AddPlck 86 Posted July 18, 2025 (edited) 22 hours ago, ImLolFrankberto said: I absolutely love this mod. I've been tinkering here and there yesterday, and I applied it to my RF Submod, and it turned out really well! The only bad thing I found is that obviously the vassals are released, and that causes conflicts that ruin most of the scenarios, but otherwise it is very complete and I love it. Something I'm interested in and would like to know is how to make the "World News" section appear, and obviously, how to understand how the approaches work and are made. If you can answer this, thank you so much, this is definitely a good project for AoH2 modding 🙏 change the receiver of the event to neutral, then it is world news. about the vassal being released from this. can you describe it in detail? i think it should be possible to fix this. Edited July 18, 2025 by AddPlck substitution noun Quote Share this post Link to post Share on other sites More sharing options...
Luz0n901 0 Posted July 21, 2025 Could you make it to where when the auto-connections does its thing, it doesn't reset the provinces affected? Quote Share this post Link to post Share on other sites More sharing options...
Average Player 1 Posted July 25, 2025 Holy hell Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 5, 2025 On 7/18/2025 at 5:25 PM, AddPlck said: change the receiver of the event to neutral, then it is world news. about the vassal being released from this. can you describe it in detail? i think it should be possible to fix this. I've played his mod and it seems like just the same vanilla issue. If lord is smaller than vassal, then the second one will declare independence after some time Btw, I love this mod. There is possibility that I'll even add it to my mod (of course with credits, and if you are not against it) Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 5, 2025 Okay... so... I love this engine and will be very happy if you don't have anything against me using it into my mod @AddPlck... but I have like one problem: How can I change this how events big are and their bg? Cause I saw in RF that some events there are bigger than normal or smaller than normal, and that they have a custom bg Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 6, 2025 I have a few suggestions: 1. Mutually Exclusive Focuses (I think that this is how they were called in HoI4) - If you will choose one focus, you can choose another 2. Switching Focuses - The Tree will change for a country, even if it will stay with the same tag (can be really useful sometimes, trust me) 3. Effects for focuses - Switching of trees would been one of them. Rest would beene just normal outcomes like the same that AoH2 events already have 4. Outcome for building - You would at first choose a building and a province(s), and then level. Level 0 would just destroy the building Eventually... 5. Political Parties - can be hard to code and sometimes unusable. In scenario editor, the player would have an option to disable or enable it and to edit them. Generic parties (didn't edited by the player) would got the same name as ideologies. Player can delete or add a party AND add a date for elections, how many years there will be elections, when the first elections will be after the game start (generic - just after the time that was given in where to set how often they will be), coalitions between parties (I think that it would been also a nice to have it as outcome for events too) and that country won't be having a elections at all. This if leader would change will be your choice (but sometimes it would just suck, so I propose to don't do it) 6. Regions - By this I mean to do anything with regions. Anything what you want. Just make them useful or less useless. It would been so nice to eventually make them as possibility to choose in annexing in peace conferences over the provinces (less clicking) @AddPlck Quote Share this post Link to post Share on other sites More sharing options...
ImLolFrankberto 3 Posted August 7, 2025 7 hours ago, Historyk said: Tengo algunas sugerencias: 1. Enfoques mutuamente excluyentes (creo que así se llamaban en HoI4): si eliges un enfoque, puedes elegir otro. 2. Cambio de enfoque: el árbol cambiará para un país, incluso si permanece con la misma etiqueta (puede ser muy útil a veces, créeme). 3. Efectos para los enfoques: El cambio de árboles sería uno de ellos. El resto serían resultados normales, similares a los que ya presentan los eventos AoH2. 4. Resultado de la construcción: Primero elegirías un edificio y una o varias provincias, y luego subirías de nivel. El nivel 0 simplemente destruiría el edificio. Eventualmente... 5. Partidos políticos: pueden ser difíciles de programar y, a veces, inutilizables. En el editor de escenarios, el jugador tendría la opción de deshabilitarlos o habilitarlos y editarlos. Los partidos genéricos (no editados por el jugador) tendrían el mismo nombre que las ideologías. El jugador puede eliminar o añadir un partido y añadir la fecha de las elecciones, cuántos años habrá elecciones, cuándo serán las primeras elecciones después del inicio del juego (genéricos: justo después de la fecha indicada para establecer su frecuencia), coaliciones entre partidos (creo que también sería bueno tenerlo como resultado de los eventos) y que el país no tenga elecciones. Si el líder cambia, esto será tu decisión (aunque a veces sería un fastidio, así que propongo no hacerlo). 6. Regiones: Con esto me refiero a hacer cualquier cosa con las regiones. Lo que quieras. Simplemente hazlas útiles o menos inútiles. Sería genial que eventualmente se pudiera elegir anexarlas en conferencias de paz sobre las provincias (menos clics). @AddPlck Aside from that, I recognize how difficult it would be to program or adapt. But a random leader system like AoH3's would be very nice. Quote Share this post Link to post Share on other sites More sharing options...
ImLolFrankberto 3 Posted August 7, 2025 On 8/5/2025 at 4:41 PM, Historyk said: Okay... so... I love this engine and will be very happy if you don't have anything against me using it into my mod @AddPlck... but I have like one problem: How can I change this how events big are and their bg? Cause I saw in RF that some events there are bigger than normal or smaller than normal, and that they have a custom bg For this you must configure the file "MenuConfig.json" Most things that say "False" set them to True and that's it. Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 11 hours ago, ImLolFrankberto said: For this you must configure the file "MenuConfig.json" Most things that say "False" set them to True and that's it. Thanks Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 11 hours ago, ImLolFrankberto said: For this you must configure the file "MenuConfig.json" Most things that say "False" set them to True and that's it. I can't find it, in which folder it is? Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 One more important suggestion: • Make something so already done focus can't be done again Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 Another things! 1. I saw that vassals always automatically changes the color to it's lord one. I know that it would been cool sometimes, but in my opinion it should been optional 2. I also saw that of you are already in alliance, then even if you are the leader you have a large minus to chance to another country into that alliance. I think that this minus should either been much smaller, or it should been donen that leaders of alliances won't get it, and that every invited member will join the already existing alliance (if accepted). Also, if a country is already in a alliance, and accept the new invitation, then it should just leave this one which it is in right now. If the invited country is also a leader of a alliance, then every country in that old faction will join the new one @AddPlck Quote Share this post Link to post Share on other sites More sharing options...
ImLolFrankberto 3 Posted August 7, 2025 5 hours ago, Historyk said: No lo encuentro, ¿en qué carpeta está? If you are a Mobile or PC user, you have to create it in the part that says "Export Files" in the Editor. When you do it just put it in the UI folder and that's it. Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 (edited) 3 hours ago, ImLolFrankberto said: If you are a Mobile or PC user, you have to create it in the part that says "Export Files" in the Editor. When you do it just put it in the UI folder and that's it. What do you mean by export files? In game or outside? Edit: nvm, found it Edited August 7, 2025 by Historyk Quote Share this post Link to post Share on other sites More sharing options...
Historyk 157 Posted August 7, 2025 20 hours ago, ImLolFrankberto said: For this you must configure the file "MenuConfig.json" Most things that say "False" set them to True and that's it. I still don't know how make different size of each of them like in RF (screenshot about what I'm talking about lower here) Quote Share this post Link to post Share on other sites More sharing options...
ImLolFrankberto 3 Posted August 10, 2025 On 7/8/2025 at 17:26, Historyk said: Todavía no sé cómo hacer diferentes tamaños de cada uno de ellos como en RF (captura de pantalla sobre lo que estoy hablando aquí abajo) Oh yeah, that's it, I don't even know lol. I think it has to do with the size of the image. Quote Share this post Link to post Share on other sites More sharing options...
Dipto479 117 Posted August 13, 2025 On 6/6/2025 at 5:12 PM, AddPlck said: I didn't have the ability to modify the code for the game's combat system before, so I've added some code for the BE mod combat system here. However, there are certain flaws within the code of their mod that could lead to an astronomical inflation in the number of troops retreating from a province, potentially reaching tens of millions or even billions (in multi-civilization battle scenarios). Should I ever possess the capability to amend this segment of the code in the future, I shall undoubtedly craft my own battle system code with meticulous precision. Can you add 2.5 engine vassals system. (Can you make that vassals can't form or join alliance Quote Share this post Link to post Share on other sites More sharing options...
Greater Mint-Choco 0 Posted September 20, 2025 how can i make a own super events like this chinese TNO mod? Quote Share this post Link to post Share on other sites More sharing options...
AddPlck 86 Posted October 6, 2025 latest progress Evis7, YouravaragebrazilianAoCfan and Huxer 2 1 Quote Share this post Link to post Share on other sites More sharing options...
TheAngryProgressive 28 Posted October 14, 2025 (edited) On 9/20/2025 at 10:57 AM, Greater Mint-Choco said: how can i make a own super events like this chinese TNO mod? Link ?’ for the Chinese tno mod Edited November 1, 2025 by TheAngryProgressive Quote Share this post Link to post Share on other sites More sharing options...
mordred 12 Posted November 16, 2025 Will this mod add religion if it could? Quote Share this post Link to post Share on other sites More sharing options...
Danone 29 Posted November 23, 2025 Just a question, how I can make the TNO Interface work? Quote Share this post Link to post Share on other sites More sharing options...
Niepokonany 26 Posted December 22, 2025 (edited) On 3/29/2025 at 5:04 AM, AddPlck said: This mysterious system from the East has finally lifted its veil. Its name: Zetvl. Project title: Project-Zetvl. Development began in mid-September 2024. Initially, it solved the integer limit issue in the base game, then progressively rolled out player experience optimizations. By early this year, updates unexpectedly paused... Come mid-February, updates miraculously resumed. The creator shared his work within his mini-game community platform. Over these four months, game re-optimization updates were systematically implemented. New features now make it a fundamentally distinct mod from the original. Important: This mod remains in early development. Some features are work-in-progress or contain minor issues—please maintain reasonable expectations. The mod's creator is the publisher of this thread. After more than 1 month, we have released this update (1.0.7.0 FIX): 2025-06-09 to 2025-06-23 (Version 1.0.6.3) Added configuration file: Added under the UI directory to manage new UI parameters and feature togglesMenuConfig.json Added interfaces: Enabled HOI4-style loading screen and TNO-style main menu interface via MenuConfig Dynamic Leader System: Civilization leaders now automatically change over time Numeric System Upgrade: Migrated civilization income/expense values from Integer to Long, exceeding the 2.1 billion limit Province Connection Optimization: Improved auto-connection efficiency by 90% (connecting 13,892 AoH3 tiles now takes only 30 seconds) Interaction Animation Enhancement: Implemented non-linear animations for menu transitions and province view jumps UI Adaptation Optimization: TNO super-event interface now fully supports multi-resolution adaptation Core Type System: Added three new province core types (Core Region/Occupied Territory/Colony), configurable via the editor Surrender Mechanism Update: Surrender progress now calculated based solely on core region province value Audio Resource Management: Added folder for storing super-event and future audio resourcessfx Event Interface Optimization: Fine-tuned visual style of event UI Event Sound Effect Linkage: Placing in now links event images with audioexample.png.oggUI/events Nuclear Weapon System: Basic functionality implemented (AI deployment not yet supported) Font Color Configuration: Provided font color templates via ZetvlUniverse/interface/color.json Custom Texture Loading: Configure custom image resources via texture.json Dynamic City Rendering: Enabled province setting causes number of displayed cities to dynamically change with map scale About Interface Upgrade: Adopted new design style Background Rendering Optimization: Adjusted visuals for game loading screen and candidate backgrounds Main Interface Configuration: Added configuration file (functionality to be extended)main_Example.json Text Display Optimization: Improved cropping logic for scrolling text Value Algorithm Adjustment: Optimized province victory point calculation rules Province Logic Update: Changed city tier assignment from population level to province value Game Startup Sound Effect: Added as the new game startup soundsounds/Play.ogg ZetvlX Version 1.0.7.0 Update (2025-07-06) Enhanced Surrender System: Dynamic light filter effect displayed when surrender progress exceeds 80%, intensifying with progress Automation Function Expansion: Added options for auto-building, auto-investing, and auto-recruitment Export Interface Upgrade: Integrated native file browser supporting path selection and file export X-System Function Integration: Implemented event search, leader replacement, and civilization name update features Nuclear Weapon System Upgrade: AI can now autonomously use nuclear weapons; nuclear status triggers record historical info and broadcast global events New Display Mode: Added support for borderless window mode Optional Combat Systems: Provided three combat modes: BE, VANILLA, and NEW_SYSTEM Configuration File Renamed: →Zetvl_ModifyOption.txt Zetvl_Configuration.properties Added Nuclear Strike Tracking: When is enabled, view automatically focuses on targeted province during a nuclear strikeGLOBAL_NUCLEAR_ATTACK Event Interface Revamp: Added config option to enable the new event interaction interfaceNEW_EVENT_UI Scenario Info Optimization: Automatically count and display total events when saving a scenario Leader Lock Mechanism: Leaders changed via events are permanently locked and won't auto-change unless replaced by a subsequent event Surrender Mechanism Optimization: When a civilization ceases resistance, its territory is distributed to major civilizations based on damage contribution (only triggers once; resettable if surrender progress <20% and capital not captured) UI Fine-Tuning: Optimized in-game UI elements Core Occupation Rule: Direct sovereignty granted when occupying own core provinces; control transferred to allies when occupying their core provinces AI Peace Negotiation Logic: Peace talks can only be initiated when all Top 15 civilizations in the faction are at peace (testing phase) About Interface Upgrade: Integrated changelog and custom entries loaded via ZetvlUniverse/interface/Zetvl_EntryColumn.json New Console Commands: (global declaration of war on a specific civilization), (deploy reactors globally and distribute 100 nukes)survivalthermonuclear Global Event Trigger: Broadcasts global event when Top 25 civilizations cease hostilities after 1900 Investment Mechanism Fix: Increased province development cap from 1.0 to 2.0 (vanilla fix) Bug Fix: Optimized happiness icon display in province info Command Adjustment: now directly sets diplomatic pointsdiplomacy [value] For more update details, please check the in-game (About Menu) credits: nuclear age from mega4oss - https://vk.com/mod4xstudio Combat mechanics and surrender system from BE2 - https://vk.com/bloodyeurope2 Most of the rest of the code was written by me and a group of Chinese creators Downloads: PC Manual Install (File-Overwrite): Google Drive ◆ Build: | Requires Java 17+v1.0.7.0 Android Version: (File-Overwrite): Google Drive Vanilla + Zetvl Engine: Google Drive We're giving back another map, note that it's only available for the Zetvl engine Download: Google Drive Screenshots: On android, why large armies don't work with new battle system while all others battle systems are very tech based or extremely buggy?(it takes forever to actually go throught) Edited December 22, 2025 by Niepokonany Edit Quote Share this post Link to post Share on other sites More sharing options...
The desert rommel 3 Posted January 1 The PC link is now an Android link Quote Share this post Link to post Share on other sites More sharing options...
Mr. Apple 16 Posted January 8 On 11/23/2025 at 10:28 PM, Danone said: Just a question, how I can make the TNO Interface work? If you want to change to the tno interface, you should access the ''menu_cofing'' file in the UI file, then there you should have a line of code that says "main_configuration", below it is "Type": "default" and instead of "default" write "TNO" and it should be done. Quote Share this post Link to post Share on other sites More sharing options...