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Happy new year.
YouravaragebrazilianAoCfan and one other reacted to Apple for a topic
Happy new year. I hope this community becomes slightly more active2 points -
Thrones of Ice and Fire - Game of Thrones mod
MOHMMAD STARK and one other reacted to PeteFromPat for a topic
2 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!1 point
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Magna Europa
PeteFromPat reacted to Apple for a topic
It would also probably take 3 decades to make all those provinces anyway. And this mod would be extremely unfun with a million provinces. Making scenarios would be a nightmare as well, and it would run like a river of cement.1 point -
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Przyszłość AOH3
Hostovsky reacted to Generał_wrzód for a topic
Mam pewne pytanie do @Łukasz Jakowski dotyczące AOH3 Na początku chciałbym powiedzieć że jest to naprawdę dobra gra, może jest kilka rzeczy do naprawy ale gra się naprawdę przyjemnie szczerze mówiąc mi gra się lepiej w AOH3 niż np. HOI4 czy EU4. Jest to naprawdę wspaniały projekt prosta i przejrzysta grafika (nie tak jak w EU4) dobra optymalizacja (nie tak jak w HOI4). Wiem , że jest to moja subiektywna opinia, ale myślę, że wiele osób się ze mną zgodzi. Ta gra ma tak wiele możliwości. Można w niej grać tyloma państwami, przez tyle wieków. Ale ostatnio trochę się o tą grę martwię. I w mojej głowie rodzi się kilka kluczowych pytań które chciałbym zadać Panu Łukaszowi. Czy te wszystkie rzeczy które dodaje Pan do odświeżonej wersji AOH2 zostaną dodane do AOH3 (konferencje i sianie propagandy to coś co z chęcią bym zobaczył). Czy AOH2 edycja ostateczna jest teraz Pana głównym projektem? Ja naprawdę nie chcę Pana za nic hejtować ale uważam, że AOH3 brakuje naprawdę nie wiele aby stać się grą niemal idealną wystarczy nieco poprawić AI aby było większym wyzwaniem, dodać mechaniki z odświeżonej wersji AOH2, ponaprawiać błędy i to już będzie naprawdę coś. Osobiście w samej grze poprawiłbym głównie 2 rzeczy. 1. Poprzypisywał bym technologie do wieków tak aby np. W 17 wieku mieć technologię z 17 wieku a nie (jak mi się to kiedyś zdarzyło) mieć w 17 wieku bomby atomowe) nawet nie trzeba zwiększać(wydłużać) procesu zdobywania danych technologii bo z tym też mogą być problemy np. Zaczynając w wieku 11 damy radę w 17 wieku mieć technologię z tego właśnie wieku, ale zaczynając z wieku 14 nie damy rady mieć technologię z 17 wieku właśnie w wieku 17. Ale przypisując technologię do danego wieku rozwiązalibyśmy ten problem ponieważ w wieku 15 moglibyśmy mieć maksymalnie technologię z wieku 15 a nie np. 19. Czasami nieco denerwuje mnie to, że walcząc z kilkoma państwami bardziej opłacalne jest chodzenie jedną wielką armią niż kilkoma mniejszymi. O wiele ciekawszym byłoby kierowanie naraz kilkoma armiami. Np. Walcząc Rzeczypospolitej Obojga Narodów z Rosją bardziej ciekawym byłoby kierowanie 2 armiami na Inflantach 2 na Białorusi i 2 na Ukrainie niż jedną wielką. Okupacja mogłaby też wyrządzać o wiele większe szkody dla prowincji przez co gdy np. grozi nam Szwecja musielibyśmy trzymać armię na granicy ze Szwecją, tak aby np. chronić naszych bogatych prowincji przed zniszczeniem i splądrowaniem. Trochę się rozpisałem, ale mam nadzieję , że to przyniesie efekty 😛 Niezależnie od podjętej przez Pana decyzji życzę Panu dużo szczęścia i pomyślności, ponieważ Pana gry dały mi naprawdę wiele godzin i wspaniałej zabawy.1 point -
*NW Engine* V0.2 Soon... Alternative to Aoc3
Niepokonany reacted to AddPlck for a topic
Long time no see! In the past year and a half, I have also created my own engine. If you are interested, you can try it. thank you Engine name: Zetvl1 point -
What is Historicity? Historicity is a vanilla+ mod with an emphasis on preventing bordergore & improving game balance WITHOUT adding bloated, poorly designed features & buggy code. Historicity is just as stable and lightweight as vanilla AoH2 while being much more dynamic & immersive. Features Military system w/ retreats, encirclement & breakthroughs akin to Uwut Engine / Bloody Europe II Terrain Matters a lot now- use mountain ranges or swamps as defensive fallback lines The impact of dice rolls has been massively increased Military access has been removed from the game, preventing a TON of bordergore & frustration Rebellions Fixed & Balanced Plundering impact on happiness nerfed War Weariness capped at 25% Rebel armies don't have 10 guys in them lol New "ProvinceExchange" slider in new game settings By default set to 50%, providing EU4-like peace deals. Beating a country in a war DOES NOT grant you the entire country. Adjustable to your liking, set to 200% for an essentially vanilla experience Spectator mode adjusted to allow to easily fix bordergore new "toggle spectator" button in country decisions to allow easy access While in spectator mode, you can conduct any diplomacy between any two countries (most importantly, you can trade provinces to easily & comfortably amend bordergore) New "Historicity" difficulty mode above Legendary Even harder & comes with a new rule: recruited armies cannot make your balance negative. very fun and eu4-esque to further tweak, I recommend creating home-rules like not allowing yourself to declare war on a country unless your relations are below 50 or in response to an insult, not allowing ultimatums (they're basically cheating lol), not allowing unions etc. My recommended way to play the mod! Makes creating an empire much more rewarding! Miscellaneous Game Balance Administration costs have been massively increased-- provinces too far from your capital will NOT produce income. Take land wisely & vassalize lands that are far from your administrative center Research has been nerfed to stop the top countries from snowballing & being ~0.3 tech levels above the competition research/dev effects on military upkeep massively reduced military "defense bonus" feature removed (previously only affected military upkeep) Diseases removed Vassalizing a country sets them to your color Installation Instructions Android: download the file here & run the file (super simple) https://drive.google.com/file/d/1rzvrbvK_tq0GJcngpYW9zBY3V3eWi51C/view?usp=sharing PC: make SURE you have the newest version of java installed, or the JAR file may not run correctly. Downloads at Java Downloads | Oracle Engine Only (note that the engine reads vanilla files, so you can't use the engine in a mod whose game files differ from vanilla (i.e. newer versions of bloody Europe, mods that change the contents of the Age text file or add brand new ui elements) https://drive.google.com/file/d/10g40xr5kYotq2FFAAXHql5S7P0Y7qCVd/view?usp=sharing 1. Unzip the folder & then drag/copy its contents into your Age of Civilization folder (it should prompt you whether or not you want to overwrite files-- if not, you pasted into the wrong spot. Say yes) 2. Double click on "HistoricityEngineV1.0.jar" & the game will run w/ historicity code! Engine + Many Scenarios & map settings https://drive.google.com/file/d/1LmnrAjSsUb9O3q2Xf3u4AWHo50mAc4k2/view?usp=drive_link 1. Unzip the folder & then run the game like normal, comes with all files (Note that the only scenario I edited is the 1440 one--- The rest of the hundred or so scenarios are from various other mods that I've collected over the course of playing the game for years. Sorry I can't give everyone credit-- I just don't remember where I got them-- but I believe most are from Addin+) ((I highly recommend playing my edited 1440 scenario, it's the one I've meticulously balanced & the only scenario I've play tested)) Below are screenshots of campaigns I've played with the mod- enjoy! (note that this is not the result of the ai acting entirely independently- I manually stepped in to fix border gore when it happened. But this mod reduces its occurrence MASSIVELY while also giving you the tools to very easily eliminate it via the new spectator mechanics.) (ps. if you want the source code to build off of it for your own mod, just send me a message! Anyone is welcome to use my code.)1 point
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will the mobile version have a map option to change map scale, something like in aoh2?1 point
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Small Earth Project
Apple reacted to LildawgGaming for a topic
I decided to start creating large Earth Scenarios on the small earth. Using the 1440 map as a guide, I made a small version of the 1440 map. I plan to recreate small versions of every FULL WORLD start dates. Maps that don’t have the full world is a lost cause. They would be way too small. Sadly, this is android, and if Lukasz doesn’t give an ability to release scenarios from android, then there will be no way for me to release it. Results from test: Also, I fixed Native American placements, it just isn’t shown in these pictures.1 point -
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Age of Elder Scrolls
PeteFromPat reacted to Mr. Forgot his name for a topic
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