Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Community Balance/Bugfix Patch (CBP)
175 Comments
Darktotaled May 8 @ 8:30am 
I managed to create a room after many installs and uninstalls but my friend couldnt see me in the lobby or my room. I know his cbp install is working as I helped him install it and he can play by himself normally. So I really have no idea whats going on
MHLoppy  [author] May 8 @ 1:39am 
@Darktotaled I've occasionally seen firewalls causing problems with CBP so that's worth checking out if you were hoping to still use CBP (you might need to e.g., make sure that you've allowed both RoN and CBP Launcher network access or whatever). Other than that suggestion, that's unfortunately a difficult problem to diagnose on our end.
Darktotaled May 7 @ 6:07pm 
I dont know if its my game installation, but I aint able to start a multiplayer game. Tried playing with a friend and I couldnt create a room. We swapped to version 1.1 to be able to play but without cbp mod
Mythtimezzz Apr 30 @ 3:12pm 
Fair enough, thanks for the advice!
MHLoppy  [author] Apr 30 @ 6:02am 
@Mythtimezzz it should work in those conditions (if everyone has CBP loaded). As per one of the recent previous comments those plugins affect the CURRENTLY LOADED game version; you would need to load CBP then put the numbers in. But if it's causing headaches even after further troubleshooting, honestly, just don't worry about CBP in that scenario. If you're using a pop cap mod anyway then optimal balance is less important than just getting the game to run.
Mythtimezzz Apr 29 @ 9:58pm 
Does the Rules.xml plugin work in multiplayer if everyone in the lobby has adjusted their pop cap to be the same? Is this the best way to adjust pop caps for multiplayer games? My friends and I are currently using another pop cap workshop mod as well as CBP but we are having multiplayer drop/desync issues.
MHLoppy  [author] Apr 29 @ 12:42am 
@vladushnyi If you check back near the end of the year it might be done by then 😬
vladushnyi Apr 29 @ 12:36am 
No-no, no problems of course, no complaints. I bought the game only because of your mod, actually, because it's much easier to install it with a license. And I want to thank you for your work - it's something incredible, because your pure enthusiasm allows you to plunge into the world of childhood, once I was familiar with the game! I just wanted to get an answer if installing the localization over the mod would break something or not, and I got the answer. Thank you very much and good luck :steamthumbsup:
MHLoppy  [author] Apr 29 @ 12:30am 
@vladushnyi Hi, unfortunately language customization is still being slowly worked on. Although it is possible to manually overwrite the language, this is not recommended and is likely to cause problems when the patch is updated in the future. If you require support for other languages right now, I unfortunately recommend not using CBP until it is added. There is currently no specific timeline on this feature - I have been sporadically working on it for roughly 4 years already and had hoped to complete it early this year but did not meet that goal.
vladushnyi Apr 29 @ 12:14am 
Hello, dear developers, I need help with localization. The situation is as follows: my language is not officially supported by either the game or your mod. When launching in the launcher, it automatically switches to English, as evidenced by one of the first entries in the console. I installed the localization from the workshop and tried others from the Internet. Currently, the interface is partially translated - the main entries and punts are in the language I need, but the detailed description is in English. It feels like the mod is overwriting the language. Is there a way to change the mod's localization to another?
Darktotaled Apr 27 @ 11:10am 
aight thanks
MHLoppy  [author] Apr 27 @ 11:09am 
@Darktotaled Enable plugins in CBP Launcher if it's not already (I think I switched it to be off by default?). There's an integrated plugin for pop cap changes which will change the values on whatever version of the game is currently loaded (CBP or not) - I suggest using that. And as a heads up although the individual plugins work fine-ish, the plugin system itself isn't great so is a likely area of change in future updates.
Darktotaled Apr 27 @ 10:41am 
I like to*
Darktotaled Apr 27 @ 10:40am 
I like increase the max pop so I can get bigger fights at the end of the game and I did so with my copy of the game but after installing cbp it changes back to 200 max. Where should i take a look at to change in the mod the max pop?
Double D Apr 25 @ 8:51am 
Alright great wanted to ensure before I started messing around!
MHLoppy  [author] Apr 24 @ 5:20pm 
@Double D they will deeply conflict, though currently the game probably won't crash / fail to work if you use CBP + one of those (depending on the exact mod - and no guarantees here). However, even if they were as compatible as possible there would still be basically no point - none of those mods have the same "regular RoN but better balance / less bugs" approach, meaning the core of their changes would still be incompatible with what CBP's goals are anyway lol.
Double D Apr 24 @ 2:44pm 
Just going to ask.. Can we use this and other mods at the same time or are they going to conflict?

Curious about using this with rise of humankind, war machine, advanced gameplay or the blitz republic mods?
Yarlen CS Apr 17 @ 2:23am 
Dear MHLoppy, thank you very much for the CBP. Nice to have the same RoN than the original one.

I managed to install it on Linux but first you need to install it on a Windows system and then copy the Steam RoN installation folder to the one on the Linux system. It works like a charm.
Gaindalf der Wheyße Apr 3 @ 12:58am 
Ah what a bummer. Okay no problem. Thanks for the quick response. It just feels weird not being able to change the player color to your liking.
MHLoppy  [author] Apr 3 @ 12:53am 
@Gaindalf der Wheyße To address just one of your points: all evidence I have shows that you were not able to change the color of individual computer players in singleplayer. I have several versions of non-EE and in none of them can you do this in singleplayer; it's only available for multiplayer (and that's something you can still do now on EE). If you look up old screenshots from 2002-2004, you will also see that there's only a single "select color" dropdown box. The strangest thing is that you are not the only person who has the memory of being able to do this, but nonetheless it seems like a weird false memory situation.

Changing how the color stuff works in singleplayer is -- as with anything else -- technically possible, but would be a significant undertaking. Given the patch's primary goal (balance), I would probably die of old age before the todo list gets down to investigating/patching that.
Gaindalf der Wheyße Apr 3 @ 12:07am 
Hey, quick question as you guys seem knowlegable about the technical aspects of the game: Is there any way to fix the Player Colors? Currently when I change my Player Color I get the Nation from that Player Spot. E.g Player 3 which is green is Nation Romans, when I now choose green as my Player Color, I also get Romans as my Nation. This happens vice versa, when I now change my Nation. If I change it to Americans for example, Player 3 will now be Americans too. I don't remember that it was this way in the old RoN when I first played it. That being said, you were able to choose the player color for each Computer back then. Dunno why they removed that.
MHLoppy  [author] Mar 31 @ 7:17am 
@Shakedaddy In theory, yes, but it would probably take a lot of work despite being a low priority item (it is unlikely to be a bug, and does not improve balance).
Shakedaddy Mar 31 @ 5:34am 
Is there any way we could the music bug fixed so that it doesn't restart and then just stop playing all together whenever we pause the game to issue orders?
SteahmChip Mar 7 @ 10:26pm 
Yes, Im pretty much a copy and paste hack myself, looking for something similar to I want to do, making a few changes and getting it to compile successfully.

It just seems odd the effect works fine for scenario save reloads, but the effect does not persist in conquest games when the save is reloaded. Scenario scripts appear to have the script resize effect "baked" into the save which is missing in the other script types.

Ive been trying to discover the difference but not finding that in the documentation, odd there is a difference as the same "code language "seems to be used across all the scripts.

Anyway, I put the same message in the workshop message board, thanks, MHLoppy for the heads up about that!
MHLoppy  [author] Mar 7 @ 8:25pm 
@SteahmChip Sorry, don't know. You're asking for information at an intersection of two areas I know relatively little about (scripting + not relevant to multiplayer). You could post in a more relevant place like https://steamcommunity.com/workshop/discussions/18446744073709551615/ but you're seeking niche, esoteric information about a game that has few players and fewer modders.
SteahmChip Mar 7 @ 8:13pm 
Here is snakes script (THANKS for your help)


scenario {

static int DEBUG = 0;
static int sectimeoffset = 0;

run_once {
set_game_msg_color("GREEN");
print_game_msg("1.2 Unit size script loaded successfully.");
set_game_msg_color("WHITE");
}

if (time_sec() >= sectimeoffset) {
// Unit Scale Modifier v0.7 by Snake
for (n = 1; n <= 8; n++) {
for (u = 1; u <= num_units(n); u++) {
uid = find_unit(n, "");
if ((get_unit_scale(n, uid) != 1.2) && (uid != -1) && (object_type(n, uid) != "Caravan")) {
set_unit_scale(n, uid, 1.2);
}
}
}

sectimeoffset = time_sec() + 1;
}
}
SteahmChip Mar 7 @ 8:13pm 
This may not be the place to ask, but in playtesting my mod to see if it works ok with the campaigns, I ran across a script I liked and am trying to add it for use in the Campaign.

It is Snake's script that resizes units found with his Scriptmaking program.
It works well for the Quick Battles and the unit sizes remain persistant when reloading the saved game.

When I pasted the script inside the AI files i.e. Economic.bhs or a conquest script i.e, cetralruntime.bhs; the script works to resize as usual.

However, if I save the game and return back to it in the Campaign, (or a Quick Battle as well if I use AI .bhs i.e. economic.bhs; the unit scaled size has returned back to its original setting.

What im trying to do is find the secret where the unit scaling is persistant in the scenario scripts to other scripts in RON where the scaling is not and rescales. back to the original size.
SteahmChip Jan 14 @ 9:13pm 
SteahmChip Just now 
SteahmChip Jan 13 @ 8:00pm 
Thanks for the heads up on those things, MHLoppy!

I realized just before you posted that, yes indeedy, the files will probably something like that if it updated , overwriting my mod's files or other unexpected changes during a CBP update!

Separate install is NOW postedto avoid that with "MHLoppy and the team behind CBP" credited because you helped me a lot here!
MHLoppy  [author] Jan 12 @ 1:13am 
@SteahmChip I don't have a list of probably-safe or known-safe units to override / replace, but as far as I've seen the "CTWE" and "CTWW" units aren't used by the game, and these are often recycled by other modders.
MHLoppy  [author] Jan 12 @ 1:12am 
@SteahmChip Absolutely feel free to use stuff from CBP with credit, though I'd prefer if you tried to give some sort of collective credit (e.g., "the team behind CBP" or if you still wanted to call me out specifically, "MHLoppy and the team behind CBP" - but choose whatever wording you like). I've done the most work, but others’ has been important too and CBP probably wouldn't exist without them.

On the technical side I'm squeamish about your approach in terms of mod format. CBP in its current state is really not made to be built on top of at the file level (except for non-breaking changes like language / interface etc), and the launcher doesn't try to handle these types of changes. By modifying / overwriting CBP files there's a high risk that CBP Launcher’s tracked state will desync (especially as CBP updates), and since this isn't supported I can't offer much help if/when problems arise. I've been trying to work on this for a long time, but it's a huge task to complete.
SteahmChip Jan 11 @ 4:31pm 
Thank you for that information on how the bombers work!
Ive completed the changes elsewhere and uploaded the results

https://steamcommunity.com/sharedfiles/filedetails/?id=3405648811

Since it DOES add Lancasters to 3 other nations, mod can be considered to go beyond the scope of the CBP , meaning it may not make sense to incorporate it into CPB.

I have been having problems trying to get it to load as a mod as some of the files will not read, however MANUAL INSTALL for me locally into... /RON/data and into .../Mods/CBP and its data files, it works fine.

To simply install, could I use CBP as a base giving you lions share credit of course since only those couple of things are added?

BTW, If I decide to go down the road of re-purposing a unit for HE111 especially because of the Lancasters , what unit could RON do without that has least impact on the game?
THANKS
MHLoppy  [author] Jan 10 @ 8:09pm 
@SteahmChip Lancaster has different (better) stats, so that would be more than just a graphics swap, but presumably you were already aware of that.

The B25 and HE111 release the same number of bombs so the raw, long-term DPS is the same, but the B25 does a better job of landing the bombs on its intended target, so DPS on that target is higher than the HE111, but the HE111 will do a better job of splashing some of its damage onto adjacent targets (though most of the time you'd prefer the damage to be on the designated target instead). Since the B25 also starts releasing the bombs earlier into its attack, it will sometimes release more bombs on its final attack pass (since both bombers stop bombing if they run out of fuel partway into their attack cycle, meaning dropping more bombs before being interrupted is better).

It's a bit surprising that the two are different in a way that isn't entirely trivial, though probably very few people have ever noticed the difference.
SteahmChip Jan 10 @ 7:49pm 
There IS a difference in the UNIT_GRAPHICS.xml
would these values affect DPS?

B25 animations (type="BomberBomb" node="0"/> and node="1" starting at 180)

<RELEASEEVENT starttime="360" anim="CHAR_ATTACK2"
(continues)
"720" anim="CHAR_ATTACK2"
"1080" anim="CHAR_ATTACK2"
"1440" anim="CHAR_ATTACK2"
"180" anim="CHAR_ATTACK2"
"540" anim="CHAR_ATTACK2"
"900" anim="CHAR_ATTACK2"
"1260" anim="CHAR_ATTACK2"
"1620" anim="CHAR_ATTACK2"

HE111 animations (type="BomberBomb" node="0"/> and node="1" starting at 350)

<RELEASEEVENT starttime="573" anim="CHAR_ATTACK2"
(continues)
"1046" anim="CHAR_ATTACK2"
"1419" anim="CHAR_ATTACK2"
"1892" anim="CHAR_ATTACK2"
"350" anim="CHAR_ATTACK2"
"923" anim="CHAR_ATTACK2"
"1296" anim="CHAR_ATTACK2"
"1669" anim="CHAR_ATTACK2"
"2142" anim="CHAR_ATTACK2"
SteahmChip Jan 10 @ 7:25pm 
THAT was very useful information, MHLoppy!
That led me to find the rest of the groupings and their xml designations and which nations are included in each which i did not know before:

European [DEFAULT] Americans, British, Dutch, Egyptians, French, Germans, Greeks, Romans, Russians, Spanish, Turks
American [AMERICAN] Aztecs, Inca, Maya (Currently using HE111)
Arab [ARAB] Bantu, Nubians
Asian [ASIAN] Chinese, Japanese, Koreans, Mongols
East Indian [INDIA] Indians, Persians
Iroquois [NA] Iroquois, Lakota

The SWAP would have European [DEFAULT] all be HE111
To offset this the heavy bomber LANCASTER might be acceptable to be added to some of the historically more industrial nations such as Americans, British, French, Russians,

Im going to experiment and see if this is workable, because I eschew sacrificing a unit for stand alone he111 and wish to purpose to preserve overall compatibility
MHLoppy  [author] Jan 10 @ 6:35pm 
@SteahmChip unit_graphics.xml can affect some properties like unit DPS, though in this case it shouldn't be affected. I haven't explicitly checked, but I would assume the unit stats to be identical (or at least practically identical) between the two variants.

The problem with swapping in this manner is you can't control the skin on a per-nation basis in unit_graphics.xml - you can only assign to blocks of nations at a time (see https://riseofnations.fandom.com/wiki/Unit_Styles ). This means that if you "fix" it for Germans, you "bug" it for a dozen other nations who would be forced to use the same skin even if they "shouldn't" be using it (this is plausibly why the current implementation exists as-is). Hence the alternative of taking over another unit slot which circumvents that particular drawback, but which I'm hesitant to do for the reasons mentioned before.
SteahmChip Jan 10 @ 4:07pm 
Thanks for your reply!!!

>>Doing the XML swap you've described would cause the unit to change for the majority of nations in the game, which would itself be a bigger "error" than the current situation. <<

Aside from the appearance, is the B25 and the HE111 demonstrably different in stats ?

Meaning if the skins were swapped in the unit_graphics.xml, aside from skins,
would the two bombers otherwise be the same since they both are drawing stats from the same BOMBER unit in the unitrules.xml,
or does the unit_graphics.xml affect stats somehow??

Thanks again ,MHLoppy!
MHLoppy  [author] Jan 9 @ 5:44am 
@SteahmChip Thanks for bringing it up. The implementation doesn't seem to be different from the developer's intentions, so I'd consider changing it to be more of a (subjective) enhancement than a bugfix.

Doing the XML swap you've described would cause the unit to change for the majority of nations in the game, which would itself be a bigger "error" than the current situation. If there was a low-cost, low-risk way to addressing it I could add it as an optional multiplayer-compatible change like the Asian Attack Helicopter change, but I generally consider re-tasking units (as was done by Axel) to carry moderate risk: unit grafts aren't 100% consistent, hardcoded logic sometimes points to unit by their enum number (original order in the file), etc.

Given the very limited upside and moderate downsides, I don't currently think it's worth adding to the to-do list for CBP. However, I'll still make a note of it just in case I stumble upon an acceptable solution in the future.
SteahmChip Jan 8 @ 9:17pm 
Continued
....Another person to try and solve the problem just created a new HE 111 unit replacing one that was there and added HE111-DEFAULT-AGE0 to the unit_graphics.xml

Realism by Axel_of_Sweden.V2 - Rise of Nations Heaven
https://ron.heavengames.com/downloads/showfile.php?fileid=981
SteahmChip Jan 8 @ 9:16pm 
Looking at the change notes TONS of work into this mod. A life's work.
One thing I noticed in using this mod ( i understand it is a longstanding game bug), HE-111 not used by Germans but I did not see any notes on it.

Tried looking into it myself, quick fixes seem to revolve around changing some lines in the unit_graphics.xml
IE on HeavenGames change

I.E

Line 6
"Name= BOMBER-AMERICAN-AGE0
model= .\art\bomber.bh3
texture= .\art\B-25.tga
Line 7
Name= BOMBER-DEFAULT-AGE0
model= .\art\bomber_german.bh3
texture= .\art\bomber_german.tga

GERMANY now uses HE111 models
However this may have unintended consequences of He111 appearing in non-axis nations using the BOMBER-DEFAULT-AGE0 model (not sure how to prevent that).
MHLoppy  [author] Jan 7 @ 3:14pm 
@XüberAxel I've replied here since it's not easy to answer this in a tweet-length comment: https://steamcommunity.com/workshop/filedetails/discussion/2287791153/2971776551518918150/#c596263462238158954
XüberAxel Jan 7 @ 2:27pm 
How did you fix the "bugs" and how you know that they are "bugs"? Did you program something to fix the bugs or just moddified the .xml files?
Emphyrio Sep 25, 2024 @ 11:44am 
Thank you
Wujek Klawy Sep 22, 2024 @ 2:13am 
@MHLoppy sure
MHLoppy  [author] Sep 22, 2024 @ 1:13am 
@Wujek Klawy I'm still gonna be mega-busy for a while, but I can follow up with you when I'm more free if you're still interested at that point.
Wujek Klawy Sep 19, 2024 @ 1:36am 
@MHLoppy as for 1 i nac do this in an evning or so. with 2 i would ned more info about it, as for 3, i'm using it, its far from perfect and i would say it is like 40-60% done with some wierd naming of some stuff but that can be RoN thing
MHLoppy  [author] Sep 18, 2024 @ 11:55pm 
@Wujek Klawy I guess there's sort of 3 tiers for the translations themselves.

1: Most priority, least text: changing CBP Launcher / Setup UI text.
2: Medium priority, medium text: CBP's changes to in-game strings
3: Lower priority, most text: Translating everything , which you'll be slugged with if there's no existing community translation in Polish. I can see there's this: https://steamcommunity.com/sharedfiles/filedetails/?id=3313257029 so maybe most of 3 is done for you already.

To be honest at this stage I'm not looking to take on more work just yet, but you can get a look at about half of what #1 involves here: https://github.com/MHLoppy/CBP-Launcher/blob/main/CBP-Setup-GUI.Language/Resources/Resources.resx
Wujek Klawy Sep 18, 2024 @ 9:00pm 
@MGLoppy how much text there is u recon to translate? i could help with polish translation (not my first time) howeveri have already pretty big project that is taking me already over a year (translating a book, around 500 A4 pages, around 25% complete) so i dont have thut much ability to do another very big one, if it is in like 12k-30k words i could try
kufrik420 Aug 29, 2024 @ 8:39am 
the game wont work after the update, i tried this still nothing, someone help?
MHLoppy  [author] Aug 22, 2024 @ 7:31am 
@Tear My Soul 1 It's (intended to be) a community effort, which is why I intentionally don't list any donation link on this mod page.

If you're fluent in a non-English language you could help with translations. Other than that, the most beneficial thing you can do (short of e.g. providing straight up bug fixes or improved code) is to play using the patch and provide useful feedback, whether that's on balance, bugs, usability, or anything else.
Tear My Soul 1 Aug 22, 2024 @ 6:25am 
You are the best man. I love the work you did on this.I love polished community mods for my fav games. Where can I donate for the work you did?