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Age of History 3

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  • Closed Club  ·  1 member

    This was made as a test and should be deleted.
  • Public Club

    Bem vindo ao clube lusófono de AoC2 (Agora AoH2), feito para todos os jogadores lusófonos deste incrível jogo!
  • Public Club

    This club hasn't provided a description.
  • Closed Club  ·  2 members

    This club hasn't provided a description.

  • Open Club  ·  2 members

    a club dedicated to the most useless scenarios

  • Open Club  ·  26 members

    Hola, soy un club creado por @aocSP (@orcacraft888) este club sirve para unir la comunidad hispana, ¿Quién esta conmigo? ¡un saludo!

  • Open Club  ·  1 member

    My goal is to give this underrated ideology more notice in the modding community. As well as other goals like more mods centered on the future and a greater exploration of creativity and anti-realism. Lets make worlds that are strange and let us tear away at the robotic husk that has become of the Alt-History community. I also have a goal of turning the scenario and the mod into a contained art form and the more surreal the better.

  • Open Club  ·  1 member

    mk

  • Open Club  ·  32 members  ·  Last active

    Este clube é para todos os brasileiros que adoram este jogo. 🇧🇷🇧🇷🇧🇷 Discord: https://discord.gg/sy7qgUV

  • Open Club  ·  2 members  ·  Last active

    shout out to the drainers wake up all your neighbors.

  • Public Club

    u can post without joining in here
  • Open Club  ·  1 member

    Mu club
  • Open Club  ·  126 members  ·  Last active

    Here you can see news, updates, download links and comment on the mods of "Kings of Mods"

  • Open Club  ·  2 members

    We <3 Łukasz! Full support to him and his games (most especially AOC2)

  • Open Club  ·  24 members  ·  Last active

    You are a map creator and want to talk with other map creator? this is for you

  • Open Club  ·  4 members

    Everyone is welcome

  • Open Club  ·  50 members  ·  Last active

    Age Of Civilizations 2 Türkiye Herkesi Bekleriz

  • Open Club  ·  1 member

    h

  • Open Club  ·  6 members  ·  Last active

    This club hasn't provided a description.

  • Open Club  ·  83 members  ·  Last active

    Here you can discuss and make mods, scenarios, maps, and improve the game. Join if you want Aoc2 to be better!

  • Open Club  ·  16 members  ·  Last active

    In Whiskers Club, we Create Mods. It doesn't matter what kind of mod, or if you just created a simple scenario, you are free to join no matter what.

  • Open Club  ·  1 member

    In this club, we want people, who have ideas for better future of this game!

  • Open Club  ·  4 members

    We here don't hate Jews but do communists.

  • Open Club  ·  3 members

    who want make intersting idea u can write it to my dis acc ukraine#3900

  • Topics

  • Posts

    • 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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