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Vis Tacitus

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  1. Vis Tacitus

    11:59: A Cold War Mod

  2. Vis Tacitus

    11:59: A Cold War Mod

    When you get fed up wth Lukasz's borders in Canada
  3. Vis Tacitus

    11:59: A Cold War Mod

    Sorry for being away from this thread for so long, but here's some new pictures with the brand new background map:
  4. Vis Tacitus

    11:59: A Cold War Mod

    It's rather fine. I should upload a bit more, but I've been busy lately with my academics.
  5. Vis Tacitus

    Location of the game logos

    But you don't actually find the game logo there
  6. Title basically says it all. If you try to make an event that has control provinces as its' only condition, and you place it on somewhere which is obviously false (e.g. Canada needs to control Washington D.C.), it'll popup regardless if they actually control the province or not. Same goes for occupation. Please fix.
  7. Vis Tacitus

    Map Editor - Keys

    If you try to adjust config.json for map/Earth, and change NumberOfProvinces: 4269, to NumberOfProvinces: 4270, the game will crash. This is already assuming you have a valid PROV file named 4270, and you've adjusted the borders of the underlying provinces. Thus, you can't add a new province without crashing the game on the Earth map.
  8. Vis Tacitus

    Age of Civilizations II Wiki

    I don't have much time, so I'll put it here: http://aoc2wiki.rf.gd/index.php/Main_Page
  9. Note: Some terms such as boolean and condition are used interchangeably. Option is used to describe a button that appears underneath an event. Currently, the event editor is the only way that a modder can actually mod in new mechanics into the game without reverse-engineering the game by extracting the .jar, decompiling all the classes in it, editing the .java files within the .jar, then re-compiling the .jar, and then repackaging it within the exe. Thus, a number of things would be proposed: 1) The Event Editor will now have multiple scopes, for instance, each event will be capable of having multiple recipients, and the following scopes would also be added: Any Civilization - Any country that fulfills the booleans set forth in the event. All Civilizations - This would be useful for historical flavour/news events, and it would send the message to all countries that meet the booleans. Random Civilization - This would get sent out to a Random civilization. 2) New condition(s) to preclude the scopes aforementioned. A new suggested condition/boolean gor the aforementioned scopes would be the following: Is Civ - Checks if the event recipient is a corresponding civilization. Civ - A civ could harbour sub-booleans/conditions, such as what its' government is, what decisions it took, etc. This would be used to differentiate the condition in order to ensure that it was applied locally, and not globally when needed. 3) Bug-fixing the event editor and event checking processes. Currently, the event editor is bugged in some respects. For instance, the description text field will simply run off the screen and you can no longer see what you're typing, without exiting the description keyboard input, and then waiting for the entire message to scroll by. Secondly, the events need to be checked every turn. Right now, this is not happening, and thus when all the booleans of an event have been fulfilled, they shall remain rendered as true, even when player or AI actions have now turned the booleans false. For instance, if I have a condition that is repeatable, and it checks if I am at war with the United States, and then popup, it will continue popping up even after I am at peace, or even allies with the United States. 4) Event Organization. Right now, there seems to be absolutely no event organization, except for event chains, and that rarely. The problem with this is once you start having 100, 200, 300 events, you can't find the event you need to alter very easily. Therefore, event organization must exist. I personally proposed that it be organized in a likewise manner to the Add Civilizations dialog: In an alphabetical manner with a search box. This would also apply to the Decision Taken effect, and the Trigger Another Event effect, and also the variable effects mentioned below. 5) Variables. Imagine how much potential for modding there would be with variables. This would come with new effects, such as mathematical operators on variables. Add to Variable, Subtract from Variable, Multiply a Variable, Divide a Variable. Numeric variables are fine for now, but Strings and Arrays should be Considered for adding in the future. Of course, variables could be checked as a condition or boolean. A variable could also be set to a selected province and refer to a province. Variables would also be able to be shown in event descriptions. 6) Options having Conditions. An option would only show up if all the conditions set forth in its' conditions field are fulfilled. This would be useful in cases such as a decision mechanic, where people could only see the decisions they could actually take. 7) Static modifiers. Static modifiers would be similar to the modifiers added or applied to leaders or technological buffs provided by invested technology buffs. This would come with an array of new effects, namely things like attack bonus, defence bonus, economic growth, et cetera. 8 ) Build <Building> effect. This would be a dynamic effect that added the ability for an event to build any building, either a custom building, or a default building in a province. Examples would include Build Fort, Build Port, Build Farm, et cetera. 9) Buildings Editor. This would allow you to modify, create, and delete buildings. Buildings would then be provided User defined buffs. Building names for different levels of a building could be defined. 10) Selected province scope. This would be used in conjunction, or be a valid input for effects such as Build <Building>. It would be into two effects: Selected Domestic Province, and Selected International Province. Selected Domestic Province would only be appli cable if the player selected a province under his control, whereas Selected International Province would only be applicable to a province not under the Player's control. 11) Change Leader effect. Enough of immortal President Donald Trump being El Presidente for life in the year 2472. A Change Leader effect would allow the leader to be changed to somebody else. 12) Technology Editor. This would allow for new technological categories to be user-defined.
  10. Vis Tacitus

    11:59: A Cold War Mod

    If you take a look at the README image up above, underneath Installation instructions, it'll advise you to backup your entire AoC II directory, then delete all your files except your .jar and .exe before copying and pasting all the contents of the .zip into your folder (after you've extracted the .zip of course).
  11. Vis Tacitus

    11:59: A Cold War Mod

    11:59: A Cold War Mod. 11:59 is a total overhaul mod that focuses on historical accuracy as well as gameplay. Basically everything has been changed or altered, save for the core game mechanics or unmoddable pieces of the game. The feature list includes a brand new Decisions mechanic, (this will popup if your country has decisions scripted for it), a DEFCON mechanic (which is still work-in-progress), map changes, such as the 38th parallel in Korea (pictured below), West Berlin; canals, such as the Kiel Canal, the Panama Canal, and the Suez Canal. A brand new interface has been implemented. The soundtrack has been completely redone, and the list of tracks expanded to 52. There are now ~100 events, some of which are events that influence the AI's decisions (these events only popup for the AI, never the player) to ensure that it stays somewhat historical within the supported scenario: The Bear And The Eagle. Even more features such as custom province pictures for certain cities, the United Nations, and states and regions are also mentioned below. The README file. You should read it. Download Links: 0.8b (Open Beta) Download Gallery: The devastating effects of nuclear war. I think you know the moral of the story. A screenshot displaying various mechanics. Here, you can notice in the center The United Nations mechanic, which I'll be honest: It's just a reskinned HRR. Over to the right, you have the Decisions Menu, from where you can enact various decisions (if applicable and valid), and at the bottom right is a good old province picture of Washington D.C. The Panama Canal. Send troops through here I guess. A picture of 382 Italian troops using the Suez Canal. A lot of the states still have to be completed, but you can get a picture of what it looks like. States are based off of real-life administrative divisions instead of arbitrary lines. As you can tell, a lot of this still has to be completed, but Europe, a large part of North America, and Russia, and Central Asia is done at least. In case you're wondering what happened to Regions, well Regions got renamed to States, and Continents got renamed to Regions. The 38th parallel. This is 1945, and despite what the history books might have you believe, the border did change somewhat. West Berlin. Can't have a Cold War mod without West Berlin.
  12. Check your club invites