Łukasz Jakowski 13,389 Posted February 2, 2024 So maybe will be steam workshop for AoH3 😮 Here's a test mod for AoH2. This doesn't change anything in the game, just testing. https://steamcommunity.com/sharedfiles/filedetails/?id=3152510374 BALONA30, YouravaragebrazilianAoCfan, bulbanoof and 25 others 24 1 2 1 Share this post Link to post Share on other sites More sharing options...
needsmorelife 9 Posted February 2, 2024 What about mobile how would that work and your statement of saying pc is more huge then mobile ad aoh2 I would disagree with you because of lite version + mods Outlawexperience, ALDI, GadaffiGaming and 2 others 5 Share this post Link to post Share on other sites More sharing options...
qxz 622 Posted February 2, 2024 35 minutes ago, Łukasz Jakowski said: So maybe will be steam workshop for AoH3 😮 Here's a test mod for AoH2. This doesn't change anything in the game, just testing. https://steamcommunity.com/sharedfiles/filedetails/?id=3152510374 What do you think? This is big! AWESOME! Outlawexperience and Greenly_4 2 Share this post Link to post Share on other sites More sharing options...
YusufAliDE 246 Posted February 2, 2024 58 minutes ago, Łukasz Jakowski said: Belki AoH3 için steam atölyesi olur 😮 İşte AoH2 için bir test modu. Bu oyunda hiçbir şeyi değiştirmiyor, sadece test ediyoruz. https://steamcommunity.com/sharedfiles/filedetails/?id=3152510374 Ne düşünüyorsun? how do you plan to have mods for android? Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,389 Posted February 2, 2024 Here is how it will work: ############################# ## ## Steam Workshop ## ## When reading any file, the game will always prioritize the mods folder followed by subscribed items from the Steam Workshop and finally the game files. ## ## ## You will find all files from this example in the folder: "modsExample" in the game files. ## ## ## ############################# To create a new mod that can be submitted to the Steam Workshop, create a new folder file for your mod in the "mods" folder. Inside this folder, place the files in the same folders as they are placed in the game. Example: # Step 1 Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". # Step 2 In the newly created folder: (Example path: mods/MyOwnMod/) Create a text file named: mod.txt ## EXAMPLE CODE OF mod.txt file { Name: "Two new Governments", Description: "This item will add two new Governments, and two flags.", Tags: [ "Map", "Government" ], ChangeNote: "First release", } ## END OF EXAMPLE CODE OF mod.txt file Copy it to mod.txt and edit it. Set a name for your mod that will be visible in the Steam Workshop. Name: "Your Title of the Mod in the Steam Workshop", The same with Description and ChangeNote. ## Tags In your tags, put the categories that your mod fits into You can use as many tags as you like: Tags: [ "FIRST_TAG", "SECOND_TAG", "THIRD_TAG" ], Tags: [ "FIRST_TAG" ], Example tags: Tags: [ "Map", "Government" ], Tags: [ "Scenario" ], Tags: [ "Mod", "Laws", "Units", "Buildings" ], # Step 3 - Main mod image: "logo.png" In the same newly created folder: (Example path: mods/MyOwnMod/) Place the main image file of the mod, which will be published on the Steam Workshop. The mod's main image file must be named "logo.png". # Step 4 We are already configured, now we can place the files that will be part of this mod in this folder. We will create new governments for the game in this example. ## Basically, you create the file structure of the main game in the mod folder. The Governments file is located in the path: Game/Governments.json So copy this file to the mod folder. Imporatant! : use the same path where you found this file. mods/MyOwnMod/game/ ## The file was in the game folder, so create a game folder inside the mod folder and place the copied file there. If the "game" folder does not exist in the mod folder, create it. And there place Governments.json Now when you launch the game, the game will load the Governments.json file from your mod. (Path of the file: mods/MyOwnMod/game/Governments.json) # Step 5 Let's make some changes to the game! Open Governments.json as a text file in Notepad. ### EXAMPLE CODE { Name: "YourGovernmentType", Extra_Tag: "k", GOV_GROUP_ID: 0, RulerTitle: King, RulerRoman: true, KingsImages: true, Color: [255, 194, 36], AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONISTS: false, AdvisorCost: -0.05, MonthlyLegacy: 0.35, MaxManpower: 1000, }, ### EXAMPLE CODE END You can add new Goverment from example code after any: " }," in the file. Add new Goveremnt to the file. Extra_Tag: "k", (The tag should be unique) To publish your mod to Steam Workshop, open the game, go to editor -> Steam Workshop -> and find your mod folder, click on it to publish. ## Update the mod To update the mod, follow the same steps. You can change "ChangeNote" description in mod.txt. Do not delete the automatically created id.txt file! Unity, Pistoletoff, wbladew5 and 6 others 9 Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,389 Posted February 3, 2024 Outlawexperience, OutsideRus, Free City of Łódź and 11 others 12 2 Share this post Link to post Share on other sites More sharing options...
Takba 1 Posted February 3, 2024 4 hours ago, Łukasz Jakowski said: 它的工作原理如下: ############################# ## ## Steam Workshop ## ## When reading any file, the game will always prioritize the mods folder followed by subscribed items from the Steam Workshop and finally the game files. ## ## ## You will find all files from this example in the folder: "modsExample" in the game files. ## ## ## ############################# To create a new mod that can be submitted to the Steam Workshop, create a new folder file for your mod in the "mods" folder. Inside this folder, place the files in the same folders as they are placed in the game. Example: # Step 1 Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". # Step 2 In the newly created folder: (Example path: mods/MyOwnMod/) Create a text file named: mod.txt ## EXAMPLE CODE OF mod.txt file { Name: "Two new Governments", Description: "This item will add two new Governments, and two flags.", Tags: [ "Map", "Government" ], ChangeNote: "First release", } ## END OF EXAMPLE CODE OF mod.txt file Copy it to mod.txt and edit it. Set a name for your mod that will be visible in the Steam Workshop. Name: "Your Title of the Mod in the Steam Workshop", The same with Description and ChangeNote. ## Tags In your tags, put the categories that your mod fits into You can use as many tags as you like: Tags: [ "FIRST_TAG", "SECOND_TAG", "THIRD_TAG" ], Tags: [ "FIRST_TAG" ], Example tags: Tags: [ "Map", "Government" ], Tags: [ "Scenario" ], Tags: [ "Mod", "Laws", "Units", "Buildings" ], # Step 3 - Main mod image: "logo.png" In the same newly created folder: (Example path: mods/MyOwnMod/) Place the main image file of the mod, which will be published on the Steam Workshop. The mod's main image file must be named "logo.png". # Step 4 We are already configured, now we can place the files that will be part of this mod in this folder. We will create new governments for the game in this example. ## Basically, you create the file structure of the main game in the mod folder. The Governments file is located in the path: Game/Governments.json So copy this file to the mod folder. Imporatant! : use the same path where you found this file. mods/MyOwnMod/game/ ## The file was in the game folder, so create a game folder inside the mod folder and place the copied file there. If the "game" folder does not exist in the mod folder, create it. And there place Governments.json Now when you launch the game, the game will load the Governments.json file from your mod. (Path of the file: mods/MyOwnMod/game/Governments.json) # Step 5 Let's make some changes to the game! Open Governments.json as a text file in Notepad. ### EXAMPLE CODE { Name: "YourGovernmentType", Extra_Tag: "k", GOV_GROUP_ID: 0, RulerTitle: King, RulerRoman: true, KingsImages: true, Color: [255, 194, 36], AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONISTS: false, AdvisorCost: -0.05, MonthlyLegacy: 0.35, MaxManpower: 1000, }, ### EXAMPLE CODE END You can add new Goverment from example code after any: " }," in the file. Add new Goveremnt to the file. Extra_Tag: "k", (The tag should be unique) To publish your mod to Steam Workshop, open the game, go to editor -> Steam Workshop -> and find your mod folder, click on it to publish. ## Update the mod To update the mod, follow the same steps. You can change "ChangeNote" description in mod.txt. Do not delete the automatically created id.txt file! What data can mod modify besides the government type? Please give us some json file formats for other data types, such as civilization, province, religion, disease, technology tree... Share this post Link to post Share on other sites More sharing options...
Free City of Łódź 20 Posted February 3, 2024 Will it be possible to enable/disable mods during the game? For example in my folder i have three mods, but during game i use only one. Outlawexperience and ARWD 2 Share this post Link to post Share on other sites More sharing options...
qxz 622 Posted February 3, 2024 12 hours ago, Łukasz Jakowski said: Here is how it will work: ############################# ## ## Steam Workshop ## ## When reading any file, the game will always prioritize the mods folder followed by subscribed items from the Steam Workshop and finally the game files. ## ## ## You will find all files from this example in the folder: "modsExample" in the game files. ## ## ## ############################# To create a new mod that can be submitted to the Steam Workshop, create a new folder file for your mod in the "mods" folder. Inside this folder, place the files in the same folders as they are placed in the game. Example: # Step 1 Create a new folder in the "mods" folder in the game files. Let's name this folder in this example: "MyOwnMod". # Step 2 In the newly created folder: (Example path: mods/MyOwnMod/) Create a text file named: mod.txt ## EXAMPLE CODE OF mod.txt file { Name: "Two new Governments", Description: "This item will add two new Governments, and two flags.", Tags: [ "Map", "Government" ], ChangeNote: "First release", } ## END OF EXAMPLE CODE OF mod.txt file Copy it to mod.txt and edit it. Set a name for your mod that will be visible in the Steam Workshop. Name: "Your Title of the Mod in the Steam Workshop", The same with Description and ChangeNote. ## Tags In your tags, put the categories that your mod fits into You can use as many tags as you like: Tags: [ "FIRST_TAG", "SECOND_TAG", "THIRD_TAG" ], Tags: [ "FIRST_TAG" ], Example tags: Tags: [ "Map", "Government" ], Tags: [ "Scenario" ], Tags: [ "Mod", "Laws", "Units", "Buildings" ], # Step 3 - Main mod image: "logo.png" In the same newly created folder: (Example path: mods/MyOwnMod/) Place the main image file of the mod, which will be published on the Steam Workshop. The mod's main image file must be named "logo.png". # Step 4 We are already configured, now we can place the files that will be part of this mod in this folder. We will create new governments for the game in this example. ## Basically, you create the file structure of the main game in the mod folder. The Governments file is located in the path: Game/Governments.json So copy this file to the mod folder. Imporatant! : use the same path where you found this file. mods/MyOwnMod/game/ ## The file was in the game folder, so create a game folder inside the mod folder and place the copied file there. If the "game" folder does not exist in the mod folder, create it. And there place Governments.json Now when you launch the game, the game will load the Governments.json file from your mod. (Path of the file: mods/MyOwnMod/game/Governments.json) # Step 5 Let's make some changes to the game! Open Governments.json as a text file in Notepad. ### EXAMPLE CODE { Name: "YourGovernmentType", Extra_Tag: "k", GOV_GROUP_ID: 0, RulerTitle: King, RulerRoman: true, KingsImages: true, Color: [255, 194, 36], AVAILABLE_SINCE_AGE_ID: 0, REVOLUTIONISTS: false, AdvisorCost: -0.05, MonthlyLegacy: 0.35, MaxManpower: 1000, }, ### EXAMPLE CODE END You can add new Goverment from example code after any: " }," in the file. Add new Goveremnt to the file. Extra_Tag: "k", (The tag should be unique) To publish your mod to Steam Workshop, open the game, go to editor -> Steam Workshop -> and find your mod folder, click on it to publish. ## Update the mod To update the mod, follow the same steps. You can change "ChangeNote" description in mod.txt. Do not delete the automatically created id.txt file! Will there be a Mod Organiser? BALONA30 and Outlawexperience 2 Share this post Link to post Share on other sites More sharing options...
Huxer 7 Posted February 3, 2024 (edited) 17 hours ago, Łukasz Jakowski said: So maybe will be steam workshop for AoH3 😮 Here's a test mod for AoH2. This doesn't change anything in the game, just testing. https://steamcommunity.com/sharedfiles/filedetails/?id=3152510374 This is awesome 🙂 Thanks Łukasz Edited February 3, 2024 by Huxer Share this post Link to post Share on other sites More sharing options...
BySpringBonnie76 108 Posted February 3, 2024 17 hours ago, Łukasz Jakowski said: So maybe will be steam workshop for AoH3 😮 Here's a test mod for AoH2. This doesn't change anything in the game, just testing. https://steamcommunity.com/sharedfiles/filedetails/?id=3152510374 it very powerful! BALONA30 1 Share this post Link to post Share on other sites More sharing options...
Pistoletoff 13 Posted February 3, 2024 I've been dreaming about this BALONA30 1 Share this post Link to post Share on other sites More sharing options...
GalacticCakes 171 Posted February 3, 2024 Will there be a mod selector? I mean I don't think the game is going to run 2703 mods at once, I think we should select what we are going to use, no? Share this post Link to post Share on other sites More sharing options...
Mov 107 Posted February 3, 2024 21 hours ago, aunitydevteam said: you can easily use any a p k editor and put/files in edit on android easily lol Share this post Link to post Share on other sites More sharing options...
HUSKYFRESKO 60 Posted February 3, 2024 How to publish the modification on AOH2 ? in steam, since Steam Workshop is on the second part, but the way how to post no. Share this post Link to post Share on other sites More sharing options...
davidcalebe 30 Posted May 17, 2024 Since the 2 new video dropped, I am sure that we having a steam workshop Share this post Link to post Share on other sites More sharing options...