaard mod, because i adding new continent on south of map) and --start_index is starting name of first province(use also if you want to add provinces after last madded yourself) 22k of provinces in 5 minute (your image for this program need to be white with black borders!!!): Tutorial: 1)make sure that you have installed python, if not then download: https://www.python.org/downloads/ 2)make sure you have image similar to that one in archive 3)extract province_generator.py in folder, where your image placed 4)open terminal in this folder 5) make sure you have needed libraries: cv2,numpy 6)use command that provided lower with your own image name and if you need: --start_x --start_y and --start_index python province_generator.py lin.png --start_x 0 --start_y 7709 --start_index 282971 point
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Earth Huge - In Development
Gregor Hermann 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!1 point -
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 -
Same for me too, impossible to win. 192.168.100.1 192.168.1.11 point
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When we start the game, the game will not load the charset of the file "Bundle_cn_sp.properties" in the mods folder. This results in the additional charset in the translation file being ineffective (and thus causing missing words). If I want the game to display alomst all the words, I need to overwrite the translation file to the local. Can this issue be fixed ?/ Can this situation be improved ? new Bundle_cn_sp.properties, use the mods folder to load : new Bundle_cn_sp.properties, use the local path ( game/languages) to load (covered local files ) :1 point
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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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Update:0.03.1 Kish: 5 new events Rebalance Gv_CivRank add missing claimants formable civilization Elba there is a vote on the next update on the discord server1 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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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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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 -
Click here to eat your distant lil cousin
ryaugymd reacted to Das Moss Man for a topic
Is this what a stroke feels like or what heaven feels like1 point -
Age of History 3 - How to create an Event
Mihael1 reacted to Łukasz Jakowski for a topic
game/_FAQ/Events.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### How to create new Event/Mission ##### STEP 1 ##### Create new txt file in path: game/events/common/ Or if is it event for scenario the path will be: map/Earth3/scenarios/WW2/events/common/ Where Earth3 is the map, and WW2 is the scenario. Exmaple file name: economys_golden_milestone.txt It will be: game/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/game/events/common/economys_golden_milestone.txt or map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt ##### STEP 2 ##### DO NOT USE SPACES IN CODE!! // -- EXAMPLE CODE id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m popUp=false // -- END CODE id=NAME_OF_THE_FILE title=NAME_OF_THE_FILE.t desc=NAME_OF_THE_FILE.d mission_desc=NAME_OF_THE_FILE.m popUp=false #Important mission_desc, IS OPTIONAL, ONLY REQUIRED IF THIS IS A MISSION TO SHOW IN MISSION VIEW We have now added an event id (It is only for the game), title(key), description(key) and optional mission description(key) In this example I will be using "economys_golden_milestone" as NAME_OF_THE_FILE popUp=true popUp=false # If true, yhe event will pop up on the screen! Default is false. possible_to_run=false # If false, then the event won't run at all, can be run only by other event in event option use: run_event=german_ultimatum where "german_ultimatum" is id of the event to run. ################## ##### STEP 3 ##### ## STEP 3 v1 -> Simple, text won't be translatable title=Economy's Golden Milestone desc=Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. mission_desc=By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ###### SECOND WAY TO SET EVENT TITLE, DESCRIPTION AND OPTIONAL MISSION DESCRIPTION ## STEP 3 v2 -> Use if: the text needs to be translatable, the code will look like this: title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m Add a translation of the created keys for the title, description, and optional mission description Edit file: game/languages/Bundle.properties At the end of the file add newly created keys. economys_golden_milestone.t = Economy's Golden Milestone economys_golden_milestone.m = Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. economys_golden_milestone.d = By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ################## ##### STEP 4 ##### // -- EXAMPLE CODE image=economy.png // -- END CODE In this step we can select an event image. image=IMAGE_FILE You can add own image or use existing image. Folders with event images: game/events/images/H/ game/events/images/XH/ game/events/images/XXH/ ##### STEP 5 ##### // -- EXAMPLE CODE show_in_missions=true mission_image=0 only_once=true // -- END CODE # Show the event in missions view in the game. show_in_missions=true show_in_missions=false # The image on the button in the mission view of this event. Images folder: game/events/imagesMissions/H/ mission_image=2 mission_image=4 etc. # The event will only be activated once or multiple times through the game. only_once=true only_once=false ##### STEP 6 ##### // -- EXAMPLE CODE trigger_and next_and invested_in_economy_over=1 next_or civ_provinces_over=10 trigger_and_end trigger_and next_and civ_gold_over=75 trigger_and_end // -- END CODE In this example we have two separate triggers. The first trigger will be activated if the Civilization invests more than 1 in the economy or Civilization have more than 10 provinces. THIS TRIGGER IS AND(trigger_and) The second trigger will be activated if the Civilization has more than 75 gold in its budget. THIS TRIGGER IS AND(trigger_and) In this case the event will pop up if both triggers will be true. Let's create a trigger for the event # START OF THE TRIGGER 'AND' trigger_and # INSIDE TRIGGER CODE trigger_and_end # END OF THE TRIGGER 'AND' # You can use multiple triggers in one event ## You can choose from: trigger_and trigger_and_end trigger_and_not trigger_and_not_end trigger_or trigger_or_end trigger_or_not trigger_or_not_end ### INSIDE TRIGGER CODE # START OF THE INSIDE TRIGGER 'AND' next_and invested_in_economy_over=1 # END OF THE INSIDE TRIGGER 'AND' next_and # The next line inside the trigger will be "and" invested_in_economy_over=1 # In this example, A civilization must invest more than 1 economy point in its economy. You must always choose what type the next inside trigger will be, in this case we have used "next_and". ## You can choose from: next_and next_and_not next_or next_or_not # You can use multiple inside triggers in one trigger ######################## ### You can choose from, list with examples: invested_in_economy_over=125 invested_in_economy_below=50 increased_growth_rate_over=25 increased_growth_rate_below=75 increased_tax_efficiency_over=50 increased_tax_efficiency_below=100 increased_manpower_over=150 increased_manpower_below=250 developed_infrastructure_over=10 developed_infrastructure_below=55 buildings_constructed_over=20 buildings_constructed_below=20 administrative_buildings_constructed_over=5 administrative_buildings_constructed_below=15 economy_buildings_constructed_over=1 economy_buildings_constructed_below=8 military_buildings_constructed_over=3 military_buildings_constructed_below=5 unique_capital_buildings_constructed_over=1 unique_capital_buildings_constructed_below=3 is_player=ming # true if player is playing as Ming is_not_player=fra # true if player is not playing as France civ_provinces_over=150 civ_provinces_below=75 civ_provinces_equals=35 civ_gold_over=1234 civ_gold_below=4321 random_chance=12.5 # 12.5% chance to be true is_civ=spa # Civilization's TAG is spa -> Spain is_civ=spa_m # Civilization's TAG is spa_m civ_total_income_over=11.4 civ_total_income_below=3.25 civ_income_taxation_over=12.7 civ_income_taxation_below=7.25 civ_income_economy_over=13.23 civ_income_economy_below=10.14 civ_income_production_over=25.5 civ_income_production_below=17.23 civ_loans_over=0 civ_loans_below=2 civ_inflation_over=3.75 civ_inflation_below=1.0 civ_legacy_over=250 civ_legacy_below=100 civ_has_resource=3 civ_has_resource_over=5=14.5 # Civilization has a resource ID: 5 and its production is over 14.5 civ_production_over=0=50 # Civilization has a resource ID: 0 and its production is over 50, it is the same as civ_has_resource_over!.. civ_largest_producer_over=6 # Civilization is largest producer of over 6 Resources largest_producer_production_over=10=74 # Largest producer of Resource ID: 10(Tea), produces more than 74 ## ResourceID can be find in: game/resources/Resources.json ## ID: 10 will be Tea largest_producer_production_over=0=524 # Largest producer of Resource ID: 0(Grain), produces more than 524 civ_is_largest_producer=0 # Civilization is largest producer of ResourceID: 0(Grain) civ_manpower_over=15000 civ_manpower_below=1500 civ_max_manpower_over=20000 civ_max_manpower_below=17500 civ_manpower_perc_over=50.2 # Civilization's Manpower / Max manpower > 50.2% civ_manpower_perc_below=24.4 # Civilization's Manpower / Max manpower < 24.4% civ_regiments_over=40 civ_regiments_below=10 civ_regiments_limit_over=24 civ_regiments_limit_below=30 civ_battle_width_over=20 civ_battle_width_below=30 civ_regiments_over_regiments_limit=true civ_gold_over_max_amount_of_gold=true civ_capital_buildings_over=3 civ_capital_buildings_below=4 civ_capital_tax_efficiency_over=17.2 civ_capital_tax_efficiency_below=24.3 civ_capital_economy_over=24.2 civ_capital_economy_below=92.2 civ_capital_manpower_over=17.2 civ_capital_manpower_below=21.4 civ_capital_growth_rate_over=72.5 civ_capital_growth_rate_below=97.2 civ_capital_infrastructure_over=2 civ_capital_infrastructure_below=3 civ_capital_population_over=95000 civ_capital_population_below=35750 civ_capital_fort_level_over=3 civ_capital_fort_level_below=5 recruited_advisors_over=27 recruited_advisors_below=23 civ_administrative_advisor_skill_over=1 civ_administrative_advisor_skill_below=2 civ_economic_advisor_skill_over=3 civ_economic_advisor_skill_below=4 civ_innovation_advisor_skill_over=2 civ_innovation_advisor_skill_below=5 civ_military_advisor_skill_over=3 civ_military_advisor_skill_below=3 civ_advisor_age_over=2=37 # Advisor ID: 2, Years old is over 37 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor civ_advisor_production_efficiency_over=1=4.5 # Advisor ID: 1, Production Efficiency old is over 4.5 civ_advisor_construction_cost_over=1=-8 civ_military_academy_over=0 civ_military_academy_below=3 civ_military_academy_for_generals_over=1 civ_military_academy_for_generals_below=2 civ_capital_city_over=1 civ_capital_city_below=3 civ_supreme_court_over=2 civ_supreme_court_below=1 civ_nuclear_reactor_over=2 civ_nuclear_reactor_below=3 ## Exists, has more than 0 provinces, and the tag is exactly "pol_m" exists=pol_m ## Exists, has more than 0 provinces, and the tag is "eng_m" or any "eng" exists_any=eng_m ## true if Civ with TAG "fra" is a Vassal/Puppet is_puppet=fra ## true if Civ with TAG "fra" is not a Vassal/Puppet is_not_puppet=fra civ_is_at_war=true # true if civ is at war civ_is_not_at_war=true # true if civ is not at war civ_is_at_war_days_over=25 civs_are_at_war=ger=fra # true if 'ger'(Germany) and 'fra'(France) are at war civs_are_not_at_war=ger=fra # true if 'ger'(Germany) and 'fra'(France) are not at war civs_have_defensive_pact=ger=fra # true if 'ger'(Germany) and 'fra'(France) have a Defensive Pact civs_have_non_aggression=ger=fra # true if 'ger'(Germany) and 'fra'(France) have a Non Aggression Pact civs_have_alliance=ger=fra # true if 'ger'(Germany) and 'fra'(France) have an Alliance civs_have_truce=ger=fra # true if 'ger'(Germany) and 'fra'(France) have Truce civ_have_military_access=ger=fra # true if 'ger'(Germany) have Military Access to 'fra'(France) civ_have_guarantee=ger=fra # true if 'ger'(Germany) Guarantee Independence of 'fra'(France) playing_time_over=365 playing_time_below=365 ## The day in the game is: 1 September 1939 exact_day=1=9=1939 ## The current in-game year is > 1800 year_over=1800 ## The current in-game year is < 1750 year_below=1750 has_variable=some_variable has_variable_not=some_variable ## NOTE # A civilization must have this variable, it can be used to create a chain of events. next_and has_variable=capital_city_economic_development # A civilization with the TAG 'ger' (Germany) has this variable; it can be used to create a chain of events. has_variable_civ=ger=the_sudetenland_question ################################ ##### STEP 7 ##### // -- EXAMPLE CODE option_btn name=GoodNews ai=20 gold=250 legacy=25 add_variable=capital_city_economic_development bonus_duration=5 bonus_monthly_income=12.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=24.4 option_end // -- END CODE Now let's add event options (buttons) for the Civilization to select. In the example code we have two buttons. We will work on the first button. # START OF THE BUTTON option_btn # INSIDE BUTTON CODE option_end # END OF THE BUTTON ### Let's go through the "INSIDE BUTTON CODE" section. ## To set the text that will be displayed on the button: name=YOUR_TEXT_KEY # Button text translations are added in the same file as the event title, step 3. # Example: name=GoodNews So in the translaton file we will add: GoodNews = Good News ## We can then add what the probability is that the AI will choose this option: ai=20 ## And now we add the event results of this option # Example: province_economy_capital=10 # Civilization will get 10 economy points in the capital province. legacy=50 # By choosing this option, the Civilization will receive 50 legacy points. # etc. ################################## ### List of all available, with simple examples: gold=125 gold_monthly_income=2.0 legacy=75 legacy_monthly=4.5 research=35 advantage_points=3 manpower=7500 inflation=8.2 ai_aggression=100 ai_aggression=-75 move_capital=75 declare_war=fra # Civ will decalre war on France declare_war2=ger=pol # Germany will declare war on Poland add_alliance=ger=hun # Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary) add_non_aggression=fra=spa # Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain) add_military_access=rus=swe # Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden) add_guarantee=fra=pol # Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland) add_defensive_pact=ita=ger # Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany) add_truce=ita=ger # Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany) change_ideology=4 # Civ will change ideology to id: 4 change_religion=3 # Civ will change religion to id: 3 # Annexation of provinces ID: 0, 1, 2, 3, 4: annex=0;1;2;3;4; # Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG: annex_from_civ=fra=0;1;2;3;4; # ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia) annex_by_civ_from_civ=ger=czsl=646;652;647; annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647; # Annexation of Civilization, fra is an example and it is the Civ TAG: annex_civ=fra # Civilization will be annexed by ger. ger is Civ TAG for Germany. annexed_by_civ=ger # A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger". make_puppet=ger=atr set_civ_tag=pol # Set Civilization Tag to pol -> Poland # This will change the Civilization to Poland set_civ_tag=spa_n # Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy # This will change the Civilization to Spain set_civ_tag=fra_r # Set Civilization Tag to fra_n -> France, Republic # This will change the Civilization to France set_civ_tag2=czsl=slo_z ## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia). set_civ_tag2=fra=fra_f ## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France). #### ## RUN EVENT run_event=the_austrian_question # The event with ID 'the_austrian_question' will run the next day. Civilization will get a Random General add_general=true Civilization will get a General: Zhukov from the game/characters/Zhukov.json if exists! add_general2=Zhukov Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense! add_general3=Galileo=6=4 Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value add_general3=Galileo=-1=3 Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 add_ruler=Lukasz=Jakowski=223=23=06=1992 # Civilization will get new Ruler: # Name: Lukasz, Surname: Jakowski # Image ID: 223 must be an integer and will be loaded from: game/rulers/rulersImages/H/223.png! # Born Day: 23, Born Month: 6, Born Year: 1992 ###### # province_economy=15.4 ### A random Civilization province will receive 15.4 economy points. # province_economy_capital=15.4 ### A capital province will receive 15.4 economy points. # province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points. # province_economy_id=10=15.4 ### Province with id 10 will receive 15.4 economy points. province_economy=15.4 province_economy_capital=27.2 province_economy_all=3.5 province_economy_id=11245=4.8 province_tax_efficiency=3.2 province_tax_efficiency_capital=4.7 province_tax_efficiency_all=2.5 province_tax_efficiency_id=725=3.0 province_manpower=1.2 province_manpower_capital=1.7 province_manpower_all=3.5 province_manpower_id=332=4.0 province_growth_rate=8.2 province_growth_rate_capital=6.2 province_growth_rate_all=7.25 province_growth_rate_id=725=3.0 province_population=5000 province_population_capital=12500 province_population_all=2500 province_religion=3 province_religion_capital=2 province_religion_all=3 province_religion_id=1000=4 province_devastation=27.5 province_devastation_capital=45.5 province_devastation_all=15 province_devastation_id=35=25.0 province_unrest=15.5 province_unrest_capital=35.5 province_unrest_all=25.0 province_unrest_id=2541=-25.0 province_infrastructure=2 province_infrastructure_capital=1 province_infrastructure_all=1 province_infrastructure_id=332=1 add_new_army=0=1=3=2 # Add new army in capital province, # Unit ID: 0, Army ID: 1 # Unit ID: 3, Army ID: 2 add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0 # UnitID=ArmyID # =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID ## NOTE SPECIAL # A civilization will get this variable, it can be used to create a chain of events. add_variable=capital_city_economic_development # Civ with tag 'ger'(Germany) will get this variable. add_variable2=ger=sudetenland_accepted ## We can also set temporary bonuses for X years: bonus_duration=2 bonus_monthly_income=24.4 Civilization will have +24.4 monthly income for 2 years. # List of all available, with simple examples: bonus_monthly_income=12.2 bonus_monthly_legacy=2.4 bonus_monthly_legacy_percentage=10.2 bnus_maximum_amount_of_gold=500 bonus_tax_efficiency=10.5 bonus_growth_rate=15 bonus_province_maintenance=-25 bonus_buildings_maintenance_cost=-10 bonus_maintenance_cost=2.2 bonus_production_efficiency=25 bonus_income_production=10 bonus_income_taxation=7.5 bonus_income_economy=10.5 bonus_corruption=10.0 bonus_inflation=5.0 bonus_research=10 bonus_research_points=4.5 bonus_max_manpower=10000 bonus_max_manpower_percentage=10.25 bonus_manpower_recovery_speed=25 bonus_reinforcement_speed=15 bonus_army_morale_recovery=25 bonus_army_maintenance=-25 bonus_recruitment_time=-15 bonus_recruit_army_cost=-20 bonus_recruit_army_first_line_cost=-15 bonus_recruit_army_second_line_cost=-25 bonus_generals_attack=2 bonus_generals_defense=1 bonus_units_attack=4 bonus_units_defense=3 bonus_regiments_limit=6 bonus_battle_width=4 bonus_discipline=7.5 bonus_siege_effectiveness=25.5 bonus_max_morale=20 bonus_army_movement_speed=30.4 bonus_manpower_recovery_from_disbanded_army=25 bonus_war_score_cost=-25 bonus_construction_cost=-10 bonus_administration_buildings_cost=-15 bonus_military_buildings_cost=-20 bonus_economy_buildings_cost=-25 bonus_construction_time=-25 bonus_invest_in_economy_cost=-13.75 bonus_increase_manpower_cost=-7.25 bonus_increase_tax_efficiency_cost=-15.4 bonus_develop_infrastructure_cost=-12.5 bonus_increase_growth_rate_cost=-7.25 bonus_diplomacy_points=25 bonus_improve_relations_modifier=15 bonus_income_from_vassals=25 bonus_aggressive_expansion=-25 bonus_core_cost=-25 bonus_religion_cost=-15 bonus_revolutionary_risk=25 bonus_loan_interest=-25 bonus_all_characters_life_expectancy=5 bonus_advisor_cost=-20 bonus_advisors_max_level=2 bonus_general_cost=-15 bonus_disease_death_rate=75 kill_ruler=true kill_ruler_chance=35 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor military_academy=1 # Change level of Military Academy: +1 military_academy=-2 # Change level of Military Academy: -2 military_academy_generals=3 # Change level of Military Academy for Generals: +3 capital_city_level=1 # Change level of Capital City Level: +1 supreme_court=2 # Change level of Supreme Court: +2 nuclear_reactor=1 # Change level of Nuclear Reactor: +1 ############ explode=ming # Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces ############ ## Change price of resource random Resource price_change_random=15=16=12=36 ### Change price of random Resource, by: # 15% min + Random(16)%, price will be randomly decreased or increased # For 12 months + Random(36) Months -------------------- price_change_random=5=35=24=36 ## Change price of random Resource, by: # 5% min + Random(35)%, price will be randomly decreased or increased # For 24 months + Random(36) Months -------------------- price_change_random_up=6=24=21=0 ## Change price of random Resource, by: # 6% min + Random(24)%, price will be Increased! # For 21 months + Random(0) Months -------------------- price_change_random_down=40=25=12=4 ## Change price of random Resource, by: # 40% min + Random(25)%, price will be Decreased! # For 12 months + Random(4) Months ############ ## Change price of resource Resource ID price_change=0=10=15=12=24 ## Change price of ResourceID: 0 -> Grain, by: # 10% min + Random(15)%, price will be randomly decreased or increased # For 12 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change=9=20=12=96=12 ## Change price of ResourceID: 9 -> Cocoa, by: # 20% min + Random(12)%, price will be randomly decreased or increased # For 96 months + Random(12) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 9 will be Cocoa -------------------- price_change_up=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Increased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_down=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Decreased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_group=0=15=5=24=12 ## Change price of Resources with GroupID: 0 -> Food: # 15% min + Random(5)%, price will be randomly decreased or increased # For 24 months + Random(12) Months ## GroupID can be find in: game/resources/Resources.json price_change_group_up=3=15=5=24=12 ## Change price of Resources with GroupID: 3 -> Luxury: # 15% min + Random(5)%, price will be Increased! price_change_group_down=4=15=5=24=12 ## Change price of Resources with GroupID: 4 -> Production Resources:1 # 15% min + Random(5)%, price will be Decreased! Group ID: 0 -> Food 1 -> Commodities 2 -> Luxury Commodities 3 -> Luxury 4 -> Production Resources ################################ //////////////////////////////////////// #### FULL CODE OF THE EXAMPLE EVENT #### //////////////////////////////////////// id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m image=economy.png show_in_missions=true mission_image=0 only_once=true trigger_and next_and invested_in_economy_over=1 trigger_and_end option_btn name=GoodNews ai=20 gold=250 legacy=25 bonus_duration=1 bonus_monthly_income=27.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=38.4 option_end # Files list_common.txt, list_global.txt, list_siege.txt are only for Mobile Devices!1 point -
Mind blowing idea
general nepolean reacted to ryaugymd for a topic
1 point -
On Thursday (06.03), the Alpha 0.2 update is scheduled to be released, in which you will see: - Rebalancing of economics and culture; - Story events for VDNKH, the Ryazan community and Europe; - New leaders and characters; - New events for all countries; - Several new buildings and resources; - Wonders of the world. Wait for the news!1 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 -
1 point
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I have been following the Aoh 3 game closely since it was first announced. Since the game was released, I had the opportunity to experience it by purchasing it on Mobile and PC platforms, but it was a complete disappointment. The game does not have any depth compared to other Strategy games like Aoh2. Some of the nice features that made Aoh2 fun are no longer available. Please include the Diplomatic actions in the Aoh2 game completely in the game. Also, each of the armies should have certain buffs and debuffs, in addition to the health, attack and defense bars, it should be known in which geography they receive buffs or debuffs and which unit has a defense or attack advantage during wartime. Also, each building and military unit should be created from the resources produced, otherwise these resources have no meaning. It is really bad that only the biggest producers in the world have certain buffs. It is really ridiculous that the seas are extremely empty. I have said it many times. The biggest deficiency for the game is the lack of navy and ship construction. Air units should definitely be separate from the army. Military airports are very bad. Colonization is very slow and done with a terrible system. Vassal system is ridiculous There is no age transition mechanics The technology is unreal Even the AOH2 tribal age and technology system is more realistic The process of the tribes becoming a state that existed in AOH2 could be included in AOH3 in a more detailed way The espionage system has nothing to do with what the forum suggested before the game was released Now, until Lukasz makes this game better and I demand that you include at least 3 options of the ones I mentioned above on both mobile and PC platforms Until then, I will refund the game and demand my money back!1 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 -
𝐓𝐡𝐞 𝐖𝐚𝐫 𝐨𝐟 𝐑𝐞𝐯𝐨𝐥𝐮𝐭𝐢𝐨𝐧𝐬 | Working on Age of History III and a Nostalgia Update
AmericanLiberia reacted to Lim10 for a topic
Hello friends, I realized that I haven't written for a long time. I know that there are not many Age of History 2 mods still going on, but I actually want to continue my mod. I'm thinking of making a release as a nostalgia version. I'll share short updates here. If there is interest, I'll make a single video and release the version. (New native countries are added to North America)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 -
Add secular religion
ARWD reacted to general nepolean for a topic
Maybe it would be better if it was a law rather than religion1 point -
Tool for Converting Province Files to Province Points.json
EdgeLord reacted to YouravaragebrazilianAoCfan for a topic
you dont need it just press Q in the connections editor1 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 -
MapEditor_2 cant open.
Thee OG Emerald EYE reacted to Łukasz Jakowski for a question
You need to uninstall your current version of Java, then download the latest version and install it.1 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 -
Let's put a term on this.
general nepolean reacted to Naval for a topic
Fall on the knees when you see the lord Łukasz ! 🧐🧐🧐1 point -
Let's put a term on this.
general nepolean reacted to OwnM3Z0 for a topic
lets be fair, i don't think it would be sensible to ban anyone for simply disagreeing, I think although im not entitled to it, i should be able to voice my dissagreement or agreement with a new feature and lukasz should be able to ignore that opinion because its his game, there is no need to false strike any accounts on the basis of baseless bans like saying the word ''idiot'' which even the most censored and family friendly websites and games like roblox don't consider a curse word, that's why im kinda upset at getting striked twice, but it's not that deep lol1 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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The Reality About Age of History 3
general nepolean reacted to MisterT for a topic
So... Already a week ago, Lukasz enlightened us with a one hour gameplay of AOH3, along with what we were all waiting for: The release date. (I consider it was a bit unexpected, but I'm not complaining). However, what I wanted to come to talk about in today's post, is something that probably many people have in mind, as well as many people don't, and that's about the content, mechanics and other things that will NOT come with the game when it's released. Don't get me wrong, I don't mean that I have access to the game and I know exactly what will and won't come with it, I just want to lower expectations, since there is a part of the community that has VERY high expectations. - The ideas and the implementation of these - Since the first direct look at AOH3, the ideas have been pouring in, from simple things like more governments to totally new mechanics that have never been seen directly in any other Grand strategy game. The community is aware of how much Lukasz is present in this forum and the many ideas he has read, that's why many believe that many of these ideas will come with the base game, which is PROBABLY not going to happen. That means that having spent hours on the computer or cell phone, writing, editing and even drawing, was in vain? Actually, no. Let's not forget that AOH3 will still receive updates and considering the amount of future content that Lukasz can extract just from reading a couple of ideas, it's likely that the game can be kept updated for years, so don't lose hope because of the lack of ideas in the first public version of the game, because it's normal. - The AI, Border Gore and other AOH2 problems - I'm pretty sure that almost everyone in the community knows what “Border Gore” is, because in AOH2 it is very common for the AI to take certain provinces that make the map look unrealistic and uncomfortable for some players. Now, is this going to be fixed in AOH3? Probably not, or at least, not for now. Anyone who has seen the last video of AOH3, will know that at the end of it, the “Border Gore” factor is in fact still very present, although this, similar to AOH2 could be half solved by lowering the Ai Aggresiveness and since Lukasz gave us an improved Sandbox, it could also be solved almost completely with this one. Will the AI still be as incompetent? I don't want to get anyone's hopes up with this, as it's my personal take, but (at least I think) the AI will actually be somewhat more difficult to deal with, making the game challenging and more entertaining. Other problems of AOH2 that we are not sure (or at least I am not) if they will be solved are: Vassals rejecting peace proposals from their lord, sudden changes in the leader of a certain alliance, the AI rejecting your alliance if you are at war with a civilization they are also at war with, the AI forming civilizations they should not form (for example: the German empire forming the weimar republic) and so on. - The reality - Probably many of us were expecting a HOI5, a Victoria 4 or a Europa Universalis 5, but Lukasz is a single developer and we have to understand that he has a life and other things to spend time on as well. This game may not be the eighth wonder, but it is an undeniable fact that AOH3 is simply the best product Lukasz has given us and it is a love letter to his community and Grand Strategy Games. The passion, love and time that Lukasz has invested is the best we can have in a long time, so I personally ask the community to keep their expectations low, not because it will be a bad game, but because they expect things that only time will give us. Other things I ask that even if you don't like the game, don't go to attack Lukasz in any way, don't try to pirate the game and if somehow you will do it, as Hakita said, you can support the game if you spread it by your word, because “culture shouldn't exist only for those who can afford it”. - Bye Bye - I guess that's all I wanted to say about the game, and I know, I disappeared for a couple of months, but I've had problems and my phone broke, so I couldn't enter the forum for a while. Maybe I'll still post the Trade and Peace Teatry ideas I had, but it's going to be a while for that. That's all for now, guys. Good afternoon, good evening, and good night.1 point -
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