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Curious about using this with rise of humankind, war machine, advanced gameplay or the blitz republic mods?
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.
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.
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!
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;
}
}
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 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!
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.
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
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.
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"
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
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.
>>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!
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.
....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
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).
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
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.