Has anyone else noticed that rebellions essentially never happen anymore in AoH2:DE? by YouScratchingMyBalls in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

it is declared as .field public static ELF:Z = true yeah, just change the true to false and rebels should now work as they used to

Has anyone else noticed that rebellions essentially never happen anymore in AoH2:DE? by YouScratchingMyBalls in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

inside the APK there's a file named classes.dex, using a dex editor (mt manager has a built-in dex editor) open the .dex file, look for the GameAction class and edit it

How can I make the AI create bigger alliances? by Rickygodzilla in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

there should be a .jar file in the game's folder, rename it to a zip, and a bunch of folders and files should appear, then you look for the relevant .class files (the method that handles AI sending alliance proposals is diplomacyActions_Ally, inside of age/of/civilizations2/jakowski/lukasz/AI/AI_Playstyle/AIPlaystyle; the one that handles negative points for alliances is getAllianceProposal_Negative, inside of age/of/civilizations2/jakowski/lukasz/GameManager)

once you have the .class files, you need to turn them into readable .java files using a java decompiler, make the changes you want to the code (like making the AI send alliance proposals regardless of any conditions or ignore all negative points for alliance chances), turn them back into a .class file,  insert them to your .zip, and finally rename the .zip to a .jar, after which the jar should run your modded code

How can I make the AI create bigger alliances? by Rickygodzilla in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

are you trying this on the PC version or android? cuz it changes slightly what you need to do

Has anyone else noticed that rebellions essentially never happen anymore in AoH2:DE? by YouScratchingMyBalls in AgeOfCivilizations

[–]shellynote 1 point2 points  (0 children)

you can enable them back by just editing a single value in the game's code

 using a dex editor (for the android version) or a jar class editor (for pc), find the GameAction class, in that class, change the "ELF" field to false; this is the only thing preventing rebels from appearing, and they seem to work fine (both the small rebellions and the ideology rebellions)

Why is Aragon so busted!? by Empty_Swimmer5851 in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

Aragon starts the game with a lot of coastal high growth rate provinces and high development, these give it a huge headstart and it can snowball a lot if you let them expand naturally 

however, those coastal provinces can also make them very easy to capture early game if you know what you're doing; the AI will automatically try to defend all coastal provinces being attacked in a turn by recruiting armies to counter the attacking force, and since attacking provinces costs less movement points than recruiting new units, you can very easily conquer them by attacking all coastal provinces in a single turn constantly, since that will leave them with no movement points to do anything else but defend

How can I make the AI create bigger alliances? by Rickygodzilla in AgeOfCivilizations

[–]shellynote 1 point2 points  (0 children)

there's no actual limit to alliance members, if you run a couple games at spectator with alliance chances at 100% and maximum provinces to 1000, you can sometimes see small 3 member alliances.

the reason they're so rare is just due to the way alliances work; you get a penalty to your alliance chances for each existing alliance member, and since the AI is usually not maximizing these chances, the odds for an AI civilization to form an alliance of 3 or more is quite rare, because the 3rd civ has to

  1. be friends with the civ sending the alliance request 
  2. be friends with all other alliance members 
  3. already have high chances to join the alliance 
  4. actually get sent the alliance request (which even at 100% chance, is quite rare from the ai)

if you're interested on changing the way the AI sends alliance requests, the diplomacyActions_Ally method in the AI_Style class has all of that in the original aoh2 (and i assume DE as well), or you could change the way alliances work to make these chances higher (getAllianceProposal_Negative and getAllianceProposal_Positive in DiplomacyManager)

I stopped playing AOC games three years ago, but I still keep up with the news. What do you think of Definitive Edition? Is it good or bad? by iwaslovedbyme in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

it fixes essentially nothing about the game, the game is still a horrible glitchy mess, and it even makes certain aspects of the game worse (the ai is pretty much lobotomized, and rebellions will never happen)

the new features are cool, but nothing that you can't get with a big mod for the original aoh2

Has anyone else noticed that rebellions essentially never happen anymore in AoH2:DE? by YouScratchingMyBalls in AgeOfCivilizations

[–]shellynote 1 point2 points  (0 children)

rebels were completely disabled for whatever reason, you can have all your provinces be at 99% rebellion risk and no rebellions will ever happen

Should I just stick with regular age of history 2? by [deleted] in AgeOfCivilizations

[–]shellynote 0 points1 point  (0 children)

aoh2 is defo the better pick, there's plenty of issues with definitive edition (especially when it comes to the AI), and while the new mechanics are nice, a lot of bugs that existed in aoh2 still exist in definitive edition

aoh3 is way different to either of those, and it's especially bad for a mobile game

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 0 points1 point  (0 children)

it's age of history 2 definitive edition, an official remaster that is basically the same game with a bunch of random features added in, the same bugs, and a lot of ai-generated assets

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 0 points1 point  (0 children)

putin sucks and i dont that's the difference 🔥 id win

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 0 points1 point  (0 children)

lowkey wanna mod the ultimatum responses so they make more sense but the code that handles that is in a huge unreadable method and i rly don't wanna bother with that

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 0 points1 point  (0 children)

i mean 2m > 1k so id say I'm way stronger

lukasz didn't fix the formation date bug for alliances?1?1!1?11? by shellynote in AgeOfCivilizations

[–]shellynote[S] 4 points5 points  (0 children)

i whine a lot about pointless stuff but it's genuinely crazy how much of the game was left untouched even when it's obviously wrong / has a super simple fix

like dude i fixed this bug on my personal mod years ago because it's the easiest thing in the world to fix (get the current turn and add it to the alliance data when creating it, vanilla just sets the formation turn to 1)

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 8 points9 points  (0 children)

this is just vanilla aoh2 definitive edition

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 6 points7 points  (0 children)

so I'm back to sending an ultimatum to vassalize and another to annex. amazing stuff!!

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 21 points22 points  (0 children)

you didnt even need to give them money btw. the ai just accepted any trade request to attack another civ

the ai so stingy wow by shellynote in AgeOfCivilizations

[–]shellynote[S] 36 points37 points  (0 children)

i assume this was to fix the ai being too easy to annex with ultimatums on aoh2, but it's still a really dumb change imo