Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Modding - "New" Faction and Extra Uniques?
Hello everyone, I found a faction mod on Rise of Nations heaven for a Vikings Faction[ron.heavengames.com] that replaces the Bantu and I was going to make a few edits for personal use. Changing around the Nation's bonuses was simple enough, but I would like to know if it is possible to "add" a new unique unit by doing the following:

1) Copying unitrules data - e.g., Red Guard that would replace regular infantry
2) Pasting a new entry, making appropriate data edits as necessary (cost, speed, damage, ect)
3) Changing Tribes data of this new entry to match the "Bantu" nation instead of Russian

With the desired result being a Viking/"Bantu" unique "Red Guard" infantry unit that uses the same assets as the Russian equivalent, just for a different faction. Just wanted to know if this is possible or if that offsets the number of in-game units? In that case, would it be better to simply use unique faction attributes/bonuses to make each nation feel more specialized, and if so, is there any good resource to find all possible bonus codes (e.g. code to give % faster ships)?

Thank you for your time and cheers everyone.
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Showing 1-4 of 4 comments
super7700 Dec 6, 2015 @ 3:22pm 
It would probably be easier to just change the tribe_mask for the Red Guard and make it available to both the Russians and the Vikings, that way you don't have to bother about making new entries. If you would rather have a separate entry for the Viking Red Guard, note that you cannot create a completely new entry in unitrules.xml (that will make the game crash), you'd have to replace another unit, preferably one not used in the game (e.g. one of the CTW campaign units)
Abyssrocker Dec 6, 2015 @ 8:15pm 
Thank you for the suggestion! I was puzzling over the new unit/limit/crash issue and was wondering if it was possible to combine tribe masks because present Norwegian armor is a Leopard II like the Germans.

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!
Last edited by Abyssrocker; Dec 6, 2015 @ 8:16pm
super7700 Dec 14, 2015 @ 8:57pm 
Actually all you have to do to make the unit available to both factions is to use one line but have two '1's in it like this:

<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.
Abyssrocker Dec 19, 2015 @ 6:03pm 
Thanks for the response; I found a handy tribe mask tool on RON heaven that helped answer the nation codes.

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.
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