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Would the extra tribe mask entry be a separate entry below the first tribe mask, e.g. Russians top, "Bantu" below
<TRIBE_MASK>000000000010000000000000</TRIBE_MASK> ;
<TRIBE_MASK>000000000000000000001000</TRIBE_MASK> ;
or is the space unnecessary due to the semi colon (no [enter], just two adjacent entries in the XML file that the site can't reflect accurately:
<TRIBE_MASK>000000000010000000000000</TRIBE_MASK> ; <TRIBE_MASK>000000000000000000001000</TRIBE_MASK> ;
Now my mind is churning over possiblities of shared unique units, especially for nations that lack a good late game spread.
Two last questions: you mentioned unique units specific to CTW and I was wondering if there is a list that specifies them? It's honestly been ages since I've played Rise of Nations and I cannot remember CTW much at all.
Second, is there a limit to the nation powers or can they be expanded upon relatively liberally (with the rules being changed to reflect the in-game notations, of course)?
Thank you again, I am most appreciative for your advice!
<TRIBE_MASK>000000000010000000001000</TRIBE_MASK> ;
I don't know of any lists sorry, but if you look in unitrules.xml, most of the entries following the patriots tend to be campaign-only units.
Unfortunately it's impossible to create new nation powers in rules.xml, you can only edit old ones. You can perhaps create some new powers through an additional script but that's a different aspect of modding entirely and one I'm not particularly experienced with.
As for nation powers, if there is no way to mix/match already existing powers (e.g. Bantu with some Aztec), I might as well just move the entire faction over to Aztec because I think the plunder bonuses fit much better. Such a shame they locked the files down so much for what should be rather simple edits. Now I see why the modding is so sparse despite workshop support. Ah well.
OneDeadAngel made this mod that might make everything much smoother:
http://ron.heavengames.com/downloads/showfile.php?fileid=113
For CTW units, I also answered my own inquiry by stumbling upon this equally useful resource that sorts them by age:
http://ron.heavengames.com/gameinfo/units/ctwunitspage.php?seltype=4&selage=Gunpowder
(e.g. -
So changes will be:
Part 1
1. Change "Bantu" to Aztecs for vikings
2. Re-add german uniques (for some reason the original mod author just changed their names and moved them to Bantu while disabling the Bantu uniques)
3. Replace Bantu uniques with Viking uniques
4. I'm also thinking about using some of those CTW units like the barbarians to give them some extra uniques (and the Leopard tank) that they would share with...
Part 2
Along with the Viking (Norway) nation, I found a great mod for Sweden that I might as well make compatible:
http://ron.heavengames.com/downloads/showfile.php?fileid=1842&f=&st=10&ci=
In this case, the French are replaced, so I think I will then do the following:
1. Change "French" to either the Iroquois or Inca for any World War scenarios to still be viable. The Iroquois bonuses actually fit the Swedes very well, for example:
Gustavus Adolphus was famous for offensive
Get one free Scout class unit with each Barracks built; Scouts receive free upgrades and can move through forests. --> Sweden is heavily forested
First Senate built is free and instantly built
Citizens working at a Woodcutter's Camp gather +2 Food Food in addition to the Timber gathered --> Again, Sweden's timber/woodlands
Military units (including Scouts) in friendly (own or allied) territory are hidden when not attacking --> Subversive efforts during WW2, for example
All units heal when not moving or attacking in friendly (own or allied) territory --> Swedish resilience/neutrality
Barracks units have +5% hit points --> Extra iron ore?
Inca's best one is: Mines produce Wealth Wealth in addition to Metal Metal --> Swedish profits from iron ore trade.
2. Add back in french unique units, remove/replace all seven (SEVEN?!?) Iroquois uniques with the Swedish mod's:
Classical Age: all the Barrack units are replaced with barbarian units.
Gunpowder Age:
Hakkapelitaa, a strong cavalry unit
Brigadieer, as strong and tough as regular arquebusiers, but faster and with further range
Enlightenment Age:
Carolean, a very strong cavalry unit
Swedish Cannon, a sronger and faster cannon
CAMPAIGN:
Carolean Musketeers, strong musketeers but with shorter range, especially effective against other musketeers.)
3. I might also add the Hawk Fighter from the Bantu to Sweden or Norway to represent "Little Norway" https://en.wikipedia.org/wiki/Little_Norway
I can't find what the "Hawk" is supposed to be, although it honestly resembles a p-61 Blackwidow or Lockheed P-38.
In addition, the Awakenings mod that adds those CTW units to regular gameplay inspired me with the idea of spreading some more unique unit love - e.g. giving the "Elite Banderiantes" to the Romans as renamed condottieri (14th - 16th century Italian Mercenaries) for a gunpowder age unique.
Maybe I'll take a look at some other CTW units for mix and matching, as well as offering some units across multiple factions like the Russian Shock Troopers mentioned before.
Some other ideas:
"Patrol Boat" --> Norwegian Skjold (Shield)
https://en.wikipedia.org/wiki/Skjold-class_corvette
4. Other Ideas:
Inca Industrial age Mortar --> "Sweden"
Mayan Recoilless Rifle --> "Norway," based on the Carl Gustav RR, also used by the Greeks, Swedes, US, UK, and India. Also, change unit_graphics from "NA" to European
https://en.wikipedia.org/wiki/Carl_Gustav_recoilless_rifle
Dragon AT --> Norwegian, US, UK Javelin Missile Launcher
Basically, I would like there to be a unique unit for more ages for a couple of factions because it seems rather absurd that there is such a disparity with some like the Romans only having three and then a completely theoretical nation like "Mayans" which uses weapons that have never even been in their region (Dragon AT missile was never distributed south of the US border). Really have to dig into research more on this part, but it always felt "off" to be at the final age and not have anything that distinguishes so many nations beyond their "powers;" essentially the opposite of Age of Empires (last age --> best unique units)
***Last idea that literally just came to me for fun:
Lakota --> Huns
Instead of building Farms and Granaries, receive Food
for each Citizen, Scout, and Calvary unit (except when garrisoned).
Farms and Granaries in Captured Enemy Cities Instantly Destroyed.
Have no National Territory, and can construct buildings
in any territory not held by another nation.
Ranged Cavalry upgrades are free.