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
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.
By Chairman Baad
NOTICE TO ALL:
This is the legacy version of this scenario for vanilla AoH2. All future updates to this scenario will be featured in The Chairman Baad Collection.
Long ago, the heavenly kingdom of Chromatia sent 16 million people to establish governments and nations on Earth. Each nation had a specific national color, and nations with similar colors formed "realms". 1,266 years later, the nations began seeking to expand their "realm" across the entire world...
The Colorful World is a scenario where all the nations and factions are based on colors.
This scenario was made in Project Imperator, but you don't need it to play this.
This scenario currently contains 32 nations. Updates are planned, but won't come out very often.
1.1: Added the orange, purple, pink, and brown realms. 1.0: Created the scenario! Planned Updates
Create new nations for all the realms Events? The Colorful World.zip
By Chairman Baad
Here are two civs I made while developing The Chairman Baad Collection.
Ba'athist Iraq (use in any scenario dated 1968-1991)
Libyan Arab Republic (use in any scenario dated 1972–1977)
Download Ba'athist Iraq: irqb.zip
Download the Libyan Arab Republic: libr.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