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Age of History 3

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Showing content with the highest reputation on 07/01/2025 in Posts

  1. Sure, I will increase it to 100%, and it will be changeable in the GameValues JSON file to any number.
    2 points
  2. Added also: New option for scenario event to play music when the event pops up.
    2 points
  3. Hello @Łukasz Jakowski, I was not sure where to post this, so I hope this is of no issue. This post might be a little loaded, but I wish to get answers to these concerns and suggestions. I believe I speak for all the modders when I ask; will events be transferable from base AoH2 to Definitive? As someone who has an almost two year running project, USGW, I do have this concern seeing as the newest version of USGW I am working on will reach 2k events and it would simply be impossible to manually re-add them to Definitive. A way to transfer them would be great. With this I also believe the conditions for owning land in events should be fixed, it is one line of code that needs changing from what I have noticed, because as of right now the condition does not work. As well as that, events seem to not fire if they have conditions of "occupied land" and "decision taken" together as a requirement, which means custom capitulations cannot be added to the game for taking certain decisions, I wonder if this could be fixed for Definitive? For the second concern, this is a really minor one really, Definitive should be able to lower ai aggressiveness to 0% in the settings. It is such a simple change but will allow players to rp their own stories better in their gameplay, and allows new modders to make events without the headache of 50% aggression ruining the events. Thank you for reading this in advance, please do respond to this when able to.
    1 point
  4. He can email me from the address he used to register. jakowskidev@gmail.com
    1 point
  5. Backward compatibility is one of the most important things, so I think all of your events will work. AI aggression range can now be set from 0% to 1000%. I will check the condition of the 'Controls provinces' event. I changed something and I think it will work now as itended. Here is a list of all current changes: https://steamcommunity.com/app/3381680/discussions/0/528723987504574345/
    1 point
  6. Just this moment, then let's start. This is the configuration file for the mod. We are planning a big update, fixing several problems and adding a lot of new content. We will list these updates when we release them, or we can go to the game to check them out. This is the new version about the menu. The updated content will be presented in other items in this interface, and I will add other items.
    1 point
  7. I feel like portraits hinder my ability to make a good ancient history mod, I can't find good portraits for all the cultures I have, nor do I have imperator so I can't ss leaders there, so I rather just get rid of the portraits in general, the focus is on the ancient world and statehood, I can add symbols for the general and advisor slots, but the leader portraits annoy me(as in finding suitable portraits) I tried an CK2 mod for the ancient world, the portraits look ok, but still not great, I rather just get rid of them
    1 point
  8. You can always use a blank image for the group like: The file: game/advisors/advisors/H/noAdvisor.png The numImages.txt file should contain only 1, and the image should be named 0.png And you will get rid of them.
    1 point
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