By Chairman Baad
TCBC was a very niche mod that only catered to my own interests. It was meant to be a personal mod that I could enjoy myself, and then give others a small chance to enjoy. But as time went on, I quickly became too stressed out and depressed to continue developing my mod any further. I didn't want to make updates or create any new content. I also had barely any time for development when I had several other projects and life events going on. But I have observed the behavior of some community members towards other modders who haven't yet released or updated their own mods. Some would simply ask "Release date?" or "Update?" Others would add a few more words: "When is the mod being released?" or "When is the next update?"
But the worst I have seen comes from the people who bash and harass the modders and try to rush development. This has been happening to ivr17, the creator of Addon, in an effort to get a beta or an early release. This kind of attitude towards the people who place their blood, sweat, and tears into the content they serve you is nothing short of rude and disrespectful. As a community, we need to acknowledge that harassing modders to try and get a release date or update just cannot and should not be accepted. This is something I never want to deal with, and so in not being able to make any new updates, I felt like I would end up facing the mob. So with my lack of time and will to make updates, combined with the playerbase harassing other modders for updates and releases, I had no other choice but to only develop for myself from now on and kill the mod for everyone else.
Unfortunately, even after the deletion of the TCBC thread, I continue to receive messages about the mod. "Re-release TCBC". "Bring TCBC back". "Please go back to TCBC mode @Chairman Baad". But the truth is that the more I receive messages like this, the less I want to re-release the mod. It didn't have a ton of scenarios. It didn't have a lot of formables. There were barely any events and most of them felt unfinished. I felt like I didn't even have something worth releasing anyway. So why even bother with these requests? Other mods can provide the same sense of satisfaction that TCBC did, but on a much greater scale. Developers can put out more content in a week than I can in a month due to my lack of time. I have no place in a community saturated by mega-mods like Conquerors and Bloody Europe. And if I do release the mod, Addon and Age of Imperialism will wipe out any hope of its survival.
But this can be accepted.
I mentioned at the start that TCBC was a niche mod. It was only created to pique my own interests. A mod like that should have no hope of becoming popular with the community. That's why I could embrace this if I wanted. I could state something like "hey, this mod was only made for my own interests, so you might not enjoy it as much as other mods" in the mod description. And even if the game is dead/dying, a lot of what I do is related to dead games anyway, so modding this one turned out to be right up my alley.
But even if I announce the purpose of the mod, what would stop people from trying to force me to make updates? The answer: Silence them completely. If I post in the Mods subforum, I have no control over the people's messages. But if I post in this club, I can lock my threads to stop people from nagging me and chanting "update" over and over. When you're dealing with a crowd of impatient players, going full 1984 on them might be your only escape. And that's exactly what I'm gonna do. I don't care if people don't like it. If you're gonna shout at me to release updates or put out more leaks, then I'm not even gonna bother with you.
There are a few more problems before I can re-release my mod, but I can't solve them all on my own. I need everyone's co-operation for these last few.
I need more time to finish the stuff I implemented during private development. I have a couple events with missing loc, and I'm planning to replace a scenario. Once I get all that finished up, then I can put up a new download link. But that's the most I'm willing to do. Updates for the mod depend on everyone. From the COMMUNITY:
We all need to stop nagging modders for updates and release dates. Even a simple "update?" repeated often could get to someone, as it did for me when I saw it happening to others and became worried for myself. Think of it this way: Questions about updates and release dates only take time away from development since a modder will have to answer the question to avoid people assuming the worst. From the MODDERS:
It is clear that Lukasz won't update AoH2 any longer. That means he won't fix any of the major bugs in the game. But there are more and more modders who are accessing and editing the code directly! If we try hard enough, we can fix the bugs and make AoH2 greater than it ever was! The most critical one for TCBC is the event save bug. That's the one where saving and reloading a game clears all taken decisions, which can screw up "decision taken" events. If all of us can work on these three things, I'm certain that a new Collection can be born. I say "a new Collection" because if I re-release the mod, it probably won't even be "The Chairman Baad Collection" anymore. But until then, instead of a new version or a download link, all you get is... you guessed it...
By Chairman Baad
Here it is, my next AoH2 project. The Lost Update aims to fix bugs that aren't rooted in the game's code. As such,
THIS PROJECT WILL NOT ADD ANY NEW SCENARIOS, PROVINCES, FORMABLES, ETC.
Basically any bug or error that I can fix will be in this unofficial "update", as well as any enhancements that I can think of. I intend to have this act as a base for future mods due to the various improvements I've made.
Currently implemented changes include:
An app file updated to the latest version of the game, 1.01584_ELA. Corrected the capitals in some scenarios. Updated the Abyssinia formable to include Eritrean territory. More portraits for the existing leaders. Removed Gandhi as he never actually led India. Civ names now appear in white. Numerous improvements for the localization, including a reorganized language list and a fix for the September/August bug. Fixed a few misspelled leader names. Fixed some duplicate cities and province errors. Fixed the spelling of Edinburgh. You can use this for any AoH2 project. You don't need to give credit, but you can if you want to make me smile.
Gimme the download link, Chairman!
By Chairman Baad
Soundtracks! They shape the atmosphere of a mod and can control the emotion and tone of the player's game session. With many modders opting to replace the soundtrack of the base game (courtesy of Kevin MacLeod), actually getting new songs for the game can be very tedious. However, I have cracked the code of soundtrack creation and discovered 3 techniques to automate and simplify this otherwise time-consuming process.
NOTE: This modding instruction assumes you're using Windows and have Notepad++ installed. If you don't have Notepad++, you can install it here.
1. Using yt-dlp and FFmpeg to Download Playlists
Let's begin with downloading songs! You're most likely going to grab songs from YouTube, in which case there are two special tools that can speed this up. My go-to YouTube downloader is yt-dlp because it's feature-rich, open-source, and way faster compared to services like Kapwing or those shady online downloaders. yt-dlp works from the command-line, meaning you can only use it through Command Prompt. And trust me, it's actually way easier than it sounds.
One of the most useful features yt-dlp has for creating a soundtrack is the ability to download entire playlists. It also works with a media framework called FFmpeg to convert video and audio into other formats. By using both of these tools together, we can quickly download a set of videos and then convert them to .ogg format without having to process each video one at a time. So now let's learn how to use these tools to download a playlist for use as an AoH2 soundtrack!
To get started, create a new folder on your desktop and name it whatever you want. Download the latest version of yt-dlp from here. (scroll down and get the file named yt-dlp.exe) Download the full build of FFmpeg from here. 7-Zip File Manager is required to extract the builds. Once you've downloaded yt-dlp and FFmpeg, place everything in the folder you just created and rename the extracted FFmpeg folder to "ffmpeg". Open Command Prompt and run this command:
cd Desktop\[folder name]
Replace [folder name] with the name of the folder you created. Now, you need to find a playlist. For an AoH2 mod, I recommend search terms like "epic trailer music" or "strategy game soundtrack" since it's what most modders usually go for. Go back into Command Prompt and run this command:
yt-dlp -U -f ba -o "%(title)s.%(ext)s" --restrict-filenames --no-abort-on-error -x --audio-format "vorbis" --ffmpeg-location ffmpeg\bin [playlist-url]
Replace [playlist url] with the link to the playlist you've chosen. Once you run the command, all the files from the playlist you chose will be downloaded and converted into a music file you can use in AoH2. 2. Editing an Age_of_Civilizations File
This step deals with making your music files play in AoH2 itself. See, Age of History 2 uses files named "Age_of_Civilizations" (a relic of the game's previous identity) to store lists of game elements like civilizations and scenarios. If something doesn't appear in Age_of_Civilizations, it won't show up when you go to play the game. AoH2's music folder contains 3 files of interest: an Age_of_Civilizations file, Impact_Allegretto.ogg, and Scheming_Weasel.ogg. Impact_Allegretto.ogg is the music you hear whenever you start the game, while Scheming_Weasel.ogg is the music you hear while using the console. Here's how to use your downloaded music files in AoH2!
Start by deleting all the files in the AoH2 music folder except for the 3 files I just mentioned. Drag all the audio files you got from YouTube into the music folder. Open the Age_of_Civilizations file in Notepad++ and delete everything in it. After that, you'll want to open Command Prompt again. This time, you'll want to run this command:
cd C:\Program Files (x86)\Steam\steamapps\common\AoCII\music
This is the location for vanilla AoH2. A lot of mods will rename "AoCII" to something different, so just replace "AoCII" to whatever the mod directory is named. Once you've done that, run the dir command. This will list each file in the music folder and allow you to copy all the file names at once. Hold down ALT and drag over each file name until all the file names are selected, then copy them and paste them into Notepad++. In Notepad++, delete Age_of_Civilizations, Impact_Allegretto.ogg, and Scheming_Weasel.ogg from the list. On the very last item in the list, add a semicolon at the end. Hit Ctrl+A to select the list, Ctrl+J to join all the items into one line, and Ctrl+F to bring up the Find and Replace tool. Click on Replace, put a space in the "Find what" box and a semicolon in the "Replace with", hit Replace All, and you're all set to use your new soundtrack in AoH2. Just don't forget to save! 3. The Hidden Power of .obb Files
This one is specific to Android, but it can save your players a ton of storage space, which is a big deal for people who have issues installing mods on their phones. Open MT Manager, tap on "Android", and then on "obb". You'll notice a folder named "age.of.civilizations2.jakowski.lukasz". If you have mods installed, you'll see a similarly named folder for each mod you have. If there aren't any folders, you can create one and name it age.of.civilizations2.jakowski.lukasz. If you open the folder, you may see an .obb file which contain the soundtrack for your mod. If not, that's OK! You can download my recreation of HoI4's Sabaton Soundtrack and use that. But if you see an .obb already in the folder, take note of the file name, "main.4.age.of.civilizations2.jakowski.lukasz". You can swap the .obb that gets loaded by renaming it to that string.
Now comes the part where you add your soundtrack to an .obb file.
Have an .obb file ready. Again, you can use my Sabaton Soundtrack if you haven't already found the one AoH2 actually uses. Open the .obb with "ZIP Viewer", open the "music" folder inside it, and delete everything except Age_of_Civilizations. Download your AoH2 music folder from your PC to your phone. Open your downloaded music folder and select everything inside. Prepare to add everything from your own music folder to the music folder in the .obb. Set the level to "Storage" and keep "Replace all" as the update mode, and then hit OK. Once that's finished, exit the .obb and rename it to main.4.age.of.civilizations2.jakowski.lukasz if needed. Or if you're working with a mod, name the .obb file main.4.[whatever the folder for the mod is called]. And with that, you've successfully ported your soundtrack to Android without touching any ay-pea-kays! If the songs don't play, try setting the level to "AРK mode" instead of "Storage". If you want to use someone else's .obb file in AoH2, simply go to Android/obb/age.of.civilizations2.jakowski.lukasz and overwrite the .obb in there with the one you downloaded.
By Chairman Baad
This is a set of 17 additional sounds from HoI4 for use with Hearts of AoH2 or any other HoI4-styled mod. Like my previous sound pack, there are some sounds that replace ones from vanilla AoH2, and some sounds to replace ones you only hear in HoAoH.
Additional Sound Pack for HoAoH2.zip
By Chairman Baad
This is a set of 12 additional sounds from EU4 for use with Conquerors or any other EU4-styled mod. Some sounds replace ones from vanilla AoH2, while others were picked to replace sounds you normally hear in Conquerors.
Additional Sound Pack for Conquerors.zip
Age of Civilizations II - Conqueror's II Mod
Bringing turn count to 1 to avoid the permanent 0 relations glitch. Plus new way to switch countries.Fix: 0 relations glitch. Plus new way to switch countries.
Improved version of the map editor, which differs from the usual one in that this version does not need to constantly restart the editor and manually rename the province files. This innovation will significantly reduce the time spent on creating a map and save your nerves.
Age of Elder Scrolls - is a mod that takes you to the universe of Elder Scrolls, to the planet Nirn. There will be:
- A big map of Nirn;
- Large count of elaborated scenarios;
- New ideologies;
- New diseases;
- Music from TES games;
- Remaded ages;
- Various wonders;
This mod will be developed for a long time, during the development something new will be added.
We are in VK - https://vk.com/ageofelderscrolls