Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Rise of Humankind - The Calm and The Storm
427 Comments
Tark  [author] Sep 29 @ 1:18pm 
@I'amReem Did you find it by now? If not, check the list of game options on the right of the quick battle lobby. The script can be added at the very bottom
I'amReem Sep 17 @ 7:02am 
can anyone help me, I dont know how to add the script in quick battle lobby
Tark  [author] Sep 2 @ 12:17pm 
@Matthew I honestly never played or tested Sudden Death, so I can't really give you an answer there. But this doesn't really sound like something the mod takes influence on, it doesn't directly change something about the game modes.
Matthew Sep 1 @ 3:24pm 
also i was attacking a nation and i had it on sudden death and i won when i took one of their cities there capital was still standing why? is that because i just have to take all cities? in sudden death
Matthew Sep 1 @ 1:27pm 
ahhh makes sense now
Tark  [author] Sep 1 @ 1:14pm 
@Matthew Those are back-up civilians so the AI actually stands a chance when players build a wonder and focus their workers on it. Also, they help with defending and are used in case the AI loses a lot of workforce. I also recommend you as a player to do that too, citizens are cheap and can be used to help with defense or quickly fill up empty work slots.
Matthew Sep 1 @ 8:57am 
why is ai mass producing civilians?
Tark  [author] Aug 28 @ 2:55pm 
@ᛣ Munin ᛉ It used to, but I removed them since they resulted in crashes at times.
ᛣ Munin ᛉ Aug 27 @ 11:29pm 
Does this mod have the bigger map sizes like the oaky mod?
Tark  [author] Jul 22 @ 11:33am 
@Vanja Bogvet you can try turning on Turbo Resources, increasing starting resources, and setting technology to cheap and fast. With the additional starting resources setting up an economy should be much faster, so you get more resources earlier and speed up the gameplay. Though those are conditions I never tried myself, so I don't know how well the AI works with it.
Vanja Bogvet Jul 22 @ 4:30am 
this mod is so cool but i hate A much longer playtime for every match with around 3 hours to reach Information Age . I dont like that i want to play normal can i somehow get everythink alse and not that part
Tark  [author] Jun 26 @ 2:37pm 
@User-76561198450038003 At the very bottom of the list to the right in the Quick Battle lobby is an option to add scripts. You don't need to select the mod for a battle, since it's always active once you installed it
User-76561198450038003 Jun 23 @ 8:43am 
How to add the script in Quick Battle? There is no option to do it, since I cant select any Mod (its like RoN dont recognize local mods).
Tark  [author] May 11 @ 2:58pm 
@NineBreaker 621 The AI isn't immune to stability, they tend to fall apart when conquering too much. But they do have a few boosts in comparison to the player, as they otherwise would collapse all the time. They also need to invest into government projects just like the player
NineBreaker 621 May 11 @ 6:14am 
after playing this abit i have to say its weird the player is forced to play the slow game and deal with riots and what not but the AI can freely conquer so much of the world unchecked
NineBreaker 621 May 9 @ 3:04pm 
I see its been sometime since i played this game (old version) so i was abit surprised to see so many missions on a 120min timer doesn't really give you time to do a thing thanks
Tark  [author] May 9 @ 7:20am 
@NineBreaker 621 That's just a (sadly unfixable) bug with how the timer shows the mission times if they are too long
NineBreaker 621 May 8 @ 6:02pm 
I see i figured as much also the short timers your doing or the game?
Tark  [author] May 8 @ 3:48pm 
@NineBreaker 621 Yes, the USA is used to represent any other small nations that might exist instead
NineBreaker 621 May 8 @ 3:08pm 
So you can't choose america in the new conquer the world mode
Tark  [author] Mar 5 @ 11:37am 
@[UNem] djtesoman Thank you for looking into it. Though the "random" pop cap increase is probably linked to you building cities, as each city also adds 100 to your pop cap. If that is the case, then that's intended behaviour. i should probably add that to the city description in the next update...
[UNem] djtesoman Mar 4 @ 6:21pm 
Hi @Tark, sory for my late response.

What I found during my quick play was that the pop cap increases at random moments different from when I researched mil tech.

I started in the Ancient Age and I was able to see increments in my pop cap even when I didn't research any tech

Hope this bring more information about the bug
Tark  [author] Feb 27 @ 4:29pm 
@Scipion Thank you! I hope you'll have fun relearning the game
Scipion Feb 27 @ 4:23pm 
Awesome, thanks for the information. Really like what you did with the mod.
Also discovered that playing "Tough" difficulty is now much more challenging than vanilla is. Will have to tone down the difficulty while I relearn the game.
Tark  [author] Feb 27 @ 4:17pm 
@Scipion Yes, this is intended. The tech costs are scaled to a much larger economy, and longer game time. And in general, you're not really meant to progress far technologically in the Ancient Age, which I assume you're in since you didn't mention metal costs. Costs change a lot once you hit Classical Age. If you still really want to reach higher color tech levels while still in Ancient Age, consider upgrading the territory you're attacking from to increase your starting resources, use cards, and raid the enemy a lot.
Tark  [author] Feb 27 @ 4:03pm 
@[UNem] djtesoman Maybe unlocking mil tech per script leads to the game not updating the pop cap properly? At least your findings suggest that, and that would be quite a bit of a problem because I'm not sure there is a workaround for that. I'll look into it, thank you for the info
Scipion Feb 27 @ 1:02pm 
I'm playing a campaign, is it normal for research to be so expensive ? For example, Military level 2 is 465 food and 1000 timber. It seems to me that it would be impossible to progress very far in a 2 hour scenario. Is that the intent ?
[UNem] djtesoman Feb 26 @ 4:31pm 
Hi @Tark, I found that for some CtW missions in Age 1 to 4 the limit was capped around 400.
Later in the same campaign around the ages 7 to 8 the limit was increasing dinamically with each mil research upgrade in the battle. The upgrade was not inmediatelly aparent, but it increases.

In the campaign mode, I had around mil 2 using the projects pop-ups using the tribute.

I don't know if this has some relevance.

I will play quick battle to see if it maintains the same problem.

Thanks for your help
Tark  [author] Feb 24 @ 3:31pm 
@[UNem] djtesoman Thanks man, I tried to replicate the problem but the population limit was increasing correctly for me. Does the limit also stay the same when playing Quick Battle?
[UNem] djtesoman Feb 24 @ 7:34am 
Hi, I don't know how this mod works about the maximun limit population in CtW Conquest scenarios, it seems that is always around 400 max pop cap but even if I research Mil tech in game, the limit doesn't increment.

Maybe anyone know how to increment the limit?

BtW, great mod @Tark
Tark  [author] Feb 1 @ 2:58pm 
@Miguel Corleone Changing the mission times in the CtW campaign can't be done with one simple script. But if you have any more problems with your modding attempt, feel free to DM me and I can take a look at your changes.
Miguel Corleone Jan 30 @ 2:47pm 
thanks i will try
Miguel Corleone Jan 30 @ 2:47pm 
Would it be too much to ask you to publish one more script for the workshop where the battles have infinite time except for the defense ones? I have been trying for several days and there is no way
Tark  [author] Jan 30 @ 2:46pm 
@Miguel Corleone You need to modify the files under the steamapps/common/Rise of nations/mods/2613116925 path. The other one doesn't do anything because RoN isn't able to read files related to CtW campaigns from the workshop folder.
Miguel Corleone Jan 30 @ 1:45pm 
CTW_World_Map_01.xml in which of the two routes do I modify it?
Miguel Corleone Jan 30 @ 1:42pm 
yes, it's done. Just to make sure, could you tell me specifically what the files are so I know if I'm making a mistake? I modified the files from the path Steamapps/workshop/content/287450/2613116925/conquest/DonTheDime_global_conquest and scripts. I also modified the files in the path steamapps/common/Rise of nations/mods/2613116925/conquest and data.

The truth is that it is a real headache.
Tark  [author] Jan 30 @ 1:25pm 
@Miguel Corleone Did you also change the min_victory and max_victory values in the CTW_World_Map_01.xml file?
Miguel Corleone Jan 29 @ 3:53am 
@Tark No. I waited the 120 minutes of battle and when the time was up the battle ended. It happens with any type of battle, whether barbarians, offensives or defenses against other nations. Maybe I am doing something wrong :(
Tark  [author] Jan 29 @ 3:07am 
@Miguel Corleone There is a bug in conquest battles that shows the wrong mission time if the time you set is above a certain threshhold. This is just a UI bug though, the actual mission time should still be correct. So maybe your edits to the conquestrules.xml and the scripts were all correct but it just doesn't accurately show ingame?
Miguel Corleone Jan 28 @ 5:47pm 
My biggest wish is to can play this campaign with infinite time :(
Miguel Corleone Jan 28 @ 5:46pm 
Is it possible to extend the clock time during battles to make them last longer? I have tried to modify the "conquestrules.xml" mod file and the respective scripts but I can't make the battles last longer.
Tark  [author] Jan 26 @ 9:39am 
@emreey Thank you for the nice comment! It's good to see you checking up on this mod
emreey (Khan's Den) Jan 26 @ 5:09am 
Nice to see that this still gets updated. Thanks for your dedication @Tark!
Tark  [author] Dec 30, 2024 @ 2:36pm 
@Exo All good ^^ To answer your first question, yes, RoN has a hardcoded limit in regards to how many different units can be implemented. So if I wanted to add a new unit, I'd have to sacrifice another.
Exo Dec 30, 2024 @ 6:17am 
oh sorry i know why it didnt work ;-; i maybe didnt read the instructions...
:butter:
Exo Dec 30, 2024 @ 6:13am 
first: there's a limit to modded troops?
second: why is my game currently crashing every time i try loading with mods?
third: sorry for my late response...
Tark  [author] Dec 20, 2024 @ 2:51pm 
@Exo I will continue to work on updates whenever I'm in the mood for it. I currently got something in the works that rebalances some of the naval aspects, especially fireships, and I'll revisit the AI script from time to time. If I can see that there is a demand for it, I will also do more for this mod in general. And if I notice any bugs I'll definitely fix them sooner or later. What I can't do now however is add new units, as I reached the limit of what can be done with RoN in that regard.
What I would really like to do is add some more contemporary/futuristic textures for buildings, but I'd need a talented artist for that.
Exo Dec 20, 2024 @ 12:24pm 
is this mod going to carry on or stay like this?
Tark  [author] Nov 7, 2024 @ 3:22pm 
@MHLoppy All good, thanks for the heads up!
MHLoppy Nov 5, 2024 @ 5:03am 
Hey I just wanted to give you a heads up that I'm planning to sunset the current CBP plugin system (since nobody except me is writing for it after several years, and separating it like this has performance/security costs). For stuff like the popcap changes I'll reincorporate that in a new way somehow, but I don't intend to have the "loader" for this mod be part of those reintegrations for now.

In a future CBP update, the launcher will include the ability to display notifications and once this functionality is there I'll include a notification about the removal of plugins. I won't remove plugin functionality until at least 30 days after a notification about it has been added to CBP Launcher. Hopefully that's not too disruptive!