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  • Open Club  ·  9 members  ·  Last active

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    Age of Civilizations Türkiye
  • Open Club  ·  5 members  ·  Last active

    An Romanian AOC Club. You are not romanian? No Problem you can still enter and post on English ZONE!

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    Stop neglecting the forgotten masterpiece, AoCI
  • Open Club  ·  3 members

    This is a club for my ficitives mods and my testing historical mods

  • Open Club  ·  3 members

    FOR THOSE INTERESTED IN A SHORT HISTORY OF THE SCENARIO/MOD: Development on the Endsieg Series began by me on the 22nd of November after multiple fails i was aout to give up but then more members of the Community joined me helping me make the modas you can see it now.(Everyone interested is freely allowed to join)

  • Open Club  ·  1 member

    This club hasn't provided a description.

  • Open Club  ·  9 members  ·  Last active

    RICARDO MILOS FAN CLUB GOLOSOVANIE

  • Open Club  ·  2 members

    I'm gnot a gnoblin, I'm gnot a gnelf, I'm a gnome and you've been gnooomed!!!

  • Open Club  ·  14 members

  • Open Club  ·  84 members  ·  Last active

    This club is for all monarchists (me), and people who love Germany! (no wherboos welcome) And the official group for the SPQR and Ultimate Music mods!

  • Open Club  ·  6 members  ·  Last active

    Post your epic gamer wars here

  • Open Club  ·  3 members

    KKK, OH SHIT THAT'S RACIST

  • Open Club  ·  63 members  ·  Last active

    The start of a new era - will your newly formed empire be able to survive?

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    • This topic is just so sigma and 5000+ social credit This topic need to be viral
    • 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.
    • 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.
    • 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!!!): python province_generator.py lin.png --start_x 0 --start_y 7709 --start_index 28297

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