Leaderboard
Popular Content
Showing content with the highest reputation since 03/25/2025 in Posts
-
Age of History 3 nominated for - Best Polish Game 2024
Wooodex and 20 others reacted to Łukasz Jakowski for a topic
21 points -
15 points
-
Send Ultimatums to Your Vassals - Beta Update
Coolist and 14 others reacted to Łukasz Jakowski for a topic
Send Ultimatums to Your Vassals. With this beta update, you can now send an ultimatum to your vassals. You can demand provinces or full annexation. It is important to have a larger army than your vassal for the ultimatum to be accepted. You can send an ultimatum by opening the civilization's diplomacy view: Once your army is much bigger, the ultimatum should be accepted. New GameValues, GV_Diplomacy.json: DIPLOMACY_SEND_ULTIMATUM_COST: 10, DIPLOMACY_SEND_ULTIMATUM_COST_LEGACY: 10, ULTIMATUM_ARMY_MODIFIER: 1.75, ULTIMATUM_RELATION_CHANGE: -25, More information: https://store.steampowered.com/news/app/2772750/view/57713466977602881415 points -
The System from the East: Project-Zetvl
Outlawexperience and 12 others reacted to AddPlck for a topic
This mysterious system from the East has finally lifted its veil. Its name: Zetvl. Project title: Project-Zetvl. Development began in mid-September 2024. Initially, it solved the integer limit issue in the base game, then progressively rolled out player experience optimizations. By early this year, updates unexpectedly paused... Come mid-February, updates miraculously resumed. The creator shared his work within his mini-game community platform. Over these four months, game re-optimization updates were systematically implemented. New features now make it a fundamentally distinct mod from the original. Important: This mod remains in early development. Some features are work-in-progress or contain minor issues—please maintain reasonable expectations. The mod's creator is the publisher of this thread. After more than 1 month, we have released this update (1.0.7.0 FIX): 2025-06-09 to 2025-06-23 (Version 1.0.6.3) Added configuration file: Added under the UI directory to manage new UI parameters and feature togglesMenuConfig.json Added interfaces: Enabled HOI4-style loading screen and TNO-style main menu interface via MenuConfig Dynamic Leader System: Civilization leaders now automatically change over time Numeric System Upgrade: Migrated civilization income/expense values from Integer to Long, exceeding the 2.1 billion limit Province Connection Optimization: Improved auto-connection efficiency by 90% (connecting 13,892 AoH3 tiles now takes only 30 seconds) Interaction Animation Enhancement: Implemented non-linear animations for menu transitions and province view jumps UI Adaptation Optimization: TNO super-event interface now fully supports multi-resolution adaptation Core Type System: Added three new province core types (Core Region/Occupied Territory/Colony), configurable via the editor Surrender Mechanism Update: Surrender progress now calculated based solely on core region province value Audio Resource Management: Added folder for storing super-event and future audio resourcessfx Event Interface Optimization: Fine-tuned visual style of event UI Event Sound Effect Linkage: Placing in now links event images with audioexample.png.oggUI/events Nuclear Weapon System: Basic functionality implemented (AI deployment not yet supported) Font Color Configuration: Provided font color templates via ZetvlUniverse/interface/color.json Custom Texture Loading: Configure custom image resources via texture.json Dynamic City Rendering: Enabled province setting causes number of displayed cities to dynamically change with map scale About Interface Upgrade: Adopted new design style Background Rendering Optimization: Adjusted visuals for game loading screen and candidate backgrounds Main Interface Configuration: Added configuration file (functionality to be extended)main_Example.json Text Display Optimization: Improved cropping logic for scrolling text Value Algorithm Adjustment: Optimized province victory point calculation rules Province Logic Update: Changed city tier assignment from population level to province value Game Startup Sound Effect: Added as the new game startup soundsounds/Play.ogg ZetvlX Version 1.0.7.0 Update (2025-07-06) Enhanced Surrender System: Dynamic light filter effect displayed when surrender progress exceeds 80%, intensifying with progress Automation Function Expansion: Added options for auto-building, auto-investing, and auto-recruitment Export Interface Upgrade: Integrated native file browser supporting path selection and file export X-System Function Integration: Implemented event search, leader replacement, and civilization name update features Nuclear Weapon System Upgrade: AI can now autonomously use nuclear weapons; nuclear status triggers record historical info and broadcast global events New Display Mode: Added support for borderless window mode Optional Combat Systems: Provided three combat modes: BE, VANILLA, and NEW_SYSTEM Configuration File Renamed: →Zetvl_ModifyOption.txt Zetvl_Configuration.properties Added Nuclear Strike Tracking: When is enabled, view automatically focuses on targeted province during a nuclear strikeGLOBAL_NUCLEAR_ATTACK Event Interface Revamp: Added config option to enable the new event interaction interfaceNEW_EVENT_UI Scenario Info Optimization: Automatically count and display total events when saving a scenario Leader Lock Mechanism: Leaders changed via events are permanently locked and won't auto-change unless replaced by a subsequent event Surrender Mechanism Optimization: When a civilization ceases resistance, its territory is distributed to major civilizations based on damage contribution (only triggers once; resettable if surrender progress <20% and capital not captured) UI Fine-Tuning: Optimized in-game UI elements Core Occupation Rule: Direct sovereignty granted when occupying own core provinces; control transferred to allies when occupying their core provinces AI Peace Negotiation Logic: Peace talks can only be initiated when all Top 15 civilizations in the faction are at peace (testing phase) About Interface Upgrade: Integrated changelog and custom entries loaded via ZetvlUniverse/interface/Zetvl_EntryColumn.json New Console Commands: (global declaration of war on a specific civilization), (deploy reactors globally and distribute 100 nukes)survivalthermonuclear Global Event Trigger: Broadcasts global event when Top 25 civilizations cease hostilities after 1900 Investment Mechanism Fix: Increased province development cap from 1.0 to 2.0 (vanilla fix) Bug Fix: Optimized happiness icon display in province info Command Adjustment: now directly sets diplomatic pointsdiplomacy [value] For more update details, please check the in-game (About Menu) credits: nuclear age from mega4oss - https://vk.com/mod4xstudio Combat mechanics and surrender system from BE2 - https://vk.com/bloodyeurope2 Most of the rest of the code was written by me and a group of Chinese creators Downloads: PC Manual Install (File-Overwrite): Google Drive ◆ Build: | Requires Java 17+v1.0.7.0 Android Version: (File-Overwrite): Google Drive Vanilla + Zetvl Engine: Google Drive We're giving back another map, note that it's only available for the Zetvl engine Download: Google Drive Screenshots:13 points -
Host Diplomatic Summit - Diplomacy
Outlawexperience and 7 others reacted to Łukasz Jakowski for a topic
The last great summit between two world powers showed how dialogue, even among rivals, can open the door to easing tensions and finding common ground. Now, civilizations can pursue that same path through a new feature in Age of History 3. https://steamcommunity.com/games/2772750/announcements/detail/5140925192182175678 points -
Definitve Edition?
audrikney and 7 others reacted to thiago9099 for a question
dont make it a separate game please just update age of history 2 !8 points -
A bloody age(i am so back)
YouravaragebrazilianAoCfan and 6 others reacted to Xjento for a topic
YO, mod switcher here. I introduce to you, a bloody era So, what's this mod about? - It's about the conflicts of 1900-2000. there is planning for a megacampaign but on this moment we will have different scenarios 1900, 1908, 1918, 1934, 1946, 1956, 1970, 1989 and 2000 Every scenario will have events but some more then others. But it's more then events 1900 europe: As you can see in for example Italy or Serbia, we have edited borders as well as more detail in to the geopolitics of the year If you're intrested our discord: https://discord.gg/pTpRRGhfPF7 points -
Hello Programmers, Comrades and Modders! For years, we have been creating scenarios and events restricted to static images. We add a picture of a war, and it just sits there. A picture of a nuclear explosion? Static. But not anymore. I have been digging into the source code and I realized something crucial: Age of History 2 runs on LibGDX. Why does this matter? Because LibGDX natively supports complex animations via TextureAtlas and Animation classes. The code was always there, sleeping inside the game engine, just waiting for someone to wake it up. I have successfully implemented fully animated, looping events without breaking the original game compatibility. 🚀 What I Achieved I modified the Menu_InGame_Event.java class. The logic is simple but powerful: When the game tries to load an event picture (e.g., war.png), my code first checks if a .atlas file exists with that name (e.g., war.atlas). If it exists: It ignores the static image and loads the SpriteSheet using the Atlas, creating a smooth loop animation. If it doesn't exist: It falls back to the default code, loading the static .png or .jpg just like the vanilla game. This means you can have animated events and static events in the same scenario without any bugs! // Logic inside Menu_InGame_Event Constructor String sEventRawName = CFG.eventsManager.getEvent(EVENT_ID).getEventPicture(); String sBaseName = sEventRawName; // remove extension logic... // Check if the .atlas exists if (Gdx.files.internal("UI/events/" + sBaseName + ".atlas").exists()) { // Load the Atlas and create the Animation this.modAtlas = new TextureAtlas(Gdx.files.internal("UI/events/" + sBaseName + ".atlas")); Array<AtlasRegion> regions = this.modAtlas.findRegions(sBaseName); this.modAnimation = new Animation(0.15f, regions, Animation.PlayMode.LOOP); this.isAnimatedEvent = true; } The Rendering (The Draw Method): We use stateTime (delta time) to calculate which frame to show: In the draw() method, instead of drawing the static Image object, you use the stateTime (delta time) to get the current frame from your Animation and draw it using the SpriteBatch. // Inside the draw() method if (this.isAnimatedEvent && this.modAnimation != null) { this.stateTime += Gdx.graphics.getDeltaTime(); TextureRegion currentFrame = this.modAnimation.getKeyFrame(this.stateTime, true); // Draw the current frame oSB.draw(currentFrame, x, y, width, height); // Force the game to keep rendering (otherwise it pauses on static screens) CFG.setRender_3(true); } 📂 How to make your own Animations You don't need to be a coder to use this once the code is in the game. You just need: A SpriteSheet: A PNG containing all frames of your animation. An .atlas file: This maps the frames. You can generate this using GDX Texture Packer (Use the Legacy settings/version, this is crucial!). Place both in UI/events/. I am attaching an example (SoldierRunning.atlas and SoldierRunning.png) so you can test it yourselves. 🌟 The Future Imagine the possibilities: Events with soldiers actually marching. Nuclear explosions that animate. Flags waving in the event wind. News tickers scrolling. The engine was always capable of this; we just had to write the lines to let it speak! Although I used it for events, it's more than that and can be used in any other contexts or images! I am not releasing my file, not because I wanna lock knowledge, it's because I think it's simple to people to do, and because my code is full of nonsense (like superevents, etc) I will send a .gif file showing the use of it (what I achieved!) Download the example files below! SoldierRunning.atlas (first and last line are blank.) file: SoldierRunning.png size: 2048, 2048 format: RGBA8888 filter: Nearest, Nearest repeat: none SoldierRunning rotate: false xy: 2, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 7 SoldierRunning rotate: false xy: 2, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 14 SoldierRunning rotate: false xy: 502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 19 SoldierRunning rotate: false xy: 2, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 4 SoldierRunning rotate: false xy: 502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 11 SoldierRunning rotate: false xy: 1002, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 9 SoldierRunning rotate: false xy: 2, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 16 SoldierRunning rotate: false xy: 502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 1 SoldierRunning rotate: false xy: 1002, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 6 SoldierRunning rotate: false xy: 1502, 1478 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 13 SoldierRunning rotate: false xy: 2, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 18 SoldierRunning rotate: false xy: 502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 3 SoldierRunning rotate: false xy: 1002, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 10 SoldierRunning rotate: false xy: 1502, 1109 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 8 SoldierRunning rotate: false xy: 502, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 15 SoldierRunning rotate: false xy: 1002, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 5 SoldierRunning rotate: false xy: 1502, 740 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 12 SoldierRunning rotate: false xy: 1002, 2 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 17 SoldierRunning rotate: false xy: 1502, 371 size: 498, 367 orig: 498, 367 offset: 0, 0 index: 2 Let's modernize Age of History 2!6 points
-
Union Fixes
histroy and 5 others reacted to Łukasz Jakowski for a topic
Union Fixes When creating a union with a special alliance like the HRE, the civilization will now be added to the alliance if it wasn't already a member. If a union is created with the Emperor or the alliance leader, the player will become the new Emperor. Manpower, regiment limit, and income bonuses are now correctly awarded after becoming Emperor. Unions are disabled when playing in Age of Chaos mode. Minor bug fixes6 points -
Age of History 3: Age of Chaos is a new way to play - Beta Update
Coolist and 5 others reacted to Łukasz Jakowski for a topic
Age of History 3: Age of Chaos is a new way to play. Every 10 years, you will have to change the Civilization you control and switch to a new one. You will be given four random Civilization to choose from. Pick one and continue your journey, even if it means one day fighting the empire you once ruled. More: https://steamcommunity.com/games/2772750/announcements/detail/5456131829006374366 points -
Suggestion for AoH2:de events
Wooodex and 4 others reacted to Łukasz Jakowski for a question
Yea, added 😛5 points -
Event Making improvements
BALONA30 and 4 others reacted to Łukasz Jakowski for a question
Added option to copy events Added outcomes for renaming provinces and civilizations Added the ability to change the leader and check leader conditions Added the ability to build and destroy certain buildings in selected or random provinces Added the ability to remove X% of an army https://www.youtube.com/watch?v=ENLEpE3xD4s5 points -
Simple Ideas for Age of History 2: Definited Edtion
china peple and 4 others reacted to Dipto479 for a topic
1. Add an autonomy system like AOC2.5 mod. Add levels of autonomy with varying rights. 1.2 Add diplomatic freedom option in the vassal system (I don't like that my vassals are aligned with another nation). Option to control whether vassals can form foreign relations, influenced by the autonomy level 1.3 Construction control. Add building Construction right to the overlord option in the vassal system. Let overlords construct buildings in vassal provinces (cost adjusted or shared). influenced by the autonomy level 1.4 military control. a cost-shared or adjusted system for the recruited army in Vassal Province, army keep-up, etc., influenced by the autonomy level. Army recruit in Vassal Province. 1.5 political right (right to change government) 1.6 auto join war (Allow overlords to set whether vassals auto-join their wars. This setting should depend on autonomy—puppets must always join, while dominions may choose or be called in.) 1.7 trade rights (always aspect overlord trade or favor overlord) 1.8 Economic control. control over tax, population growth, etc. (every control level: no right, low right, partially has right, max right) For exampale: Military Control – Autonomy Levels & Examples 1. No/minimum Right Overlord has zero military influence. Vassal recruits, maintains, and commands its own army freely. Overlord can station troops. Example: A dominion-level vassal with near-total independence like Canada under the Statute of Westminster (1931)—free to make military decisions 2. Low Right Overlord has limited control. Can request troops from the vassal during wartime (vassal may refuse if auto war level is no or low right). Can recruit in vassal territory. But cost is fully provided by the overlord. Example: A semi-independent protectorate where the overlord has military access but can't directly command—like British influence over princely states in India. 3. Partial Right Overlord shares military control. Can recruit limited units from vassal territory. May station troops in a vassal land with reduced upkeep. Can control to vassal armies. If the relation is good with the overlord Costs and upkeep can be shared. Example: A colony like French Algeria, where France could both station and raise troops, but local forces still existed under colonial command 4. Max Right Full military control by the overlord. Overlord can: Fully recruit and control armies in vassal provinces Merge vassal troops into its own command. meaning no army for vassal Force conscription Directly command all vassal military units Vassal has no independent military decisions. Example: A puppet regime like Manchukuo under Imperial Japan, with complete Japanese control over all military activity. Or you can just do what @Pumped did if CAN_CONTROL_MILITARY: true vassals have no control. If a false vessel has full control. But do something. 2. Add more buildings. 3. Every building should be stackable. Allow the same building type to be constructed multiple times per province (with soft caps or diminishing returns). 4. Auto-building contraction system like Project Zetvl 5. add XP for the whole army like bloody Europe 2 but more debuffed 6. The army shouldn't be recruited in 1 turn, like Project Zetvl. Recruiting units should take multiple turns based on the province's infrastructure, manpower, tech, development of the province, etc. 7. Add manpower. Introduce a manpower pool for each country, affected by population, infrastructure, war exhaustion, development, tech, etc 8. Add an administrator building (A unique structure that unlocks all auto/all functions, improves UI efficiency, and may boost national administration capacity. More control over provinces, more money, less chance of revolt, etc) 8.2 Stronger Administration Capacity Debuffs. Make overextension more impactful (higher corruption, revolt risk, economic inefficiency). 9. Add a capitulation system. Add a capitulation mechanic triggered by war exhaustion, loss of a major city that is a major population center or economic center, or overwhelming military defeat, nation's stability, etc. 10. More tech tree/tech lines 11. Change the movement-point tech tree name to communication (it's just better) 12. add coup system (I remember there was a bug in AOC2. In that bug, you can send an army to another nation, then declare war, and that nation will capitulate, something like that ) 13. Every building should be updatable. Each building should have upgrade levels (e.g., Farm → Improved Farm → Agri Center). 14. add road, railway, etc 15. Add culture. 16. Better spectator mode Every value should be changed in .json files (For the modding community) @Łukasz Jakowski5 points -
Szanowny Panie Łukaszu Chciałbym do pana przemówić, gdy pan zapowiedział niespodziewanie nowy projekt, gdy podczas Age of History 3 jest dalej zabugowane i źle wykonaną grą szczególnie w aspekcie dyplomacji i wojny, lecz przejdę do tego zaraz. Jako modder Project Civilization 2 i w imieniu innych modderów aoh3 którzy borykają się z błędami w outcomach eventów czy też triggerów. Chciałbym otrzymać dokładny roadmap z funkcjami którymi pan planuje najbliższym czasie, żeby nie opierało się na pustych frazesach i nie robieniu nikomu złudnej nadziei. Lecz chciałbym zaproponować kilka zmian które by znacznie usprawniły rozgrywkę. Aspekt działań zbrojnych które są wykonane słabo po prostu gdzie w każdej bitwie liczy się jedno jednostka z większym atakiem i większą przewagą liczebną wygrywa. W samych bitwach chciałbym żeby została faza kontratak gdzie siły broniące atakują przeciwnika. Chciałbym przede wszystkim żeby do gry trafił bonusy dla jednostek pod konkretny teren które byłoby urozmaiciły rozgrywkę. Kolejny aspekt edycji jednostek to bonus do dyscypliny i morali, tak samo jak powyższy element miałby urozmaicić rozgrywki. Przechodząc dalej dodanie wymagań surowcowych które umożliwiały regionalizacje jednostek dodania np. Surowca słoni, lub też wielbłądów, podobnie miało to wyglądać w aspekcie religii. Ale najważniejszym byłoby jednak jednostki tylko dostępne dla danego kraju. Tutaj zaprezentuje na 3 przykładach: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, przykład nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Teraz przejdźmy do kolejnej rzeczy które trącą myszką a raczej ich bezużyteczność. Chciałbym żeby gra pokazywała regiony do której jest przypisana dana prowincja jak w imperatorze rome. Można byłoby się o pokusić dodania jakiegoś znacznika na mapie pokazujący stolice regionu. W przypadku oblężenia prowincji która nie jest stolicą regionu kapitulujesz całego regionu tylko jedną prowincję, gdy oblężysz stolicę regionu to zdobywasz cały region. Postuluje system fortów które również są wyświetlane na mapie które nie umożliwiają przejście armii wroga w odległości prowincji od fortu. Również postuluję wprowadzenie limitów fortów coś w stylu regiments limit żeby ograniczyć zbudowanie całego państwa fortami, kończy się zniszczeniem gospodarki.Event oblężeniowe chciałbym żeby został wprowadzony outcome province_siege = true, który będzie działał niezależnie od tego jaka prowincja jest oblężona na mapie. Pomniejsze kwestie odnośnie armii. czyli attrition i generałowie. Attrition miałby przede wszystkim zmniejszyć stacki graczy i ai podczas wojen.Liczbę regimentów które może utrzymać dana prowincja może zostać zwiększona przez technologie. Generalnie powinni otrzymać jakiś system perków które zależały na jakim terenie walczył i czy się bronił czy atakował. Teraz przez każdego ukochana dyplomacja, której można pisać długo. Uważam że powinien pozostać system z aoh2, z kilku powodów. Przede wszystkim obecny system dyplomatyczny służy po to żeby z kimś zmniejszyć relacje i wypowiedzieć wojnę od czasu do czasu podpiszesz sojusz. Ale dla mnie działanie minimum jest to że mam opcje handlu i że ai potrafi pokojowo zaanektować wasala. Ale przejdźmy do sojuszów specjalnych byłem wielkim fanem tego rozwiązania, lecz jak każdy inny aspekt w tej grze wydaje się niedokończony. Sojusz obronny jeszcze zrozumiem ale ten sojusz typu Hre jest bezużyteczny. Raz że nie można edytować to pod każde sojusz osobno to jeszcze do tego ai nie umie w tego reformować. Tutaj istnieją oczywiście eventy i można coś wykombinować lecz istnieje głupiutka mechanika że przywództwo przejmuje ten kto ma najwięcej punktów prestiżu.Ale tutaj byłoby proste rozwiązanie dodanie outcome prestige=-500 duration=5, co ny rozwiązało ten problem. Teraz polityka wewnętrzna a przynajmniej jej brak. Stabilność powinno się przesunąć do głównego ui i znacznie rozszerzyć jego działanie w tym dodać triggered odpowiedzialny gdzie stabilność cywilizacji spada poniżej jakieś granic np. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), i outcome civilization_stability=-5. Wyczerpanie wojny również powinno również zostać przesunięte do głównego ui, powinno również otrzymać swe outcome i triggered. Eventy i misje w mej opinii nie powinieneś dodawać edytor eventów do gry. Lecz skupiać żeby było jak najwięcej outcome w łamanie sojuszy i wyzwalania wasli. Ostatnim i chyba najważniejszym jest to żeby w grze pojawił się outcome odpowiedzialny za przeładowania drzewka misji aby móc je zmienić podczas trwania rozgrywki Prosiłbym żeby pan rozważył wszystko co tutaj napisałem, Z poszanowaniem Bizantyjczyk English Version Dear Łukasz I would like to speak to you when you unexpectedly announced a new project while Age of History 3 is further bugged and a poorly made game especially in the diplomacy and war aspect, but I will get to that right away. As a modder of Project Civilization 2 and on behalf of other aoh3 modders who are struggling with bugs in event outcoms or triggers. I would like to receive a detailed roadmap with the features you are planning for the near future, so that it is not based on empty platitudes and not giving anyone false hope. But I would like to propose a few changes that would significantly improve the gameplay. The aspect of military action, which is simply poorly executed, where in each battle one unit with a greater attack and a greater numerical advantage wins. In the battles themselves I would like to see a counter-attack phase where the defending forces attack the enemy. Above all, I would like to see terrain-specific unit bonuses added to the game, which would add variety to the gameplay. Another aspect of unit editing is the bonus to discipline and morale, just as the above element would add variety to the gameplay. Moving on to the addition of resource requirements that would allow for the regionalisation of units adding e.g. raw elephants, or camels, similarly there would be the aspect of religion. But most importantly, units would only be available for a given country. Here, I will present 3 examples: { Army: [ { Name: "Knight", ImageID: 43, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredResourcesCivilization:none RequiredCivilization: RequiredReligion: 1 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.2 { Army: [ { Name: "RomanLegionist", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:spqr;romw (roman empire and wester empire) RequiredReligion:3 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, nr.3 { Army: [ { Name: "Elephant", ImageID: 3, UnitLevel: 2, Attack: 17, Defense: 17, MovementSpeed: 4.8, AttackRange: 2, SiegeProgress: 0.1, BoostDiscipline: 0.5 BoostMorale: 1.0 RequiredTechID: 14, RequiredResources: -1 RequiredCivilization:none RequiredReligion:23 Cost: 25, MaintenanceCost: 0.2, RecruitmentTime: 80, Now let's move on to the next thing that trumps the mouse, or rather their uselessness. I would like the game to show the region to which a province is assigned like in imperator rome. One could be tempted to add a marker on the map showing the capital of the region. If you siege a province which is not the capital of a region you only capitulate the whole region, if you siege the capital of a region you conquer the whole region. I postulate a system of forts that are also displayed on the map which do not allow the enemy army to pass within a province of the fort. I also postulate the introduction of forts limits something like regiments limit to limit the building of a whole country with forts, ends up destroying the economy.Siege event I would like the outcome province_siege = true to be introduced, which will work regardless of which province is besieged on the map. Minor issues regarding armies. i.e. attrition and generals. Attrition would primarily reduce player stacks and ai during wars.The number of regiments a province can hold can be increased by technologies. Generals should get some kind of perk system that depended on what terrain they fought on and whether they defended or attacked. Now by everyone's beloved diplomacy, which can be written about at length. I believe that the system from aoh2 should remain, for several reasons. First of all, the current diplomatic system serves to reduce relations with someone and declare war occasionally sign an alliance. But for me the minimum action is that I have options to trade and that ai can peacefully annex a vassal. But let's move on to special alliances I was a big fan of this solution, but like every other aspect in this game it seems unfinished. A defensive alliance I can still understand but this Hre type alliance is useless. You can't edit it for each alliance and the ai doesn't know how to reform it. Here there are of course events and you can work something out, but there is a silly mechanic that leadership is taken by the one who has the most prestige points.But here would be a simple solution adding outcome prestige=-500 duration=5, which ny solved this problem. Now internal politics or at least the lack of it. Stability should be moved to the main ui, and it should be greatly expanded to include a triggered responsibility where the stability of a civilization falls below some limit, e.g. triggered - stability_civilization_lower=36% -> outcome explode=(tagcivilization), and outcome civilization_stability=-5. War exhaustion should also be moved to the main ui, it should also get its outcome and triggered. Events and missions in my opinion you should not add an event editor to the game. But to focus as much as possible on outcomes in breaking alliances and triggering vassals. Lastly, and probably most importantly, the game should include an outcome responsible for reloading the mission tree so that it can be changed during the game. I would ask you to consider everything I have written here, Respectfully Bizantyjczyk5 points
-
Small requests and suggestions that have never left the game's community: Can we get the Age of History 3 soundtrack, at least as free DLC? The original soundtrack is very annoying. Frontline management should be your main focus. That's what all the players want! AI being more active in diplomacy with the player and othe r civilization would be neat One player on Reddit asked for the ability to build buildings in several provinces at once. Something like selecting a building and clicking on the desired provinces A button for assimilation/investment/holding a festival in all provinces at once (or until the gold runs out) Changing and dying rulers has always been a highly requested feature. It seems that happiness should directly affect stability. If you hover your mouse over stability, there will be a line about happiness, but it is always equal to -0.1%. On Reddit, one player mentioned that he really liked the feature of changing the name of provinces depending on the owner. I think this would make sense in the Definitive Edition. It would be cool if you could open the diplomacy menu by right-clicking on the provinces of a civilization. The event editor must remain in the game no matter what! It's a key feature! The font used to display the names of rulers when selecting a civilization looks bad. Why does the game use different fonts? We hope this will be fixed My personal request: I feel that the bonuses from terrain and governments are not strong enough, as if you were afraid of messing up the balance too much. Perhaps it would be worth rebalancing them?5 points
-
I really hope these bugs gonna be fixed! Improved diplomacy + improved AI = all we need And please, don't make the price too high. This game would fit nicely as an update for Age of History 2. Therefore, many people will be dissatisfied if it becomes more expensive.5 points
-
PROMETHEUS | an actual AoH2 modloader | development thread
YouravaragebrazilianAoCfan and 4 others reacted to flaffymg for a topic
So… hear me out: instead of having to JAR‑mod the game to support mods, what if someone made an actual modloader that really works and lets you run multiple mods at once? Well, that’s exactly what I’m building, It’s very early in development, but… I present: PROMETHEUS: bringing light to this chaotic modding scene 😛 (cool title huh?) (placeholder logo) Prometheus is (or will be) a modloader that lets you modify the base game on runtime and load multiple mods simultaneously, Just drag and drop your mod.jar into the /mods folder and voilà: you have installed a mod! I made something similar in the past, but I was super inexperienced back then and didn’t really know what I was doing. Now I’m way better at coding than i was before and came back to this silly project.. So… how does it work? Prometheus is broken into two main parts: Overlays The modding API So, what is an “overlay”? Think of it like Fabric’s Mixins: it is an annotation‑driven system that lets you modify the game’s code at runtime. It lets you inject code, mirror (shadow) variables, listen for method calls, completely replace a function, or redirect all function calls to another implementation. That’s the core idea: the overlay class defines exactly how its target class will be modified, prometheus first processes each overlay to read its annotations and build a transformation "plan", then when the target class is loaded by the classloader, a transformer applies those changes by injecting code directly into the target's bytecode, - here is an example: This code will create a mirror of the iArmy variable and a listens for the setArmy call, this function will be called after setArmy runs (and before it returns), So this will set every new army call to 800, doesnt matter what value i put, when i confirm it will be 800 (it even glitched a litle bit since i didnt adjusted the text size), as you can see.. yeah it works, this is what an overlay is, basicaly a free pass to modify the game code on runtime What is the modding api? The modding API acts as a wrapper built on top of the overlay system, designed to simplify mod development by handling common tasks for you instead of having to write an overlay for every single feature you want to modify, the api will provide some higher-level tools and utilities to interact with the game, stuff like manage systems like event handling, acessing and modifying, and creating things in a easy way (e.g., civilizations, provinces, UI elements), and provide convenient hooks into game logic. Essentially, it abstracts the lower-level overlay work and gives mod developers a cleaner, easier way to create and integrate mods without needing to modify the game’s internals directly to do simpler stuff, for example, instead of doing an overlay like the previous images we could do something like a simple event listener, intercept the event and then modify the value and of course there will be some things that the api cant do and you will have to implement by hand (when the public beta/alpha relase i dont even think that i will have the api ready by then, it is a looot to implement) Final considerations: - My roadmap for Prometheus includes alpha and beta phases before the official release. It will evolve and improve over time based on community feedback and etc. I dont have a date for the open beta as prometheus is still in a very early stage of development, at the moment only the basic annotations are functional. I'm currently working on the @Inject annotation which has been the most hard to implement so far, and this thread will serve more as a devlog than anything else, where I’ll share updates and progress as things move forward and have some feedback of what ya think. - Prometheus does not modify the base game files, it operates entirely at runtime, it works pretty much like minecraft's forge or fabric, instead of altering game code or assets directly (as with jar modding), prometheus dynamically hooks into the game when it launches, this approach makes it way easier to distribute both prometheus (and its mods), since no copyrighted game files or code are included. - Prometheus has no restrictions on how you create or distribute your mods, youre not obligated to share your source code or even release your mod for free. while id love to see every mod be free and open source, I won’t pressure anyone into doing that 😛. The only hard rule is: no malware or harmful content, which i believe every sane human being can agree on, other than that: your mod, your rules. - Everyone is welcome to help! prometheus isn’t publicly available yet, but I’m totally open to suggestions, ideas, and feedback. oncee its released anyone will be welcome to report bugs, suggest new features, or even contribute directly to the code(im not the best coder there is so the code will need some work lol) - i can't work on this all day sadly, i have university and job, so my time is pretty limited, 😞 ill be dedicating as much of my free time as I can to it but development wont be super fast. I'm sorry about tha but i promise ill try to make prometheus as good as possible, as fast as I can! Prometheus aims to be a community built project, i don’t want to be like the “oh look I’ve created this, muahaha” kind of guy, yk? I just want to be the silly guy that sparked a new era in AoH2’s modding scene. So I’m counting on yall :3 Thanks for reading this far, I really hope this project turns into something that helps people and makes this game even better than it already is ❤️ join our discord server if you want! https://discord.gg/6pjSnFgzRt from the silly, kinda weird Brazilian guy flaffy :35 points -
Welcome to the easy-to-use Event Generator for Age of History 3! This tool will help you create and customize events for your game, as well as translate them into any language. Generator Features: Choose from a full list of triggers with formatting tips; Choose from a full list of outcomes with formatting tips; Automatic event categorization: global, regular, and siege events; Support for translating the generator into other languages; Localization of events into any language! Download link: https://github.com/Ilya-Sal/AoH_Event_Generator5 points
-
Thrones of Ice and Fire - Game of Thrones mod
Lim10 and 3 others reacted to PeteFromPat for a topic
4 points -
Union Improvements
Dule22 and 3 others reacted to Łukasz Jakowski for a topic
4 points -
Allow AI to form formable civilizations
Bargor and 3 others reacted to Beter Griffin for a topic
As of now, AI will never form a formable civilization regardless of how much gold it has. it doesn't make sense for, say, Seville to conquer all of Iberia and not form it, even centuries after the fact. AIs should be able to form a civilization if they meet the requirements and are in a financially comfortable position (a player would probably not spend all of their money on forming a civ if they have 101 gold with a monthly balance of -6 (unless forming said civ is their endgoal)).4 points -
I don't care We have thousands of mods that make the game as good as possible, this edition is not needed4 points
-
4 points
-
can split a federation in states or administrative regions
general nepolean and 3 others reacted to Dr.AzulBR for a topic
like the vassal system but obviously you have the same control to your """vassals""" how you have for your nation, gaining more gameplay realism and dynamism. and it can be used to help you to administrate a massive country, like United States. can be used to manage the taxes or doing upgrades for provinces assigned for the state. You can manage the autonomy of the state too, but take careful: more autonomy, more distinction of laws and more feeling of popular uprising/separation. And if you take a low value of autonomy, it can happen the same too, the states search for more autonomy to control their states recommendations: You only can atribute a state or administrative region if the province you're trying to create a state is incorporated to your nation You can redraw the map of your country states, but it will costs gold.4 points -
What would happen if the Cold War went on? What would happen if the Soviet Union continued into the twenty-first century? The mod is set at the start of the new millennium and imagines a world in which the Soviet Union never fell apart. Rather, the Eastern Bloc changed, endured, and adjusted to the demands of a world that was becoming more interdependent. Explore the alternate history mod A New Millennium (ACM): What would the world be like in 2000 if the USSR had not fallen? https://discord.gg/PBsqBWcyfA We currently lack developers for various nations, but we plan to release a small demo by the end of 2025.4 points
-
Dear friends! Version 0.3 is being released, which adds: - The storyline of the war with the Black Ones; - Legacy system for major countries; - New states and provinces; - A common mission tree for all countries; - New events and interface design! To make the events work better, you can remove the events from the vanilla game (optional) along the way .\Age of History 3\game\events Steam Download Links: https://steamcommunity.com/sharedfiles/filedetails/?id=34246848354 points
-
Hi Lukasz, I'd like to suggest a few things for AoH2 Definitive Edition, in this case Event Making for modders. Here are some things I came up with: 1- Duplicate Events: This option would be fairly simple to add, and would improve the speed of creating similar events instead of creating them from scratch. 2- Categorize Events: This might be more complicated, but it could improve the player experience. There could be global events (news), major events, and minor events, each with a different size, just like in Hearts of Iron IV. Although, for me, just creating global events would be fine. 3- New Outcomes: Some outcomes could include changing the name of provinces, changing the current leader of the country to another, removing troops (this would eliminate troops in general, for example, if I have 1,000,000 troops in the event, a certain percentage could be removed, such as 20% or 80%), and finally, building a certain building in one or several provinces we select. That's all I could think of. I hope you can add some more to improve modding and the experience when creating events.3 points
-
AOC3, Open Sourced. Take a sledgehammer to those modding restrictions. --- AnalyticalEngine (Project Orion) is a game engine that opens up the core binary code of AOC3 and removes hardcoded features and mechanics by allowing for full NashornJS scripting in mods, as well as providing an API for Event Conditions, Effects, Game Scopes, modded Multiplayer (MP) support, and custom mapmodes and UIs. This allows for full hybrid Java and JavaScript modding support. To get started with modding in AnalyticalEngine, simply add .ds/.js files in your mod folder. These will be automatically detected by the game engine and executed in-game. Consider also reading the attached Documentation or asking for support from our Discord server. Installation: GitHub | Steam Latest Release: 0.6b - Centurion. (Make sure to check GitHub installation instructions before downloading). Install Java SDK 23. Download the current src/AOC3-Source.jar, and drop it into any basegame AOC3 directory. You may now either run it normally as a Java binary or via the command line in the extracted folder if you wish to access AnalyticalEngine's console: java -jar src/AOC3-Source.jar - Documentation: Note: Documentation is currently a work-in-progress and may not necessarily be complete. Custom Mapmodes Deepscript (Event Conditions, Effects, Loops, Scopes, Variables) Map Data Scripting Information Nashorn Scripting Features: Current Feature List. Added Singleplayer support for the Multiplayer build of the game. Custom Event support. Custom Mapmode support. Custom UI support. Fixed various localisation glitches. Fixed various map glitches. Full NashornJS compatibility and scripting. Modded Multiplayer support. Overhauled Editor UIs: Civilisations can now be directly edited by right clicking on a Civilisation in the Scenario Editor. Province Names can be edited directly from in-game editors. Resource Editor overhaul. Scenario Editor overhaul. Terrain Editor overhaul. Overhauled tooltips now allow for inline coloured text changes and images in Events. Reworked Conditions (Triggers) and Scopes. -3 points
-
Ideas for aoh3 ( make aoh3 much better )
MisterT and 2 others reacted to general nepolean for a topic
Tell me your ideas and I am going to turn it a animation ( i will not try my best ) like this video :- And also subscribe this channel3 points -
AoH2: DE. Mod support for buildings?
Evis7 and 2 others reacted to Łukasz Jakowski for a question
Yes, it will be possible to edit the values of buildings.3 points -
Epochs Of Antiquity This mod is unfinished Epochs of Antiquity is a mod based around the times starting from Early Cultures, hellenic ages, and till the collapse of Western Rome. 324 BC scenario (Unfinished) Name: (The Rise Of Macedon) This Scenario showcases the height of the Macedonian Empire. East Asia: Africa: Arabia: Scythia: Turkic Tribes: Europe: The mod will be released when I finish atleast one of the scenarios. Sorry for the shitty thumbnail3 points
-
Two concerns about AoH2 Definitive Edition
Wooodex and 2 others reacted to Łukasz Jakowski for a question
- Event data is now standardized, but some events might not be usable in a AoH2:DE from AoH2. Because the event data was never standardized, some events from different mods might not work. Keep the last version of your events as a backup. Different versions might not work. Just in case You can watch your mod here:3 points -
Two concerns about AoH2 Definitive Edition
NoRulez2 and 2 others reacted to Łukasz Jakowski for a question
Added also: New option for scenario event to play music when the event pops up.3 points -
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.3 points
-
Is it possible to remove portraits
GeckoSlav and 2 others reacted to Łukasz Jakowski for a question
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.3 points -
We need more historical formables instead of memes3 points
-
Dont add AoH3 civs why I am saying this? Because Pizza Empire for me is just a shitpost in a game, and too much of it is not goodings, but instead make new formables and civs3 points
-
The System from the East: Project-Zetvl
ViktorH1488 and 2 others reacted to AddPlck for a topic
3 points -
Thanks for the offers, give your money and go fuck yourself. maybe some of this will appear in 7 years in aoh1:microwave edition or something like that3 points
-
Political Chaos | AoH3 Mod
Beter Griffin and 2 others reacted to DimitriComrade for a topic
Long time no see? hehe. So, during this time, I managed to change the map several times and draw detailed borders of the subjects of Belarus and a little bit of Russia and Ukraine. And one friend suggested an idea - what if you don't make the mod right away, but release it in parts? I made 1 country and released a DEMO version, with everything ready. That's why I'm trying to make a map of Belarus sooooo quickly so that I can at least release it. at least it is quite possible that I will have to freeze the project for reasons beyond my control (I will have to give 1 year of my life to the army, because in my country there are such laws) So, you can see - it`s a 5187 PROVINCES! Summarly. It`s + Kiev + Moscow + rivers and lakes of Belarus and Belarus. Belarus completed in 33-45%, in my sight. And, because the provinces And since 1 province is no longer 1 region, the game is expected to have a different concept than before. Because of this, and a different economy and combat system SO, come to my TG channel, if you wanna more news about the development!3 points -
I didn't have the ability to modify the code for the game's combat system before, so I've added some code for the BE mod combat system here. However, there are certain flaws within the code of their mod that could lead to an astronomical inflation in the number of troops retreating from a province, potentially reaching tens of millions or even billions (in multi-civilization battle scenarios). Should I ever possess the capability to amend this segment of the code in the future, I shall undoubtedly craft my own battle system code with meticulous precision.3 points
-
The System from the East: Project-Zetvl
YouravaragebrazilianAoCfan and 2 others reacted to AddPlck for a topic
3 points -
peak aoh2 modding i agree, aoh2 is a way better game then aoh3, we should keep it alive3 points
-
New Siege Look
MisterT and 2 others reacted to Das Moss Man for a topic
Hello my serfs, lords, and emperors. Yesterday while I was watching a video, I had a stroke of genius. The seiges look honestly really boring. So I thought what if during seiges we had a top-down view of the city (or Fort). But that wouldn't be all there would be different looks, like star forts. For example in the 1200's they'd look square, and boring. But during like 1700's they'd be pointy and star shaped. Now I didn't come up with this alone, if you want to learn more watch this: Here's the link It's an honestly amazing vid. How I imagine it to look: That will be all, critism is appreciated. :-Þ3 points -
Players can now release any Civilization as a Vassal - Beta Update
IsYugos5 and 2 others reacted to Łukasz Jakowski for a topic
Players can now release any Civilization as a Vassal from a full list of all civilizations in the game. A new beta update introduces greater control over vassal management! Players can now release any Civilization as a Vassal from a comprehensive list of all civilizations in the game. This feature allows for more strategic empire management, enabling players to reshape borders, delegate governance, and create new diplomatic opportunities. Whether you want to grant independence to a former rival or establish buffer states, this update provides enhanced flexibility in how you shape the world. Steam: https://store.steampowered.com/news/app/2772750/view/5140759403015700813 points