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11:59 Development Team

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Everything posted by 11:59 Development Team

  1. No, sorry, there's no link to an officially supported android version.
  2. As of right now, the launcher is broken, and the mods in it are quite old: they'll likely be fixed in a future update, but as of right now, completing the actual mod itself is the main priority.
  3. As of right now, events are currently still being worked on, as the Korean War and Vietnam War are being prioritised.
  4. The A.P.K. isn't officially supported, so as a result I won't be including it in the main post itself.
  5. The Android download can be found here, but it may be severely bugged since it hasn't been updated since the 0.85b patch. It is recommended to play with the map scale set to 5x, and languages other than English are not supported: https://drive.google.com/file/d/1-sve-gzddj6wqGlxTEoTjucyKkjrN0yV/view?usp=drivesdk
  6. 11:59: A Cold War Mod. _________________________________________________________________________________________________________ 11:59 was one of the first pioneering mods for Age of Civilisations II, released just six days after the launch of the game. Intent on quality instead of quantity, the mod was built with the ultimate aim of achieving a cold war experience unlike any other. After well over a year of work, we decided to take a break from the modding scene due to Lukasz's continual refusal to update the game in a meaningful way. We've decided to revisit the mod, and we've made improvements on the original content released months ago. Current PC mod development is led by Vis, a web developer, designer, cartographer, artist and ex-Paradox modder. Android development is led by Nine. _________________________________________________________________________________________________________ Gallery: Featured Mechanics: A new game launcher to allow for easy access to other mods, with loading screen support. A Decisions mechanic for most major nations allowing for the player to shape the future of their country. The United Nations, allowing for politics on a global scale. Flavour events for major countries. The Suez, Panama and White Sea Canals are modelled in-game to allow for strategic flexibility. DEFCON and Nuclear War mechanic [WIP]. Decolonisation mechanic for European empires. Overhauled research mechanic. 100+ AI events to guide AI behaviour with an emphasis on historical accuracy. A new States and Regions mechanic. Overhauled buildings. Chinese Civil War, Operation Compass, Bretton Woods, German Occupation, and numerous other historical facets modelled in detail. and more ... Feature List: New scenario: 'The Bear and The Eagle' with over 323+ events for the player to experience. Flavour events filled with content. Manually colourised images. 45 new governments for the player to choose from. Scripted peace treaties for the AI. Fixed Canadian, Australian and German provinces to match real-life administrative divisions. 100+ new terrain types based on the Köppen climate classification system. 63 province images for major cities and population centres. 1.311+ new states and 146 new regions. Redone localisation and text. Overhauled interface and localisation. Redone sound design to give the game a more tactile and ambient feel. Events written by a native English speaker in British English. Redone background map using satellite imagery and NASA-licensed software. Formal name convention for all countries in the default scenario. Historical armed forces and naval orders of battle, modelled on a 1:10 scale. New city icons. Redone country colours. Occupied and colonial administrative divisions are shown as separate nations with a 'client state' status. Replaced fonts with DIN-1451 (a.k.a. 'Bahnschrift'). Custom portraits for select nations. Redone diplomacy colour palette to match the Hearts of Iron IV colour scheme. _________________________________________________________________________________________________________ Contact: E-mail: vistacitus@gmail.com @Vis#5102 (PC, Discord). @Ninetiethbeef08#1657 (Android, Discord). Discord: Mod DB: Downloads: 0.92 - Stable Release. Older Versions: 0.91b - Development Build 0.9b - The Sun Finally Set. 0.87b - Development Build 0.86b - Development Build 0.85b - Development Build
  7. If you work for modders, modders will work for you. A couple of new features would help advance the modding community: 1) An event editor overhaul to make it more flexible. Currently, the event editor is so bugged that text will quite simply run off the screen. Here's what would improve the event editor: Fixing obvious bugs (text running off the screen, conditions not working [Controlled by, army in province are examples of conditions not working], the 'decision taken' condition displaying an error message even when valid, et cetera). Fix the 'Repeatable' glitch: Even when the conditions for the event are not met, the event fires anyway. Properly implemented booleans on events would prevent this. Adding a search field (also known as a search box) so that modders are able to search for events and organise their events better (especially handy when the number of events exceeds 100). Adding an event that is applicable to multiple participants with the following fields: Random Civilisation: Selects a random country once the event fires. Multiple Civilisations: Actively checks and fires the event (once conditions are met) for all countries in the list. Any Civilisation: Actively checks and fires the event for any country in the game. (Would be great for flavour events to keep the game fresh). Every Civilisation: When any country meets the conditions necessary to fire the event, all countries will receive events. Adding a new effect that would allow for buildings to be built on provinces. Adding a new effect that would annex land to a civilisation regardless of the province owner/controller. 2) New editors for existing mechanics. This would open up brand new possibilities for modders. Building Editor: Enables for the creation and editing of buildings, and the various effects that they would give. Technology Editor: Enables for the creation and editing of technology, and the various effects that they would give. 3) New mechanics/features. Capability for multiple units. This would ideally come with an editor which could create new units and adjust such things as cost, manpower, manoeuvre, offence, and defence. These units do not need unit models. Simply place an icon to the left of the number to represent which unit they are. Culture/Religion. Culture or religion would go a lot farther than the current nationality system, allowing for more complex behaviour as well as a better assimilation mechanic. (Right now, you simply throw money at people to make them 'assimilate', cultures would need to be 'accepted' or 'tolerated'). Casus bellis. Also known as 'justifications for war', casus bellis would put an end to the mindless wars that the AI tends to do. These would also come as event effects, and causes for war could be edited by modders via a new editor, or a .json file. Casus bellis would significantly improve the AI, and do away with the current concept of 'AI Aggressivity'. Loading screens (Not necessary). Custom static loading screens are extremely easy to implement in Java. It requires fetching a raw image from a file and simply rendering it on top of the screen. These would make the game (as well as mods) look far more professional than it already does. 4) Steam Workshop. At the end of the day, mods need to be distributed somehow. And the best way for mods to reach a wider audience is through Steam Workshop. Combined with previous reforms (which should be relatively easy to do given that the core framework of the game is already implemented), mods of much higher quality than the ones we see right now would begin to appear. Conclusion: These changes to the game would completely overhaul the game for the better, revolutionising the way mods are made and drastically improving the quality of these mods. In the end, it's the modding community that makes games successful, and that applies to the realm of Grand Strategy as well. Players are looking for features, and only you can deliver on that. Work for modders, so that modders work for you.
  8. If you work for modders, modders will work for you.

    A couple of new features would help advance the modding community:
    1) An event overhaul to make it more flexible. Currently, the event editor is so bugged that text will quite simply run off the screen. Here's what would improve the event editor:

    • Fixing obvious bugs (text running off the screen, conditions not working [Controlled by, army in province are examples of conditions not working], the 'decision taken' condition displaying an error message even when valid, et cetera).
      • Fix the 'Repeatable' glitch: Even when the conditions for the event are not met, the event fires anyway. Properly implemented booleans on events would prevent this.
    • Adding a search field (also known as a search box) so that modders are able to search for events and organise their events better (especially handy when the number of events exceeds 100).
    • Adding an event that is applicable to multiple participants with the following fields:
      • Random Civilisation: Selects a random country once the event fires.
      • Multiple Civilisations: Actively checks and fires the event (once conditions are met) for all countries in the list.
      • Any CivilisationActively checks and fires the event for any country in the game. (Would be great for flavour events to keep the game fresh).
      • Every Civilisation: When any country meets the conditions necessary to fire the event, all countries will receive events.
    • Adding a new effect that would allow for buildings to be built on provinces.
    • Adding a new effect that would annex land to a civilisation regardless of the province owner/controller.

    2) New editors for existing mechanics. This would open up brand new possibilities for modders.

    • Building Editor: Enables for the creation and editing of buildings, and the various effects that they would give.
    • Technology Editor: Enables for the creation and editing of technology, and the various effects that they would give.

    3) New mechanics/features.

    • Capability for multiple units. This would ideally come with an editor which could create new units and adjust such things as cost, manpower, manoeuvre, offence, and defence. These units do not need unit models. Simply place an icon to the left of the number to represent which unit they are.
    • Culture/Religion. Culture or religion would go a lot farther than the current nationality system, allowing for more complex behaviour as well as a better assimilation mechanic. (Right now, you simply throw money at people to make them 'assimilate', cultures would need to be 'accepted' or 'tolerated').
    • Casus bellis. Also known as 'justifications for war', casus bellis would put an end to the mindless wars that the AI tends to do. These would also come as event effects, and causes for war could be edited by modders via a new editor, or a .json file. Casus bellis would significantly improve the AI, and do away with the current concept of 'AI Aggressivity'.
    • Loading screens (Not necessary). Custom static loading screens are extremely easy to implement in Java. It requires fetching a raw image from a file and simply rendering it on top of the screen. These would make the game (as well as mods) look far more professional than it already does.

    4) Steam Workshop.

    • At the end of the day, mods need to be distributed somehow. And the best way for mods to reach a wider audience is through Steam Workshop. Combined with previous reforms (which should be relatively easy to do given that the core framework of the game is already implemented), mods of much higher quality than the ones we see right now would begin to appear.

     

    Conclusion: These changes to the game would completely overhaul the game for the better, revolutionising the way mods are made and drastically improving the quality of these mods. In the end, it's the modding community that makes games successful, and that applies to the realm of Grand Strategy as well. Players are looking for features, and only you can deliver on that. Work for modders, so that modders work for you.

  9. Formerly known as the 11:59 (An AoC2 mod) Discord Server, we have recently rebranded ourselves to cover all of Age of Civilisations, and with the departure of 'Strategy Hub A G E' (formerly the largest Age of Civilisations II Server) to general strategy games (and also a mass ban wave), it's safe for us to say that we are now the largest AoC2 server, with a fair slice of activity. It's not like we exclude members of other grand strategy/strategy games (or just games in general) though. This AoC2 Discord server runs on a democratic system, and we have no secret channels that users aren't able to access.
  10. North America United States of America Southern California San Diego (Used to be Cleveland National Forest had you asked me 8 months prior).
  11. 11:59: The Sun Finally Set and the AoC2 Launcher have been released! Download here, or by clicking the image below:
  12. The final file transfers are being completed before the final upload..
  13. The launcher will be uploaded in less than 3 hours...
  14. How do you make a scripted peace deal always fire? How do you annex provinces regardless of the province's owner? How do you make generic events for countries that continue to add flavour long after the event chains end? How do you script dynamic alternate history paths for an AI to take? Well, here's how. The order that the effects should go in will be listed top to bottom. How to make an event annex a province regardless of the owner: - Update the provinces that you wish to be annexed to Country A to wasteland. (Update Wasteland command) - Update the provinces that you just turned into wasteland into normal provinces. (Update Wasteland command) - Annex the provinces from their new neutral owners to Country A. (Annexation command, Old Controller: Neutral, New Controller: Country A). How to make a scripted peace deal always fire correctly: - Create a new isolated province at the bottom of the map, and set it to be a land province. Make sure that it has no adjacencies. - Put the 'Age of Civilizations' civilisation there. - Use this AI civilisation to process your events for you, for instance population initialisation would be an example. In this case, we want a scripted peace deal. - Put your scripted peace deal on repeatable and assign the recipient to be this new AI civilisation (Age of Civilizations). Make sure that the event uses Provinces >= and Provinces <, instead of Controls Provinces or Owns Provinces. How to add generic events that add flavour: - Put said event on repeatable and add an event chance. The recipient can also be set to Random Civilisation, but in doing so, event chance must be dropped. How to script dynamic AI paths: - Plan ahead. Grab out Notepad++ and make sure all the events add up to 100%. List the paths you want the country to be able to take, and make sure that they aren't too drastic. - Add multiple events in game, all interconnected with each other. Make sure all the end dates and start dates line up exactly. Make sure that each event has at least a trigger, especially later on. The way these events can be linked is that if you wish for a delay, set the trigger to 'Decision Taken:'. If you do not wish for a delay, set the preceding event's command to be 'Trigger Another Event:'. This causes the events to be processed in a single turn. Each event should end up with a 100% total for each AI chance. Make sure that they are all set, and that there aren't any 'holes' in the chain.
  15. Alright fellows, final preparation work is being done for the 1. May 2019 Release Date. Thanks for your patience. Right now, I can tell you that everything about the launcher is fully functional, including the ability to download and install mods directly from the launcher. However, the launcher will initially come out as a .exe only, and later on Linux and MacOS support will be worked on. However, this shouldn't take too long since the entire launcher is built using node.js and HTML, as well as other web-based languages. There are no plans to postpone this date, and most of the finishing work is now being invested in the 11:59 mod, of which The Sun Finally Set will be released, along with the launcher on 1. May 2019. EDIT: Because I live on the West Coast of the United States, the launcher may be released on 2. May 2019 depending on where you live in the world, and it's a schoolday for me, but I can tell you it'll be released on 1. May 2019 PST.
  16. Launcher has been released! Download here: https://www.moddb.com/mods/1159-a-cold-war-mod/downloads/1159-09b-the-sun-finally-set#downloadsform
  17. I propose a couple of measures to help deal with the current Chinese Auto-bots: 1. Any post that contains Simplified Chinese (mainly due to its' widespread usage within the People's Republic of China), would automatically not get posted, and the user placed on a watchlist. 2. Any post containing the following words in the title would not go through: "University", "Passport", "Certificate". 3. Posts with phone numbers, likely detected via regexp (REGular EXPression), would automatically not go through, and thus would not be posted. 4. Any Internet Protocols (IP's) detected to be coming from within the People's Republic of China would automatically be IP banned, with the only exceptions being made for this being from the Republic of China, the Hong Kong Special Administrative Region, and the Macau Special Administrative Region. This automatic banning effect is automatically negated if it is detected that you have accessed the Age of Civilization II forums from an IP address not in the People's Republic of China prior to an IP detection from within the People's Republic of China that could be potentially linked to your account.
  18. When you get banned for shouting TINANMEN SQUARE in the Chinese Raiders Camp: (Light mode best mode by the way) Only older Paradox and AoC2 fans will get this one:
  19. So What Is 11:59? 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. Furthermore, the soundtrack has been completely redone, with 53 new songs. The interface has also been completely redone, so has the states (regions in the base game). Nothing has been spared. (Download by viewing our ModDB profile). 11:59 also features a realistic world map: Colourized Event Images: A Completely Redone Interface: Detailed Demographic Maps: Detailed Administrative Divisions, complete with ~120 new provinces, and 1.309 new states: New Terrain Pictures are also planned: More features are evidently planned for the next release, 0.9b: The Sun Finally Set, with new decolonisation mechanics: The Future:
  20. Hello, Lukasz:

    My main account, Vis Tacitus, has been effectively banned without a stated reason or warning. I can no longer register accounts nor post Forum messages, and all of my forum posts including the main 11:59: A Cold War thread have been purged from the forums involuntarily without prior review. I would like my account's privileges and posts to be reinstated.

    - Vis, from an auxiliary account.

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