Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Misc Fixes (Formerly Unit Fixes) | DO NOT USE - USE COMMUNITY PATCH (CBP) INSTEAD
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Update: Nov 20, 2020 @ 12:11am

Mod integration
Integrated the following mods:

Update: Nov 19, 2020 @ 10:54pm

Gameplay fixes:

  • Arquebus Immortals are no longer incorrectly called "Arqimmortals" in unitrules.xml (no known effects on balance).
  • Continental Marines are no longer incorrectly referred to as "Marines" in balance.xml

Graphics/sound fixes:
  • The automatic Transport ability now has an icon instead of a white square.

Tooltip fixes:
  • Athanatoi's and Arquebus Immortal's tooltips now reflect the unit's correct Age.
  • Fortification technologies now reflect the correct increase to garrison capacity for Towers.

Update: Oct 21, 2020 @ 1:41am

Added undocumented/hidden bonus of 25% cheaper Towers to tooltip for Romans. (I intended to include this with the previous Romans update but it slipped through the cracks)

Update: Oct 20, 2020 @ 1:01am

Added fixes for the following:

American-exclusive Armored Car turret rotation

  • Didn't rotate when firing not-forward due to missing code in unit_graphics.xml.
  • Missing line added and now its turret rotates as expected (thanks to Springwarrior for initially bringing up the issue).

Armored Cavalry firing sound while moving
  • All Armored Cavalry didn't play a firing sound while moving due to missing code in unit_graphics.xml
  • Having added the missing lines, that allows the units to have an appropriate sound played when they fire while moving.

Update: Oct 4, 2020 @ 1:08am

Sort-of-but-not-really-fixed the following presumed-oversight:

Continental Marines
- Now have a 120% damage modifier vs Heavy Infantry, like Musketeers and other UUs of its type.*
* This has no effect in EE because EE doesn't respect object masks, but I've included it anyway

Fixed the following tooltip errors:

Amercians
- Clarified: Free Bombers (unlike most free units from nation powers) do not ramp the cost of future Bombers built.
- Fixed: CtW nation powers tooltip now displays the correct values for powers previously affected by balance changes.
- Clarified: CtW bonus card appears to only work in Entire World campaign and so has been noted accordingly.

Red Fort
- Fixed: CtW tooltip updated to match normal tooltip as appropriate.

Alexander (campaign unit)
- Fixed: has quadruple craft, not double craft.

Update: Oct 3, 2020 @ 5:41am

Fixed tooltip for Red Fort: only units healed in the Red Fort heal faster (not units in all forts).

Update: Sep 29, 2020 @ 12:18am

Fixed the following bug:

Iroquois
- Takohs, Akweks, and Okwari not being affected by balance.xml (this was due to a naming issue within the game files). They now correctly take additional damage from modern ranged cavalry (Age VI / VII / VIII vehicular ranged cav).

Fixed the following tooltip errors:

Iroquois
- Fixed: Barracks units HP bonus is 5%, not 10% (nerfed in a previous official balance patch but not updated in tooltip).
- Previously undocumented: Barracks units from the Industrial Age and earlier move 25% faster (excluding Scouts and Machine Guns).

Romans
- Previously undocumented: Can build Forts and Towers from the start of the game (even without satisfying the normal tech requirements).

Russians
- Previously undocumented: Can build Refineries without having the prerequisite Science technology.

Americans
- Fixed: Barracks units give +2 resources, not +3 resources (nerfed in a previous official balance patch but not updated in tooltip).

The CEO
- Fixed: Friendly units in radius receive +2 range and LOS, not +4 (nerfed in a previous official balance patch but not updated in tooltip).
- Previously undocumented: For your closest city in his radius, boosts the productivity of Citizens, Scholars, and Caravans at that city.

Socialism
- Fixed: Factory, airbase and dock units 25% cheaper and faster to build, not 20%.

Forage/Supply/Logistics techs
- Cosmetic change: line for Ships created faster merged with line for Tanks, Siege, and Vehicle units created faster (no gameplay effect, but required for below change).
- Previously undocumented: Totalitarian (red) Patriots gain additional maximum craft with each of these technologies (1000 per level).

Forbidden City
- Previously undocumented: The gather rate of Citizens, Scholars, and Caravans at the Forbidden City is increased by 25%.

Salt
- Fixed: Salt reduces by 10%, not 15%. This value has been hardcoded (?) - the 15% value in the game files does not influence the cost reduction, only the listed value on the tooltip (other rares change when you change the game files).

Update: Sep 23, 2020 @ 10:41am

Renamed Mod to "Misc Fixes" instead of Unit Fixes

- Updated thumbnail to reflect new name
- Added fix for incorrect British nation powers tooltip (they don't get a free Fishermen unit on Dock completion, as this was removed in an old balance patch)

Update: Sep 3, 2020 @ 11:38pm

- Updated mod thumbnail to reflect the below change (the top line of text was also misaligned lol)
- Repackaged the mod to include a safeguard layer (making it not load by default as a Workshop mod).
- This is a precaution only, as with only my own Steam account I'm unable to extensively test what effect having the mod installed as a local mod has on multiplayer (but there's a risk it could cause issues). If/when this is tested further I may remove this safeguard.

Update: Sep 3, 2020 @ 11:54am

- I'm gonna be honest I don't remember the full list of what I changed in this one, and forgot to write the changelog when I did it.
- Updated test map to include Auto Plants and the required resources / tech for the Bantu / Egyptians / Nubians to test newly-spawned MBTs.