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Showing content with the highest reputation since 09/30/2025 in Posts

  1. 3 points
  2. New terrain type - Ice Sheet, basically means "don't bother developing here"
    1 point
  3. You know, I thought that AOH3 would keep most things from AOH2, but it got removed and the only way to get it back is mods. I am pretty fond that the Definitive edition of AOH2 is coming, althought I am not interested in Age of HIstory anymore.
    1 point
  4. In 1836, you can release and play as the Republic of Indian Stream, a small breakaway state which existed from 1832 to 1835.
    1 point
  5. 1 point
  6. IlyaRU

    Metro 2033 Mod

    Ok, guys, I've restarted my mode. So, in the new iteration there will be new map with geographic connection, two tunnels, more provinces for stations etc!
    1 point
  7. This tool will come of much use considering the gameciv editor already lags
    1 point
  8. who wouldnt lol. also, i made a tool which makes creating civs way easier and less time consuming. i would be glad if you checked it out 😉 (and it would probably help on the shattered world scenario lmao)
    1 point
  9. lol i guess the grim reaper of AoH has (probably) been REAPED LOL (Vine Boom) uhhhh okay he just reacted to this so i guess i dont have a point anymore :v
    1 point
  10. Though slowed by a temporary loss of motivation, New York has been added to the shattered world scenario!
    1 point
  11. While 0.7.5 is being done, I want to show off the official artwork done by @3dddies for 0.8.0!
    1 point
  12. 1 point
  13. I didn't have one but I know Its 3 Australian External territories are Cocos (Keeling) Island, Christmas Island & Norfolk Island are missing and belong to Australia. https://en.wikipedia.org/wiki/States_and_territories_of_Australia#External
    1 point
  14. Thank you fo rthe quick reply and the info. I managed to fix the issue and the logs will definitely be useful for the futre.
    1 point
  15. Yep, I added tutorials in steam: [ru] https://steamcommunity.com/sharedfiles/filedetails/?id=3454094158 [en] https://steamcommunity.com/sharedfiles/filedetails/?id=3454157880
    1 point
  16. ######## If your mod in the Workshop is not being published and is taking too long, don't worry, I will teach you how to solve this. First, make sure that your mod's logo.png is BELOW 1MB, if it is above that, try to adjust its size, the correct resolution is 1024x1024. ######## If this doesn't work and there is a file called "id.txt" and you haven't published your mod yet, delete it and publish immediately, the file is only needed to update your mod in the Workshop! ######## If that doesn't work either, look in the "mod.txt" file, and if there is a description or a "changeNote" that is too long, try renaming it to just "Test", this was the solution I managed to do.
    1 point
  17. I will present this idea in a very specific way to expose exactly what I mean; the details are actually of little importance. war_score "war_score" trigger would make event check if the sides are at war AND one side is winning with a specific war score advantage Example of code: war_score=ger=pol=50 This trigger would check if Germany is winning with Poland with at least 50+ war score. War score would be checked from the perspective of the first tag. If we swapped tags, for example: war_score=pol=ger=50 It would mean that Poland has to be winning with at least 50+ war score in a war against Germany. Optionally we could be able to insert: war_score=pol=50 It would check if civilization (any) has at least 50+ war score in a war against Poland. province_occupied_by We used to have this trigger in AOH2. It would check if province is occupied (or more precisely, if is either owned directly or occupied). Usage would be very simple: province_occupied_by=1024=ger It would be true if Germany either controls (owns) or occupies province 1024. Alternatively the already existing "province_controlled_by" would work that way and gain new opportunity to be passed. Then if someone would want province owned by country directly, they could combine "Province_controlled_by" with "civ_is_not_at_war=true" white_peace We should also be able to enforce white peace in events for the purposes of scripted wars, for example: white_peace=ger=pol It automatically ends the war between Germany and Poland with White Peace. white_peace=ger It white peaces every single war waged by ger. I don't think there is any further philosophy with it. surrender It would be grateful if there was "surrender" outcome, like: surrender=ger It would make Germany have -100 war score in every war it is currently at. Optionally we could expand code so that germany surrenders only in a specific war: surrender=ger=pol Now Germany would only surrender only in a war with Poland. Thank you for reading.
    1 point
  18. Can u help me guys? @IlyaRU @Das Moss Man
    0 points
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