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Alpha 4 will almost definitely convert the mod back to a local mod the same way that it was before Alpha 2/3. My pipe-dream end-goal remains to have the changes implemented in the game for-realsies instead of through a mod.
If you host a public lobby with CBP enabled, you'll need to make it very clear to other players that you're playing in a game with this mod - unlike with a dropdown mod the files will NOT automatically transfer between clients as a local mod - so all players will need to manually install the mod. If not all players have the mod installed, the game will immediately go out of sync (although you can reload the game from the provided prompt in order to play that game with restored game files).
The suggested naming for CBP lobby names is to use the tag format [CBPa4] at the start of the name, where "a4" is shorthand for "Alpha 4". This would change to "b2" for Beta 2, and so on. For example: "[CBPa4] 2v2 Standard inter/pro"
Update: with the auto-updating launcher just [CBP] should be sufficient, although it'd still be a good idea to check the version if CBP has recently been updated.
As such I've decided to push back the previously-imminent Beta release until we've worked on these things some more. Beta was intended to be when we've done all the technical stuff that we can think of (bug fixes, installation process etc), as well as community onboarding, and then collectively focus on primarily the balance itself. Although we've had lots of interest and positive feedback on the patch thus far, it seems there's still some work left to do before we're ready to move to the next stage.
In any case, in a sample of 3p games the mod appears stable, which I believe is a very good indicator of stability in games with higher player counts (previously dropdowns mods were quite stable in 2p but fell apart in >2p). Over 9 games with 3 different hosts, no issues were noticed when mods were loaded correctly. With a 3-game sample, the game-reload feature also appeared to work quite reliably, and could be a good temporary solution for those who initially have difficulty with correct mod install (so that they can immediately play using it, and fix the problem after the games). https://docs.google.com/spreadsheets/d/1EftAYf2lDcrqvIcDposPenvyDYijv8eEoC6SGLDZL8Y
I'm working on an installer/launcher to make the mod easier to use and install. Right now it's in an early and unfinished state (somewhat like the mod itself), but if you're able to take a minute to test it, please do!
A compiled version (an exe) can be downloaded under the assets dropdown of this page: https://github.com/MHLoppy/CBPLauncher/releases
I'd like to release a more polished version of this launcher/installer alongside the Beta release of CBP.
Because the balance considerations are supposed to be a consensus-based community effort, that plan is unfortunately not viable for the indefinite future. CBP lacks the uptake required for significant data quantity, but lacks the lively debate from the higher-skill playerbase for data quality as well - and this has become even more true with dave (who advised heavily) retiring from RoN as a whole.
I expect the most likely outcome from here is that CBP will be stuck in permanent "alpha hell", unable to reach sufficient data + discussion to implement more than a handful of minor changes on a highly irregular basis (which is basically where we already are right now). The beta milestone was never a technical one but, a foundation of balance consensus on which the vast majority agreed. It seems instead that the vast majority is sadly apathetic, and I have little desire to be a dictator forcing ill-informed changes. So I guess we're stuck for now ¯\_(ツ)_/¯
Primary (these can't be removed or modified without causing OoS in multiplayer)
- anim_graphics.xml
- balance.xml
- buildingrules.xml
- craftrules.xml
- icon_texs.xml
- resourcerules.xml
- rules.xml
- topmenu.xml (for update notifications)
- typenames.xml
- unit_graphics.xml
- unitrules.xml
Secondary (if you edit these you can still play multiplayer)
- building_graphics.xml
- conquest.xml
- help.xml
- interface.xml
- setupwin.xml
- soundtypes.xml
- workshopwin.xml
A few other non-data files (e.g. CtW files, art files) are also used by the mod and removing or modifying them may cause sync issues in multiplayer.
There are -- unfortunately -- a variety of issues with RoN's mod manager that we have to work around. One of these is how multiplayer games sync when modded files are loaded - and this includes art files, such as the ones that have been used for update announcements on the in-game menu.
As far as I can tell in my testing, these art files are able to reliably trigger desyncs (OoS) in multiplayer games when the host doesn't have these art files (or has them disabled in the mod manager), but another non-host player has the files. Without going into full technical details, this means that there will be no update notification on the main menu when Alpha 7 is released.
When the current notice on the in-game menu disappears, Alpha 7 has been released, but it won't explicitly say that.
I've laid a foundation in Alpha 7 for a different way of showing update notifications in the menu. The new method isn't as good as the old method (it will only display if you have CBP loaded, not if you have it unloaded), but it should cause no stupid OoS problems in multiplayer.
Update: Even the updated method can trigger an OoS so have been removed.
If you're using Windows 7, 8.1, or a really old version of Windows 10 (pre-2019), you'll probably need to update the .NET Framework Runtime on your computer[dotnet.microsoft.com]. CBP Launcher needs at least 4.7.2 to run, but you may as well install 4.8 (there should be no downsides) if you don't already have it.
From that link, click the link for the version you want, then download and install the Runtime (not the Developer Pack).
If you're using Windows Vista, 8 (not 8.1), or a non-Windows installation (with no Windows emulation) then CBP Launcher is not compatible with your system and you'll need to install the patch manually. If you're using Windows 11 it should be compatible but nobody's tested it yet. If you're emulating Windows from Linux or MacOS you might be able to run CBP Launcher (there is currently one confirmed case of successfully using CBP Launcher using some kind of Windows emulation thing on MacOS - I don't use MacOS so don't know the details).
1) Subscribe to the mod and make sure the Steam Workshop files have downloaded.
You may need to have Rise of Nations closed to have the files download. If you have Steam configured to not automatically download updates, then you may need to manually start the download (because Workshop files are probably considered "game updates"). Every now and then Steam may decide to not immediately download the files. The most reliable way I know of to resolve this is verify RoN's game files (but obviously this will also remove any current changes to your files, so consider it the nuclear option).
To check that the files have downloaded, go to the Downloads section at the bottom of your Steam client (e.g. in the Steam Library interface).
2) In RoN, go to Tools & Extras -> Steam Workshop. Select this mod and press Open Directory.
The Tools & Extras menu is accessed from the main menu. New mods will usually appear at either the very top or the very bottom of mod manager's mod list. The Open Directory button is on the right side of the mod manager screen.
Some mods are not compatible with CBP because they modify the same files that CBP does (dropdown mods or scenarios should be fine). If it's not already there, you may want to move the mod to the top of the mod manager's loading priority list. As of Alpha 7 the mod order shouldn't matter, but this can change if the mod format is updated.
3) Close RoN.
No extra steps on this one!
4) Run CBPSetupGUI.exe, and press yes when asked if you want to start CBP Launcher.
Don't run CBP Launcher from this location, just CBP Setup GUI. CBP Setup GUI's main job when you first run it is putting CBP Launcher in the right location. It will also try to keep CBP Launcher up to date.
CBP Launcher is the main program, and handles CBP's configuration, loading and unloading CBP, loading and unloading plugins, and logging.
Any choices that you make during first-time setup (such as choosing whether or not to default to CBP, and choosing whether or not to use CBP Launcher instead of the default launcher) can be easily changed later and are not permanent. If you choose not to default to CBP Launcher, you can repeat this step (step 4) to run it later if you need to.
In CBP Launcher, the main buttons you need are just the load/unload CBP buttons (near the Launch button), and the Launch button itself.
While CBP is loaded you will only be able to play multiplayer games with other people using CBP. If you try to play with people who do not have the patch, the game will go out of sync (OoS). If you have CBP unloaded you can only play with people who are not using CBP (including people who have CBP unloaded, as well as people who do not have CBP at all).
Manually loading CBP
1a) Locate the mod files (you can follow steps 1-3 above).
1b) Locate your Rise of Nations installation.
2) With RoN closed, copy the "Community Balance Patch" folder into /Rise of Nations/mods. Copy the folder itself to that location - don't copy its contents directly there. So you want the final result to be /Rise of Nations/mods/Community Balance Patch
3) For technical reasons, CBP directly replaces and modifies some of RoN's data files, so you should make backups of your existing data files. The easy way would just be to make a backup of your entire /Rise of Nations/Data folder. The name and location of the backup isn't strictly important, but you should make sure that you remember where it is.
4a) Once you've backed up your data files, go to /Rise of Nations/mods/Community Balance Patch/PrimaryData. Copy the files here into your /Rise of Nations/Data folder, overwriting files as necessary. These files are required for CBP, and not copying them will cause the mod to not function (and cause out of syncs (OoS) in multiplayer games).
4b) Go to /Rise of Nations/mods/Community Balance Patch/NonData. Copy the art folder to /Rise of Nations/CBP/CBP files/ (such that the final location is /Rise of Nations/CBP/CBP files/art). You'll need to create the "CBP" and "CBP files" folders yourself.
4c) Optional but recommended: go to /Rise of Nations/mods/Community Balance Patch/SecondaryData and copy the contents of this folder to your /Rise of Nations/Data folder, overwriting files as required. These are cosmetic files. The mod will work without them, but there will be graphical issues and tooltip errors. However, if you're using customised versions of any of these files already (such as a custom UI), you may want to keep the old version of your file.
4d) Optional but recommended: go to /Rise of Nations/mods/Community Balance Patch/NonData/conquest and copy the contents of this folder (including subfolders) into the /Rise of Nations/conquest folder, overwriting files as required.
5) Optional: You can manually install the Optional Changes located in /Rise of Nations/mods/Community Balance Patch/Optional Changes. These changes have all been intentionally designed to be completely multiplayer compatible while using CBP. Simply place them in the /Rise of Nations/CBP/CBP files/art folder (for art files) or /Rise of Nations/conquest (for conquest files). Original versions of the files are included if you want to revert any of the changes later.
More information about the Optional Changes can be found in the documentation for Misc Fixes: https://steamcommunity.com/workshop/filedetails/discussion/2218254050/2971775917796107565/
Manually unloading CBP
1) With RoN closed, archive or remove the /Rise of Nations/mods/Community Balance Patch folder. You can, for example, create an "Unloaded mods" folder in your /mods/ folder, and then place the Community Balance Patch folder inside that folder to create another folder "layer", which will prevent CBP files from being loaded - although as of Alpha 7 no files are currently automatically loaded from this folder.
2) Undo changes made to your data and art files (see steps 3, 4, and 5 above). The workshop files should have no effect on the game or multiplayer sync, so you shouldn't need to disable those files (but you can do so from the in-game mod manager in Tools & Extras -> Steam Workshop if you want to). Although not required for multiplayer compatibility, you may also want to undo the CtW changes done in step 4d.
If you follow the full unload steps but still have problems then absolutely report the problem so that we can try to prevent it from happening again, but secondly you should be able to solve it by verifying your game files - just make sure you have backups of any customised game files because verifying the game files will restore the original versions of those files.
First let's get the big one out of the way: object masks. The way that object masks work is well understood and well documented thanks to some previous hard work by Vanshilar. You can read more about object masks and how RoN calculates damage here: https://riseofnations.fandom.com/wiki/Damage
How do we know that this is bugged in EE?
You can verify the results of RoN's internal damage calculations yourself: https://mhloppy.com/2021/07/ron-extract-damage-modifiers-matrix-table/
As for some of the other bugs, I've previously discussed some of them in Misc Fixes, which is linked in the description of CBP: https://steamcommunity.com/sharedfiles/filedetails/discussions/2218254050 Many of these I feel are quite obvious (e.g., the Light Horse of some nations has no attack SFX).
Some bugs are briefly explained in CBP's patch notes (the full ones made for each major update for the last few years, like Alpha 8 and Alpha 9, not the minor ones like Alpha 9b). If you had a question about a specific bugfix and how it's been deemed a bug, let me know and I can follow up with you.
There is some programmatic modification of the XML files (i.e., the launcher https://github.com/MHLoppy/CBP-Launcher and the obj mask workaround utility https://github.com/mjn33/ron-objmask-workaround/ ), but I assume you mean "did you change hardcoded stuff to fix the bugs".
As of Alpha 9 -- intentionally for replay compatibility reasons (you can usually play back CBP replays in unmodded EE and vice versa) -- hardcoded changes have been avoided and it's just changes in XML / art assets / etc, sometimes implemented creatively to work around the XML limitations (see e.g., https://mhloppy.com/2021/10/ron-most-absurd-bug-bark-trireme-damage/ and https://mhloppy.com/2021/10/ron-fix-bark-trireme-damage-oos-bug/ ). I mentioned this briefly in the Alpha 8 patch notes: https://mhloppy.com/2022/01/ron-cbp-alpha-8-patch-notes/
Unfortunately about a year ago while working on Alpha 10 I discovered that there are a couple of XML changes that actually cause replay incompatibility in specific circumstances, probably due to some bad code in T&P. However, after a couple of years of work between 2021~2023, I was also able to fix or work around several issues that would be introduced by making changes to hardcoded stuff (some but not all of which is discussed here: https://mhloppy.com/2021/07/ron-that-time-almost-created-new-mod-format/ ). Combining both of these reasons, if I continue working on CBP or a successor then I'll eventually move to a revised mod format (automating all the complicated stuff for the user with the launcher or whatever) and start making small changes to hardcoded stuff as needed, though this would primarily focus on balance rather than bug fixes (as the latter is usually significantly harder to patch without the original source code).
In the roadmap I created about a year ago, this was slated to happen around Alpha 12-13, but I don't know if this will still the case, and I don't currently know what the state of Alpha 10-11 so it's possible that these hardcoded changes will never go live if work on updates does not continue to that stage.