Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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CTW Campaign Rare Resources (fully enabled)
   
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2.658 MB
May 23, 2020 @ 10:07am
May 23, 2020 @ 2:32pm
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CTW Campaign Rare Resources (fully enabled)

In 1 collection by MHLoppy
MHLoppy's Rise of Nations Mods
23 items
Description
See also: CTW Campaign Rare Resources (custom scenarios only).

Due to a limitation of RoN's mod manager, additional installation is required for this mod as outlined below.

About:
This mod provides graphics assets to all the CTW campaign rare resources, and enables all of these rare resources to spawn just like existing rares do in normal gameplay.

The "new" rares can also be placed in the scenario editor as desired using the same process as normal rares.

Note: These rare resources have not been rebalanced for PvP gameplay and some of them are probably game-breakingly strong in competitive gameplay. It is highly recommended to disable this mod before starting any vaguely serious multiplayer gameplay. To still access the new graphics assets for custom scenarios only (without interfering with normal games), please see the "partially disabled" version of this mod.

For a full list of the CTW campaign rares and what their benefits are, please see the Rare Resources[riseofnations.fandom.com] page on the Rise of Nations wiki.

How to use:
1) Subscribe to the mod.
2a) Locate the downloaded Workshop files. For a default Steam install this will be:
C:\Program Files (x86)\Steam\steamapps\workshop\content\287450\2106493190\
2b) In the mapstyles folder, locate the file "default.xml". You will need to manually copy this file into your Rise of Nations\mapstyles folder, overwriting the existing file (a backup of the original file is included in this mod if you need it). For a default Steam install this will be:
C:\Program Files (x86)\Steam\steamapps\common\Rise of Nations\mapstyles\
Be aware that from this point forward, verifying the game's via Steam files will likely revert this installation step.
3) Ensure that the mod is loaded and enabled in the Rise of Nations mod manager (accessible via Tools & Extras -> Steam Workshop).
4) Any custom scenario maps which already have any of the CTW campaign rares placed should now be using the new assets. The rares will spawn on randomly generated maps and are also available in the scenario editor (below the existing rares).

If you do not overwrite default.xml manually, the rares should be enabled in the scenario editor but will probably never spawn in randomly generated maps.

Compatibility:
This mod is not compatible with any other mod that modifies the following files:
- effects_graphics.xml
- resourcerules.xml
- default.xml
- CTW_Spec_Res.tga

Additionally, other mods which try to give these rares assets or animations may also be incompatible due to shared file names for custom assets (e.g. "banana.BH3" or "banana_resource.tga").

THIS MOD HAS NOT YET BEEN VETTED FOR MULTIPLAYER - I DO NOT KNOW IF IT WILL CAUSE DESYNCS WHILE LOADED.

Credits:
The graphical assets of this mod have been ported from the Times of War mod[ron.heavengames.com] made by Com_Trooper, who has graciously allowed for their work to be reused and built upon. I've made the following graphical changes on top of those assets:
1) basic shadows underneath animal-based rares (remember that I am not a modder specialising in art/graphics)
2) made Gold look more stereotypically "gold" colored
3) due to patron feedback[i.imgur.com], some dirty editing to make Beavers look more like Beavers and less like rats

My sincere thanks to Com_Trooper for allowing their work to be shared.

Support:
If you like this mod, please consider rating it. If you notice any issues, please let me know so I can fix them!

To support my modding:
[patreon.com][ko-fi.com]
7 Comments
MHLoppy  [author] Oct 8, 2021 @ 10:42pm 
@Muti Uh, sure, I guess. If any of it is broad questions you can also just pop them into a public forum (e.g. the RoN forums here on Steam and /r/riseofnations) so that the knowledge can be shared publicly for the benefit of others as well.
Muti Oct 8, 2021 @ 3:49pm 
Hi @MHLoppy this is out of topic but I have a special offer for you. In recent years, I worked on my "Game of Thrones II" map scenerio project so I need your significant assistance about some mod issues. Could you add me as your friend for more detailed communication?
Twiglets2 Aug 5, 2021 @ 1:46pm 
Thank you for your prompt reply, that makes perfect sense. I've seen you have several interesting mods and will be checking them out in time.
MHLoppy  [author] Aug 5, 2021 @ 7:12am 
@Twiglets2 Since it replaces a normal game file it will behave differently to normal mods in the ways you've brought up.

The change is permanent in the sense that unloading / unsubscribing from the mod will not revert that change for you. The same way that you have to do that step manually to load the mod, you also have to manually put the original file back to revert it - but that's all you have to do (it doesn't affect other files or anything like that). Loading or unloading the mod from the mod manager will not interact with that specific file, it has to be done manually unfortunately.
Twiglets2 Aug 5, 2021 @ 6:14am 
Under "How to use" section 2b where you need to copy and paste into the game files - does this cause any permanent changes to the base game? As in, will it function like any other mod that can be turned on / off as you please? Thanks for your help :)
MHLoppy  [author] Jun 2, 2020 @ 8:51am 
@Muti the new animal rares don't have models (compared to e.g. Horses / Bison which do) - they're just static images. It might be theoretically possible to add new models in, but I have very little 3D modeling and limited art experience so I simply kept what Com_Trooper used already.
Muti Jun 1, 2020 @ 7:21am 
It's a pretty good mode... why animals not move?