Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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CTW Longer Ages (4+ turns per age)
   
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137.765 KB
17 Nov, 2020 @ 10:30am
17 Nov, 2020 @ 10:48am
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CTW Longer Ages (4+ turns per age)

In 1 collection by MHLoppy
MHLoppy's Rise of Nations Mods
23 items
Description
About:
As Indirectly requested[redd.it], this mod changes the number of turns per age in the Entire World CTW campaign from 3 to 4, with other options available with a bit of extra effort. This mod does not apply to the other CTW campaigns.

Note that this mod doesn't change how far into the first age which the campaign starts in, so whatever value you use for turns-per-age, the length of the first age will always be that value minus 2 (unless this value is also changed).

How to use:
1) Subscribe to the mod.
2) Ensure that the mod is loaded and enabled in the Rise of Nations mod manager (accessible via Tools & Extras -> Steam Workshop).

If you want the turns-per-age value to be something other than 3 (the game's default) or 4 (this mod's default), please see the included readme file (a default Steam installation will put this mod in C:\Program Files (x86)\Steam\steamapps\workshop\content\287450\2290346938\). Alternative copies of the main mod file are included that use 5, 6, and 10 turns per age.

Compatibility:
This mod uses the following file:
- CTW_World_Map_01.xml

Other mods which conflict with the above file will break the associated changes if they have a higher loading priority. This mod is functionally compatible with CTW Nukes Disabled, as the file conflict is cosmetic-only - just make sure that THIS MOD has higher loading priority. Unfortunately it is not compatible with Germany Can't Teleport Into France.

Support:
If you like this mod, please consider rating it. If you notice any issues, please let me know so I can fix them!

To support my modding:
[patreon.com][ko-fi.com]
11 Comments
Ezplorer 1 Nov, 2024 @ 6:33am 
I see, thanks!
MHLoppy  [author] 1 Jan, 2024 @ 6:57pm 
@Ezplorer CBP doesn't currently modify this file by default (as of alpha 9/10), so it should be compatible with a default CBP install.
Ezplorer 1 Jan, 2024 @ 10:49am 
Is 100% compatible with the CBP?
Ezplorer 1 Jan, 2024 @ 10:42am 
Awesome!
Walayimuna 20 Apr, 2023 @ 5:34am 
Thank you
MHLoppy  [author] 20 Apr, 2023 @ 5:01am 
@Walayimuna your last point is ambiguous (which mod is "the mod"?), but I would simply assume that the two mods are not natively compatible based on the files they use/modify. If that's the case then the easiest solution is probably to edit the other mod's files to change the turn limit to whatever you want and then don't worry about using this mod.
Walayimuna 20 Apr, 2023 @ 2:16am 
Can't get the modified file to work anymore, I changed it once to 5 turns per age, wanted to change it to 10 because I got a mod that increases world size, but can't find a way to overwrite it, it's like even disabled the mod continues to force it
MHLoppy  [author] 29 May, 2022 @ 11:58pm 
@RainingMetal disabling =/= deleting! There are multiple methods of disabling the techs that does not involve deletion. For example, change the tribe mask to make it so that no nation is able to research it (see https://riseofnations.fandom.com/wiki/Techrules.xml for basic documentation).

For the scripts, you'll have to quite literally add your own code ; you're not modifying an existing parameter in the files, but with the scripts you can freely add/remove whatever so long as you follow the bhs syntax. You could look the scripting documentation that's part of this resource for help: ron.heavengames.com/downloads/showfile.php?fileid=38 (Thunder was a BHS employee).
RainingMetal 29 May, 2022 @ 12:52pm 
Well, I did try to disable the age techs in techrules.xml (by deleting the relevant lines in the code), but the game refuses to load and gives me an error reading:

Number of techtypes in techrules.xml doesn't equal NUM_TECHTYPES!

I also tried a look into the conquest.bhs script, which is the scenario where I want to prevent internal age-advancements. I couldn't find the variable for age-advancing research.
MHLoppy  [author] 29 May, 2022 @ 12:13pm 
@RainingMetal In theory, I think so. Each scenario uses a .bhs script. If you really wanted to, you could go through every script which each campaign uses and add scripting that will disable aging up.

A much less targeted approach would be to quite literally disable the age techs in techrules.xml, which might also accomplish what you want, but obviously comes with the side effect of breaking all non-CtW gameplay.