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Two concerns about AoH2 Definitive Edition

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Hello @Łukasz Jakowski, I was not sure where to post this, so I hope this is of no issue. This post might be a little loaded, but I wish to get answers to these concerns and suggestions.

I believe I speak for all the modders when I ask; will events be transferable from base AoH2 to Definitive? As someone who has an almost two year running project, USGW, I do have this concern seeing as the newest version of USGW I am working on will reach 2k events and it would simply be impossible to manually re-add them to Definitive. A way to transfer them would be great. With this I also believe the conditions for owning land in events should be fixed, it is one line of code that needs changing from what I have noticed, because as of right now the condition does not work. As well as that, events seem to not fire if they have conditions of "occupied land" and "decision taken" together as a requirement, which means custom capitulations cannot be added to the game for taking certain decisions, I wonder if this could be fixed for Definitive?

For the second concern, this is a really minor one really, Definitive should be able to lower ai aggressiveness to 0% in the settings. It is such a simple change but will allow players to rp their own stories better in their gameplay, and allows new modders to make events without the headache of 50% aggression ruining the events.

Thank you for reading this in advance, please do respond to this when able to.

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Backward compatibility is one of the most important things, so I think all of your events will work.
AI aggression range can now be set from 0% to 1000%.

I will check the condition of the 'Controls provinces' event. I changed something and I think it will work now as itended.

Here is a list of all current changes:
https://steamcommunity.com/app/3381680/discussions/0/528723987504574345/

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1 hour ago, Łukasz Jakowski said:

Backward compatibility is one of the most important things, so I think all of your events will work.
AI aggression range can now be set from 0% to 1000%.

I will check the condition of the 'Controls provinces' event. I changed something and I think it will work now as itended.

Here is a list of all current changes:
https://steamcommunity.com/app/3381680/discussions/0/528723987504574345/

Thanks for replying to my concerns, I will make sure to check out the current changes! I was wondering if the leader boost cap can be removed? The current cap is 25%, but it really hinders some accuracy for a few leaders. For example the Swiss Council in USGW would usually have +80% defense to represent the way they would blow up bridges and mountains in case of an attack, but as of now it can only be set to 25%. I was wondering if this could be changed?

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6 minutes ago, Łukasz Jakowski said:

Added also:

New option for scenario event to play music when the event pops up.
 

 

Honestly this is a great addition to definitive and modding, I see a lot of great possibilities with this

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2 minutes ago, Łukasz Jakowski said:

Sure, I will increase it to 100%, and it will be changeable in the GameValues JSON file to any number.

Thank you very much, that was one of my mod teams concerns, this will allow for more tactical leader changing for the players.

Off topic but my team is having issues with logging into their forum accounts, mainly my friend 3dddies, since he changed his password he never got his email and now cannot log into his account, could there be some fix to this in the future or perhaps a different way to allow him to access his account?

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6 minutes ago, Łukasz Jakowski said:

He can email me from the address he used to register.
jakowskidev@gmail.com

Thank you for replying to everything, thats all I had to ask about for now. If you need help translating aoh2 definitive to Serbia I can always be of help.

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- Event data is now standardized, but some events might not be usable in a AoH2:DE from AoH2.

Because the event data was never standardized, some events from different mods might not work.

 

Keep the last version of your events as a backup. Different versions might not work. Just in case

You can watch your mod here:


 

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