By Chairman Baad
If you've seen or created an event before, you'd understand the various issues behind the event text. Why can I only see part of the text in the event creator? Why did the description I just wrote get deleted when I added a trigger? Why are all the events in a different language? For many mods, these issues are common in scenarios with events. Luckily, there's a better way to display event text: event localization! Inspired by the system in Hearts of Iron IV, and originally demonstrated in The Chairman Baad Collection (rest in lack of content and peace) before being used in Norrvägen and The Second Great War, event localization alleviates all of the issues present with the standard way of event writing.
So how do you use event localization?
Event localization is a process that's simple for even a first-time modder.
Go into your AoH2 directory, go to game/languages/, and open Bundle.properties. (the English language file for AoH2) Write your event's title, description (if you plan to add one), and outcomes under a tag for each piece of text. Be careful not to use the same tag for more than one event.
Here's an example with the Turkish defensive pact event from TCBC. In this example, _t corresponds to _title, _d is for _description, and _o1 and _o2 are for _outcome1 and _outcome2 respectively. Replace each tag and description with your own, and make sure to save your changes! tur_azeripactexp_t = Defensive Pact with Azerbaijan Expiring tur_azeripactexp_d = Our agreement for mutual security with Azerbaijan is set to expire on the 16th of August. However, we have the option to renew the agreement and extend it until 2030. The only catch: both parties must agree to a renewal. What should we do? tur_azeripactexp_o1 = Appeal for a renewal. tur_azeripactexp_o2 = Let it expire. 3. In the AoH2 event creator, instead of writing your event text like you normally would, write the tags corresponding to the ones you added in
And that's it! You've just set up an event using event localization! During gameplay, if your event pops up and you see the event tags instead of your text, go into the settings and reselect your game language. This reloads the Bundle files so that your text will appear the next time you see the event.
Now how does this solve the issues with normal event text?
Let's go over that, shall we?
Why can I only see part of the text in the event creator? By writing your event text in Bundle.properties, you are relieving yourself of this issue by using a text editor instead of the event creator. Unlike the event creator which doesn't let you scroll through your text, a text editor will let you see your text in full, allowing for longer descriptions and clear writing.
Why did the description I just wrote get deleted when I added a trigger? It is frustrating to spend a few minutes writing an event description only to lose it upon adding a new trigger. But with event localization, you don't have to spend another few minutes retyping your description from the beginning. The next time you lose your description, you can simply retype the description's tag rather than the description itself, saving you some precious time in the event creator.
Why are all the events in a different language? Ah yes, the classic "events only support one language" issue. This is probably the biggest advantage of using event localization: events can support multiple languages! Let's say that you want your event to support Turkish and English. By writing your English event text in Bundle.properties and your Turkish text in Bundle_tr.properties, players will see the event text in the correct language whether they're playing in English or Turkish. No more confusion or duplicate scenarios for each language!
Now that you know the steps and advantages of using event localization, I hope you consider using it the next time you add events to a mod or scenario!
By Chairman Baad
This mod is dead.
This was my personal AoH2 mod featuring all of my previous scenarios and custom civs, and then some. This mod started off small and then grew with updates and patches.
36 new scenarios (including the sub-mod Uchronia Deluxe, 7 scenarios for the AoH1 map, and 1 for the Europe map) 101 new provinces for the main map 37 government types (including vanilla gov types) 134 new civilizations, 49 new formables, and 16 new unions 211 new leaders New scripted action mechanic (available in 2020 and Sovereign scenarios) Nighttime map background (PC only) 0% AI aggressiveness feature (Android only) New sounds, cities, alliance names, flag overlays, and ribbon bars 4 different fonts (English only) Enhanced localization for several different languages Miscellaneous improvements, fixes, and enhancements This mod was localized for U.S. English, Spanish, Brazilian Portuguese, Russian, Turkish, Romanian, and Serbo-Croat-Bosnian. You can see the translators below.
All download links for this mod have been taken down.
Final public version: 1.3.0b / 29 March 2021
The Chairman Baad Collective (forum club)
Full Credits List:
@Chairman Baad (developer and designer)
Wikimedia Commons (icons and event pictures)
Lukasz Jakowski, Chexier, King George, and Mavroslykos (all content from vanilla AoH2)
@LightStarSkies (Spanish localization)
@Spartanus (Brazilian Portuguese localization)
@Adil (Russian localization)
@Ern and Vaux (Turkish localization)
@setapdede (Romanian localization)
@Commieslav (Serbo-Croat-Bosnian localization)
Shop Soy: Der Kalte Krieg is an alternate-history scenario that I came up with. Althought some of the characters don't belong to me (I used characters from Nintendo don't judge me) the lore for this mod is 100% mine. The map is also inspired in the Thousand Week Reich and The New Order mods.
This mod isn't supposed to be taken seriously since it's mostly made for fun and in the end I don't even own many of the characters, I might add an download link for anyone who wants to play it but I don't want to go any further from that (Legal reasons, I don't want Nintendo to sue me or something)
I also accidentally used some UI from @Aryan when I tried to make the map darker, I could try to remove it but I'm scared to break the game so Aryan if you're reading this I'm just sorry, to compensate you from my mistake I would like to tell anyone who's reading this to check out @Aryan's Mods, they are simply amazing.
If you have any question about the lore feel free to ask in the comments, I'll gladly answer 🙂
My plans for Der Kalte Krieg:
>More then 100 events
>Focus trees for: Germany, Soviet Union, Japan, America, Free France, Burgundy, Gotenland, French State, Mongolia, Dominion of Canada, Korea (both North and South), Sweden, Polish Home Army, India, British India, Italian Empire, Spanish State, Turkey, Greece, Serbia, Hungary, Romania.
>5 new ideologies
>New Formable Nations
>More then 100 custom civilizations
By Chairman Baad
Alright, forget this! If Łukasz ain't gonna fix his shit and make the events work properly, then this is clearly the end of the line.
So, I officially declare that...
Project Imperator is DEAD!
Project Imperator is an AoC2 mod with a focus on quality rather than quantity.
This mod has only a few scenarios, but the main scenario (Imperator: Modern Day) has its own storyline with events and decisions for various countries.
When you play Project Imperator, the decisions you make will affect the outcome of the story and determine the fate of your nation in the long run.
The main goal of Project Imperator is to provide the AoC2 community with a unique gameplay experience.
Do note, however, that the name "Project Imperator" is actually just a code name for the mod. The actual title has not yet been revealed.
Experience spoilers (screenshots) below...
Play the Alpha!
The current version of Project Imperator is Alpha Build 8, with events until March 31st, 2027.
Alpha releases will continue until at least 10 builds have been released.
All downloads for this mod have been taken down.
NOTE: This mod is in an early stage of development, so expect bugs and/or missing content. (e.g. most event descriptions and pictures)
s-ul may give you a warning saying "Files of this type can sometimes contain malware or viruses." This does not apply to Project Imperator.
If you don't understand what a "patch" is...
A patch is meant for people who have already installed the version that came before it.
A patch only contains new and updated content without the rest of the mod, so downloading them is much quicker.
On the other hand, a full mod contains all of the mod files. They are for people who haven't already installed the mod.
It is highly recommended that you download the patch version if you already have the mod installed.
Click here to join my Discord server.
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