Tutorials
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When creating a scenario, you can choose if an event is a mission and describe what the player has to do. When all mission conditions are met, the player can activate the mission. The AI does this automatically. To create a mission for a Civilization, set the recipient to a specific Civilization and enable the mission button. https://steamcommunity.com/sharedfiles/filedetails/?id=3687537505
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To port a mod to AoH2, here is a list of things to do: Go to the Age of History 2: Definitive Edition game files. #1. From the folder modsExamples/, place the folder MyOwnMod_Empty/ in mods/ and rename MyOwnMod_Empty/ to your own mod name. For this example we will use MOD_NAME/. Now that the mod folder is set up, you can start porting the mod. #2. Place a map folder from map/MAP_NAME/ (in this example "EarthUSGW/") in: mods/MOD_NAME/map/ #3. Place backgrounds/ from map/backgrounds/ in: mods/MOD_NAME/backgrounds/ And the map part of the mod is done. The map will be loaded automatically by the game. In…
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############################# ## ## Steam Workshop ## ## When reading any file, the game will always prioritize the mods folder followed by subscribed items from the Steam Workshop and finally the game files. ## ## ## You will find all files from this example in the folder: "modsExample" in the game files. ## ## ## ############################# To create a new mod that can be submitted to the Steam Workshop, create a new folder file for your mod in the "mods" folder. Inside this folder, place the files in the same folders as they are placed in the game. Example: # Step 1 Create a new folder in the "mods" folder in the game fi…
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Creating Your Own Radio Station Follow these steps to create a custom radio station: 1. Create Your Mod Go to the modsExamples/ folder. Copy the folder MyOwnMod_Empty into the mods/ directory. Rename MyOwnMod_Empty to your desired mod name (for example: TheBestRadioMod). 2. Create the Radio Folder Inside your mod folder (TheBestRadioMod), create a new folder named: radio 3. Create a Station Folder Inside the radio folder, create another folder for your radio station. The folder name will be displayed in the game. Example: radio/Classical Radio 4. Add Music Files Place all music files for this station inside the station folder. …
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It is possible to create animated backgrounds. Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". You can copy folder "MyOwnMod_Empty" from: modsExamples/ And rename it to unique name! Then create a folder called UI, and inside it create another folder named animated. Inside UI/animated/ create a text file named numberOfImages.txt. In this file, write the total number of images used in the animation. Place all animation images (in .jpg format) inside UI/animated/. The images must be named sequentially starting from 0.jpg, then 1.jpg, 2.jpg, and so on up to X.jpg. Example: 0…
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You can add new main menu backgrounds to UI/background/ The image files should be named 0.png, 1.png, and so on. Number of images to load randomly: PC: numberOfImages.txt Mobile: numberOfImages_Not_PC.txt
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Governments can have more than one letter tag, and Governments from multiple mods will be automatically merged and loaded if the Government has a unique tag.
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In the config.json file of the map, there are new values: MapScaleExtra: 1.0, ProvinceBorderNew: true, ProvinceNames: true, ## MapScaleExtra Adjusts the map’s scale without needing to generate higher-scale province backgrounds. 1.0 is default value. While editing province backgrounds in the map’s config.json, the value of MapScaleExtra must be set to 1.0! ## ProvinceBorderNew: true or false Enables the new province border drawing style, or keeps the old one. Useful if province borders are poorly made and cause visual bugs. ## ProvinceNames: true or false Toggles province name display. If province names look bad, you can improve the…
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All available GameValues files are located in the modsExamples/gameValues_AllFiles/ folder. The game does not load these default example files automatically. To use the GameValues files, move the .json files from: modsExamples/gameValues_AllFiles/ to: game/gameValues/ If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. If you do not move the files, any changes will have no effect. When creating your own mod, place the files in: mods/YOUR_MOD_NAME/game/gameValues/ mods/YOUR_MOD_NAME/game/gameValue…
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Creating Animated Leaders It is possible to create animated leaders for the game. To do this, create a new leader as usual or find an existing leader image file. For this example, we will use "benito.png", so in the leader editor the leader image is benito.png. To tell the game that this leader has an animation, start by naming the first frame "benito0.png". In the leader editor, the image should still be set to "benito.png". Place all animation images inside: game/leadersIMG/ The images must be named sequentially, starting with benito0.png, then benito1.png, benito2.png, and so on up to benitoX.png. Example: benito0.png benito1.png …
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It will be possible to create Global Events in the Scenario Editor. You can use them also as news events, where the event only appears without any effect, or you can give the event a global outcome. To create a Global Event, the "Recipient Civilization" must be set to Neutral. You can use any triggers and outcomes just like with a normal event. A global event will be shown to the player regardless of which civilization they are playing. If there is more than one outcome button, the player will be able to choose the outcome.
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UI/topColorsLeft.txt & UI/topColorsRight.txt In this mod, you can also see usage in UI/topColorsLeft.txt and UI/topColorsRight.txt, which change the in-game colors of the buttons in the top bar. You can change the button background colors from blue to any color by adding a txt file to: UI/topColorsLeft.txt Inside the file, put the RGB color values separated by ; Example: 140;34;60; Do the same for UI/topColorsRight.txt, which changes the background color of the date, plus, and minus buttons. MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=3680747950 More colors: https://steamcommunity.com/app/3381680/discussions/3/80797…
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To enable the possibility of changing colors and make the game load them, you need to create an empty text file: mods/yourModName/UI/colors/loadColors.txt By having the loadColors.txt file, the game will load all files it can find in mods/yourModName/UI/colors/. It is possible to change 63 colors. Each file changes one color. For example, COLOR_POPULATION.txt changes the population text color in the game. Each file should contain an RGB color value separated by semicolons, for example: 255;0;255; You can subscribe to the mod to see all available files that change specific colors in the game along with their names. You don’t need to use…
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While editing province backgrounds in the map’s config.json, the value of MapScaleExtra must be set to 1.0.
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