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I enjoy your mod so far ( definitely one of the better mods here), but I play on android and encounter long loading times between turns. Do you know any possible solution for this problem ? Or maybe it is possible to address this issue in future updates

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On 8/20/2022 at 5:30 PM, Stellman said:

I enjoy your mod so far ( definitely one of the better mods here), but I play on android and encounter long loading times between turns. Do you know any possible solution for this problem ? Or maybe it is possible to address this issue in future updates

WotEC was never meant to be an Android mod, otherwise I wouldn't have made so many provinces. The long loading times are due to the number of provinces and civilizations that the game needs to process, optimizing turn processing is going to be very difficult and tedious because of the spaghetti code that makes up AoH and any mods based on it, and therefore likely won't ever happen because of the uncertain fate of further WotEC development.

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In light of recent events that have shaken the entire Age of History modding community, in addition to IRL events, all development on War of the Eight Continents has been stopped, except for minor bugfixes that don't involve any code editing. Development (as circumstances allow) will now move on to a handful of small projects that will act as proof-of-concept experiments for a somewhat more ambitious game.

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Alpha 1.3.4 has been released, with images for special features based on the latest in AI art technology!

Patch notes:

  • 2 new scenarios (Raakan Reconquest and Invasion out of Time)
  • Minor changes to other scenarios
  • 8 new civilizations
  • 5 new formable civilizations
  • 66 new leaders (special features)
  • 53 new cities

Download here (PC)

Next Android version is Alpha 1.3.5.

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thank you so much for sharing this post and i really like it and nice mod so i hope you will share you another mod --- thanks again and good luck for your work......

mini militia

Edited by wilsonfisk

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Alpha 1.3.5 has been released, mainly focusing on the previously forgotten Khaldaarim (elven) states in Elvon and Frosthaven.

Patch notes:

  • 4 new scenarios, 3 full-map (Middle Bronze Age, Late Bronze Age and Modern Ethnic Groups), and 1 regional (Mahaarim Rebellion)
  • Changes to other scenarios to reflect updated lore
  • 22 new civilizations
  • 12 new formable civilizations
  • 21 new leaders (special features)
  • 26 new cities

Download here (PC)
Download here (Android)

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On 2/28/2020 at 5:59 PM, Valixor said:

The servers broke again, so all of my posts related to Beta 1.4 disappeared. BETA 1.4 summary will be made when I feel like it. In short, some new scenarios (including 800, 540, Long Winter (WIP), Three-Year War, Fourth Tarcinine War, 3000 B.F.R. (WIP)), revised other scenarios, revised terrain types, and changed more editor civilizations to game civilizations.

Beta 1.4 download link: https://drive.google.com/open?id=1n7gWD7STqukRVJm_I8EV1QW1upEQPmVy

Hello sir thank you for your beta version keep share with us.

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Man, i am really surprised that you are still working on this mod after so many months, even tho it's pretty unpopular, that's worth some respect, i hope you'll finish it someday, good luck to you pal.

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I am glad to see this mod still being developed, especially when there are a lot of abandoned or promised but never done mods around here. Keep up the good work 👍

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On 1/24/2020 at 11:32 PM, Valixor said:

wotec_banner4.thumb.png.0a628f03e0aa212de34602571951e4dc.png

Discord server: https://discord.gg/qr9zZpKErP

(Mod is being renamed, Codex Dacanium: Terra = WotEC)

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

War of the Eight Continents is a total overhaul mod for Age of History II, featuring an all-new, balanced world inspired by various popular fantasy series. It is currently under complete remake, with a completely new map with 9,657 provinces, better and more complex history and scenarios, while also retaining the civilizations from before the remake and giving them a whole new lore.

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

DOWNLOAD LINKS

Alpha 1.3.5 files (latest PC):
Download mod for PC (Alpha 1.3)
Release Date: 19 May 2022
(open README.txt file for instructions)
(171 MB compressed, 195 MB uncompressed)

Alpha 1.3.5 patch (28/12/2022)

Alpha 1.3.5 files (latest Android):
Download mod for Android
(160 MB), best played with 8-core devices

 

 

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

Older versions:
Alpha 1.3.1:
Download patch for PC
Download mod for Android (160 MB)
Alpha 1.3:
Download mod for Android (160 MB)

Alpha 1.2:

Download mod for PC (12/03/2022, 169/191 MB)
Alpha 1.2.1 patch (13/03/2022)
Download mod for Android (158 MB)

Alpha 1.1:
Download mod for PC (08/01/2022, 158/178 MB)
Download mod for Android (147 MB)

Alpha 1.0:
Download mod for PC (05/12/2021, 156/175 MB)
Download mod for Android (145 MB)

Current WotEC version: Alpha 1.3.5

(OLD) Demo 1 + Demo 2 Download link: https://drive.google.com/file/d/1qOYpnWU8OKhY_3mdCYg9Eh5KLnn8T8yG/view?usp=sharing
Release Date: 5 August 2021

(OLD) Demo 1.1 Download link: https://drive.google.com/file/d/12AWkjeYdRBsEpANeAM6xW4V7oq9mfKs-/view?usp=sharing
Release Date: 4 July 2021

(OLD) Demo 1 Download link: https://drive.google.com/file/d/1N7MGP961tQ1R2g2f4CtmtsZ4_2yTRe7A/view?usp=sharing
Release Date: 24 June 2021

Post bug reports in the comments.

(version color markers):

  • Demo 1Demo 2
  • Pre-Alpha
  • Alpha
  • Beta
  • Final Candidate
  • Final

 

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

CURRENT MAPS

  • First Demo Map (551 provinces, 7 scenarios) (select "War of the Eight Continents (Demo 1)" map)
  • Second Demo Map (1,091 provinces, 15 scenarios) (select "War of the Eight Continents (Demo 2)" map)
  • The Known World/War of Six Continents/V2 World Map (9,657 provinces, 55 scenarios) - 321 super-regions, ~1,120 regions (select "The Known World" map)

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

PLANNED MAPS

  • Simple V2 World Map (~1,350 provinces planned) - V2's regions as provinces
  • Complete World Map/War of Eight Continents (~12,000!!! >14,000!!!!! provinces planned, maybe ~14,000!!!!! just to beat Project Alpha's 13,316 provinces)

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

CIVILIZATIONS

  • 147 civilizations in the First Demo and 619 in the Second Demo, over 2,300 in Alpha 1.3.5!
  • 420 formable civilizations in Alpha 1.3.5
  • 5 new ideologies (Imperial Core, Imperial Province, Kaal and Socialism are already in Alpha 1.3.5 scenarios, rest will come in subsequent versions)
  • FUTURE: Over a dozen new ideologies, many with unique playstyles

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

GAMEPLAY

Post update: more detailed

  • Increased population and economy growth for higher realism
  • More realistic populations, with province growth rates up to 200%
  • New government types, and adjustments to existing ones
  • More terrain types, with more powerful modifiers
  • HRE replaced with Empire of Dacanium
  • Capitulation system, based on that of Bloody Europe II
  • Global events, prototype for future super-events
  • Other minor code changes, as well as a color randomizer for game civilization editor:
    • Ultimatum max relations changed from -10 to +25
    • Increased minimum army to attack from 10 to 50
    • Miscellaneous general changes
  • FUTURE: Overhauled game mechanics, extended settings, super-events, restored features*, including:
    • Major bugfixes, for things like self-warring (i.e. two countries from the same alliance at war with each other), army disappearances, 
    • Improved modding and event tools
    • Army mechanics changes, armies now have subdivisions (increasing in size with later eras), and inclusion of basic combat mechanics to make battles more than just throwing soldiers at each other
  • FUTURE: Empire of Dacanium has actual gameplay effects
  • FUTURE: Move to more RTS-style gameplay, with simulated battles (not just units throwing each other to deal damage), sieges of fortified areas, and time-based unit movement

* Talking about spies and nukes, the localization for which still exist. And making an unofficial patch to fix many of the game's bugs

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

TOTAL REMAKE IN PROGRESS

ETA: Released! (first demo), Released! (second demo), Released! (Alpha 1.0-1.2), ~6 months? (Beta 1.0), unknown (Final 1.0) < all subject to change!

  • First demo: the first playable demo of the new world map encompassing a few super-regions, with a few hundred provinces and a handful of scenarios.
  • Second demo: a larger-scale demo with parts of one continent playable (around 1,000 provinces), more complex scenarios, new biomes and other improvements
  • Alpha 0.1: the first "true" version of the new mod, with 1/3 of the provinces complete (~3,500), a few major, event-including scenarios and several smaller scenarios, beginning of mechanics overhauls
  • Beta 1.0: completion of the new world map (all 9,424 provinces done), development of first full-feature scenarios, completion of important civilizations, implementation of mechanics overhauls, addition of super-events
  • Final 1.0: the final version of the mod, with complete set of full-feature scenarios, civilizations and new game mechanics, development will continue from here on, adding more scenarios and civilizations over time
  • Beyond: a walk to oblivion begins here... maybe the FULL world map will be turned into a Hearts of Iron 4 mod? Or the subject of a recoded, AoH-like RTS game?

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

Remake progress articles:

Sunset on the Old World

January 2020 - June 2021

A New Dawn Begins

June 2021 - August 2021

Leaving the Boundaries
(making of full 10,000 province map and Alpha development)

August 2021 - December 2021

A Change Beyond Any
(Beta development and implementing of new features and mechanics)

December 2021 - ?

Reaching the Finish Line
(progress towards Final version)

? - ???

* New Generation: maps made using map sectioning (splitting maps into multiple layers of provinces, regions and super-regions) and more careful province drawing

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

Statistics below for the old, pre-remake version. 

Current old mod version: FINAL 2.0 (The Definitive Edition, OLD VERSION/T.O.R. Mod)

 

FINAL 2.0 (The Definitive Edition) download link: https://drive.google.com/file/d/1rYAY2SdzSD6rx0iL8nqHH9D9g6yB9fKx/view?usp=sharing (backup your game first)

FINAL 1.0 (pre-Definitive Edition) download link: https://drive.google.com/file/d/18ptLK3ulpRbviU86PevUwgHNRHudW1ZD/view?usp=sharing (backup your game first)

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

Features of Old FINAL 2.0:

MAPS

  • V1 World Map (1617/~1750-1800 provinces) (select "ToR" map)
  • Map of Ravenfield (WIP, 1890 provinces) (select "ToR Ravenfield" map)
  • Test Worlds (60 and 205 provinces) (select "Map Sectioning Test" and "Map Sectioning Test - Expanded" maps)

CIVILIZATIONS

  • Over 200 new civilizations (over 800 planned)
  • 31 formable civilizations

GAMEPLAY

  • Increased population and economy growth for higher realism
  • New government types, and adjustments to existing ones
  • HRE replaced with Ravenfielder Empire

LANGUAGES

- English (always complete)
- Russian (incomplete and undergoing major revisions)
- Lithuanian (incomplete)

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

 

I liked increased ecenomy and population 🙂

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BETA PROGRESS PART 1: VIVAT AETERNO CODEX DACANIUM!

I haven't stopped developing this mod. Not even close. In the couple of months since posting the last status update here on the AoH forums, many changes have been made to the mod on the way to the release of Beta 1.0.

The first one, and perhaps the most important, is that the mod now has a name less generic than "War of the Eight Continents", and a proper logo...

image.png.17eaa2b65e9d0a0d2dec79f1d68c51d9.png

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

From now on, the mod formerly named "War of the Eight Continents" is now named

Codex Dacanium: Terra.

In addition, the next version of CD: Terra will be officially Beta 1.0, instead of another Alpha release, and will, if all goes well, will become the biggest update ever released for the mod, with major changes to nearly all aspects of the game, and perhaps even complete overhauls of some mechanics.

Even in this early stage of development, I've already made some significant changes, as well as fixing some of the more game-breaking bugs (mostly related to AI) left in vanilla AoH code.

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

What I've already done

One of the first things I changed for Beta 1.0 was switching some of the variables to 64-bit (which turned out to be harder than expected), thus allowing populations over 2.1 billion to be properly and realistically displayed. I may also do the same for the economy later.

image.png.5071d883dbc6bf7675cf5cb857adba25.png

A more trivial change will be the addition of extra ideologies for flavor, as well as more special features for civilizations, and even more formable civs. Already, one new ideology has been implemented, and several more will be added for Beta 1.0.

bloodcult.png.948e58c670b0b632b5988f5a8201abf0.png

Now, onto the really gameplay-relevant changes...

One of the most significant changes I made to the alliance system was completely overhauling the AI behavior regarding alliance creation and dissolution. In vanilla AoH, the AI can only create alliances with 2 members, because of a line of code that allows the AI to only send alliance requests to friendly civs that aren't in an alliance. In addition, only civs with less than 5 provinces can request to form an alliance, for no reason at all.

In Beta 1.0, not only are these restrictions removed, but the probabilities have been tweaked to encourage civilizations to join alliances with another friendly civ in them.

This way, there can be AI-created alliances with 3, 4, 5, or even more members in them:7LazqJB.png
(two 3-civ alliances visible in the image)

Another, wholly new mechanic is the ability for AI civs to leave alliances if their relations with other members of the alliance drop too low:

0kyH3Vy.png
oJN3Y0K.png

I also added some code that cleans up alliances without existing members in them, which also slightly improves performance:

kH79pCt.png
W6iUJzQ.png

And the absolutely baffling line of code that allows civilizations to send peace treaties only once per war, meaning forever wars if the first treaty is rejected, has been removed... look at how clean the list of wars is when programming idiocy is removed:

BpMRNMl.png
(testing in vanilla map, but with CD: Terra Beta 1.0 In-Dev code)

Not only that, but the game runs better.

Some other, more relatively minor tweaks include more frequent (and larger) naval invasions, larger, distance-dependent revolts, and maximum stability increased to above 100%.

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

What I'm gonna do next

The list of things I plan for the release of Beta 1.0 is enormous, and can hardly be described in this post. However, here's just a few things I want to implement for the release, at least in some capacity:

  • A tech-year system, determining which buildings can be built (no more research labs in 1839 BCE) and which ideologies are available, though technology level will still remain relevant
  • A more dynamic diplomacy system, with the AI capable of using all the features of the ultimatum and trade systems
  • complete overhaul of the Third Great War scenario, with a deeper event tree, more custom events, dynamic factions using tech levels to track various statuses, and super-events, for the most important occurences
  • More scenarios, mostly regional and non-canon, and more detailed existing scenarios
  • Lore summaries for major civilizations in each scenario, with a brief description of the backstory and current situation of each country
  • More buildings, such as infrastructure, which are also more convenient to mass build, by "painting" them on the map
  • An overhaul of the combat system, with the number of units being far more important in battle (e.g. 200 units will cause twice the relative damage against 100 units, unlike in vanilla AoH, where both cause practically identical damage.)

And the list goes on...

And finally... I warn you, once Beta 1.0 releases, all of your old saves will be incompatible because of the number of game-breaking changes made!

Edited by Valixor

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On 3/21/2023 at 3:50 AM, Valixor said:

BETA PROGRESS PART 1: VIVAT AETERNO CODEX DACANIUM!

I haven't stopped developing this mod. Not even close. In the couple of months since posting the last status update here on the AoH forums, many changes have been made to the mod on the way to the release of Beta 1.0.

The first one, and perhaps the most important, is that the mod now has a name less generic than "War of the Eight Continents", and a proper logo...

image.png.17eaa2b65e9d0a0d2dec79f1d68c51d9.png

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

From now on, the mod formerly named "War of the Eight Continents" is now named

Codex Dacanium: Terra.

In addition, the next version of CD: Terra will be officially Beta 1.0, instead of another Alpha release, and will, if all goes well, will become the biggest update ever released for the mod, with major changes to nearly all aspects of the game, and perhaps even complete overhauls of some mechanics.

Even in this early stage of development, I've already made some significant changes, as well as fixing some of the more game-breaking bugs (mostly related to AI) left in vanilla AoH code.

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

What I've already done

One of the first things I changed for Beta 1.0 was switching some of the variables to 64-bit (which turned out to be harder than expected), thus allowing populations over 2.1 billion to be properly and realistically displayed. I may also do the same for the economy later.

image.png.5071d883dbc6bf7675cf5cb857adba25.png

A more trivial change will be the addition of extra ideologies for flavor, as well as more special features for civilizations, and even more formable civs. Already, one new ideology has been implemented, and several more will be added for Beta 1.0.

bloodcult.png.948e58c670b0b632b5988f5a8201abf0.png

Now, onto the really gameplay-relevant changes...

One of the most significant changes I made to the alliance system was completely overhauling the AI behavior regarding alliance creation and dissolution. In vanilla AoH, the AI can only create alliances with 2 members, because of a line of code that allows the AI to only send alliance requests to friendly civs that aren't in an alliance. In addition, only civs with less than 5 provinces can request to form an alliance, for no reason at all.

In Beta 1.0, not only are these restrictions removed, but the probabilities have been tweaked to encourage civilizations to join alliances with another friendly civ in them.

This way, there can be AI-created alliances with 3, 4, 5, or even more members in them:7LazqJB.png
(two 3-civ alliances visible in the image)

Another, wholly new mechanic is the ability for AI civs to leave alliances if their relations with other members of the alliance drop too low:

0kyH3Vy.png
oJN3Y0K.png

I also added some code that cleans up alliances without existing members in them, which also slightly improves performance:

kH79pCt.png
W6iUJzQ.png

And the absolutely baffling line of code that allows civilizations to send peace treaties only once per war, meaning forever wars if the first treaty is rejected, has been removed... look at how clean the list of wars is when programming idiocy is removed:

BpMRNMl.png
(testing in vanilla map, but with CD: Terra Beta 1.0 In-Dev code)

Not only that, but the game runs better.

Some other, more relatively minor tweaks include more frequent (and larger) naval invasions, larger, distance-dependent revolts, and maximum stability increased to above 100%.

bar.thumb.png.6ab8c9b322fe838b90318e2c82894a7f.png

What I'm gonna do next

The list of things I plan for the release of Beta 1.0 is enormous, and can hardly be described in this post. However, here's just a few things I want to implement for the release, at least in some capacity:

  • A tech-year system, determining which buildings can be built (no more research labs in 1839 BCE) and which ideologies are available, though technology level will still remain relevant
  • A more dynamic diplomacy system, with the AI capable of using all the features of the ultimatum and trade systems
  • complete overhaul of the Third Great War scenario, with a deeper event tree, more custom events, dynamic factions using tech levels to track various statuses, and super-events, for the most important occurences
  • More scenarios, mostly regional and non-canon, and more detailed existing scenarios
  • Lore summaries for major civilizations in each scenario, with a brief description of the backstory and current situation of each country
  • More buildings, such as infrastructure, which are also more convenient to mass build, by "painting" them on the map
  • An overhaul of the combat system, with the number of units being far more important in battle (e.g. 200 units will cause twice the relative damage against 100 units, unlike in vanilla AoH, where both cause practically identical damage.)

And the list goes on...

And finally... I warn you, once Beta 1.0 releases, all of your old saves will be incompatible because of the number of game-breaking changes made!

Is the map world wrap?

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On 10/3/2021 at 2:43 PM, Chairman Baad said:

⠀⠀⠘⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡜⠀⠀⠀ ⠀⠀⠀⠑⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡔⠁⠀⠀⠀ ⠀⠀⠀⠀⠈⠢⢄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⠴⠊⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⢸⠀⠀⠀⢀⣀⣀⣀⣀⣀⡀⠤⠄⠒⠈⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠘⣀⠄⠊⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠛⠛⠛⠋⠉⠈⠉⠉⠉⠉⠛⠻⢿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡿⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⢿⣿⣿⣿⣿ ⣿⣿⣿⣿⡏⣀⠀⠀⠀⠀⠀⠀⠀⣀⣤⣤⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿ ⣿⣿⣿⢏⣴⣿⣷⠀⠀⠀⠀⠀⢾⣿⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿ ⣿⣿⣟⣾⣿⡟⠁⠀⠀⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⣷⢢⠀⠀⠀⠀⠀⠀⠀⢸⣿ ⣿⣿⣿⣿⣟⠀⡴⠄⠀⠀⠀⠀⠀⠀⠙⠻⣿⣿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⠀⣿ ⣿⣿⣿⠟⠻⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠶⢴⣿⣿⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⣿ ⣿⣁⡀⠀⠀⢰⢠⣦⠀⠀⠀⠀⠀⠀⠀⠀⢀⣼⣿⣿⣿⣿⣿⡄⠀⣴⣶⣿⡄⣿ ⣿⡋⠀⠀⠀⠎⢸⣿⡆⠀⠀⠀⠀⠀⠀⣴⣿⣿⣿⣿⣿⣿⣿⠗⢘⣿⣟⠛⠿⣼ ⣿⣿⠋⢀⡌⢰⣿⡿⢿⡀⠀⠀⠀⠀⠀⠙⠿⣿⣿⣿⣿⣿⡇⠀⢸⣿⣿⣧⢀⣼ ⣿⣿⣷⢻⠄⠘⠛⠋⠛⠃⠀⠀⠀⠀⠀⢿⣧⠈⠉⠙⠛⠋⠀⠀⠀⣿⣿⣿⣿⣿ ⣿⣿⣧⠀⠈⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠟⠀⠀⠀⠀⢀⢃⠀⠀⢸⣿⣿⣿⣿ ⣿⣿⡿⠀⠴⢗⣠⣤⣴⡶⠶⠖⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡸⠀⣿⣿⣿⣿ ⣿⣿⣿⡀⢠⣾⣿⠏⠀⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠛⠉⠀⣿⣿⣿⣿ ⣿⣿⣿⣧⠈⢹⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣿⣿⣿⣿ ⣿⣿⣿⣿⡄⠈⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣴⣾⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣦⣄⣀⣀⣀⣀⠀⠀⠀⠀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡄⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⠀⠙⣿⣿⡟⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠁⠀⠀⠹⣿⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⢐⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⠿⠛⠉⠉⠁⠀⢻⣿⡇⠀⠀⠀⠀⠀⠀⢀⠈⣿⣿⡿⠉⠛⠛⠛⠉⠉ ⣿⡿⠋⠁⠀⠀⢀⣀⣠⡴⣸⣿⣇⡄⠀⠀⠀⠀⢀⡿⠄⠙⠛⠀⣀⣠⣤⣤⠄⠀

Aaaand I just realized this was broken up and split into two ever since I posted it. Great.

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How did you add new technologies? I worked on some .class files, but although I can add a new technology, I cannot press and use the button of the technology I added. Can you help or at least advise on this situation? You seem experienced in these

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Absolutely fascinated by the intricate worldbuilding in Codex Dacanium! The attention to detail and the way the lore is woven together truly make it a captivating read. Kudos to the author for crafting such an immersive experience! 📚 #CodexDacanium #FantasyWorlds

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Codex Dacanium BETA 1.0
End of the Road


Due to my declining motivation for developing CD: Terra (not least because of all the AoH spaghetti code), and desire to focus more on other things, I have decided to cease development of Codex Dacanium: Terra indefinitely. Although I wasn't able to implement many of the features promised, there are still quite a few that did get realized, such as better and more dynamic AI alliances, the combat overhaul and new building levels, as well as some important bugfixes for vanilla AoH bugs. More information can be found in the Beta 1.0 changelog.

I'm releasing the PC version first in order to receive feedback, specifically on the new game code and any new bugs (not those that already exist in AoH!) that manifest as a result of the new code. As the new code breaks all old saves, I've also included a .jar with Alpha 1.3.6 (bug-fixed Alpha 1.3.5) code for continuing old saves.

If the new Beta 1.0 code works well enough, I will try to port it to Android, otherwise Alpha 1.3.6 code will be included instead.

Patch notes:

  • 2 new scenarios, 1 full-map (Day of Resurgence), 1 regional (Chen unification of the Zuan lands)
  • Minor changes to other scenarios
  • 25 new civilizations
  • 10 new formable civilizations
  • 36 new leaders (special features)
  • 32 new cities
  • A complete overhaul of the combat system, with more realistic casualties based on army size, terrain and other modifiers, rather than just a linear dependence
  • Background images while loading the map
  • Major changes to AI alliance behavior
  • New building levels
  • And too many other things to mention here, read the README.txt file

Download here (PC)
Download for Android coming Soon

This is not the end of Codex Dacanium though, just a (hopefully) temporary break from one of its parts. There is still new lore and achievements on the way, and those are not stopping any time soon.

End of the road

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