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  • Open Club  ·  3 members

    bruhcity minecraft

  • Closed Club  ·  1 member

    product come

  • Public Club  ·  Last active

    this is for our game against that fnf join for the restoration for aoh2 and against memmososisi
  • Closed Club  ·  1 member

    The club.

  • Open Club  ·  1 member

    1984 1984 1984

  • Public Club

    This is the philippine community which Filipino modders and Filipinos Can make mods or download mods from this Philippine community
  • Open Club  ·  1 member

    If you are a Filipino who plays age of civilization you are welcome! You can just share all your questions, ideas, and stories or experience in the said game! You also share your methods and strategies in playing Age of Civilization 2. #DUTERTE #BongBongMarcos #Marcos2022 #DuterteMarcos2022

  • Open Club  ·  3 members

    This club hasn't provided a description.

  • Open Club  ·  1 member

    Liberate Hong Kong, Revolution of our times Freedom and glory to Hong Kong!
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    Samo za ljude sa prostora Jugoslavije

  • Open Club  ·  1 member

    only join if u hate taiwan
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    WAITING TURKS
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    amogus
  • Open Club  ·  48 members  ·  Last active

    A club for all the heroes that hate the piece of shit that is memososisi.

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    Conquerd territories/vassals/allies the grossgermanische Reich.
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    only gamers allowd.
  • Open Club  ·  6 members

    Türklerin oluşturduğu senaryo yapma topluluğu.

  • Open Club  ·  11 members

    What does this group promise you: Do you know anything about Aoh2? You will learn in this group, actually Because the directors of the Our aim is to create a community and learn how to make aoh2 mod, scenario with this community! It is both fun and information, join https://discord.gg/fMCcC8KQ

  • Open Club  ·  88 members  ·  Last active

    Hello Comrades, this is a place where if you do not obey Cpc you will get your social Credit Lowered! Description: PLC, human rights violations, aoc2 memes and blogs ,cpc jokes and more, Join if you want to post!

  • Open Club  ·  1 member

    Тут рады всем русскоговорящим и не только!

  • Open Club  ·  1 member

    This club hasn't provided a description.

  • Closed Club  ·  2 members

    You are Welcome to WarMode group!

  • Open Club  ·  57 members  ·  Last active

    Join this if you want more info about my mods and stuff. This is totally not a sinister personality cult or mass brainwashing program.

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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.
    • 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
    • I have some problems with additing new flags in the in-game flag editor. The game doesn't want to add new masks from the mod folder, but it works when I put new mask in the game's gfx folder. The game only take new divisions.json file!
    • Or the event outcomes. This is important as I do core events and I aint giving 18% italian population in the middle of croatia

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