Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Advanced Gameplay 6.0 400 Pop Cap
   
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30.321 MB
21 Jun, 2021 @ 12:16pm
11 Sep, 2022 @ 4:35am
8 Change Notes ( view )

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Advanced Gameplay 6.0 400 Pop Cap

Description
11/09/2022
-Increased Sam Site reload time
-Armageddon timer adjusted to 4 per nation, 8 per team, 12 Global Armageddon value
-Adjusted building wealth production (decreased to 1)

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-Changed menu stucture to accomodate new buildings
-Buffed Static anti air buildings.
-Old lookouts aren't able to attack aircraft anymore.
-Slightly reduced fort distance from each other.
-Made library give knowledge +15 Line 140 rules.xml
-Buildings now generate gold +5 each line 135
-Nuclear sub is available for everyone as long as upgaded to 7 military research
-Fixed Elite chariot being in modern age.
-Fixed Armored cavlary double upgrade
-Commando reduced sniper time and increased range
-Added Greyhound as a unique unit to the Americans
-Added Portrait for T80 Tank Russia
-Added Portrait for Dive bombers

Generals:
Added Boadicea to the English Classical age only (produced in barracks)
Added Darius to Persia Ancient to classical (produced in city )
Added Spitamenes to Perisa Ancient to classical (produced in city )
Added Alexander to Greeks Ancient to classical (produced in city )
Added Parmenio to Greeks Classical Age only (produced in Fort )
Added Antipater to Greeks Ancient to classical (produced in city )
Added Porus to Indians Ancient to classical (produced in city )
Added Wellington to British Gunpowder to Enlightenment age (produced in fort )
Added Commander Schwarzenberg to Germans Gunpowder to Enlightenment age (produced in fort)
Added General Bulcher to Germans Gunpowder to Enlightenment age (produced in fort)
Added Djezzar to Turks Gunpowder to Enlightenment age (produced in fort )
Added Napoleon to French Gunpowder to Enlightenment age (produced in fort )
New unique units:
-Added new german unique unit Schuetzen which are Enlightenment age support marksmen.
-Added Greyhound as a unique unit to the Americans
New buildings:
-Added Monuments and offices give +5 wealth
-Added Radar (Gives long line of sight range great for detecting aircraft and military attacks).
-Added Greyhound as a unique unit to the Americans

Units:

-Added Nuclear Sub to everyone
-Added Commando Marksman
-Added Commando Assault infantry


Wonders:
-Porcelain Tower gives 250% income on rare resources.
-Hanging Gardes now increases construction time by 50%
-Versailles Now discounts university upgrades, reduce knowledge costs decreased to 25%
-Colosseum increases fort range by 3
-Tikal Temple upgrades free
-Effel tower increases siege range by 5
-Super Collider increases cost of enemy missiles by 50%

New Unique units and dynamics (dive bomber,SAS,Barbarians,Imperial guard,Nuclear sub.etc) ,better more realistic damage,new better rules(pop cap maxed,farmes up to 8 etc.)

Adds Humvee to all nations
Adds SAS in elite special forces of britian.
Adds Patrol boat to all nations.(industral age)
Adds imperial guard to France.
Adds Junkers to the Prussians.
Adds Elite chariot to Egypt.
Adds Conquistador and Elite conquistador to Spain.
Adds greek mercenaries to Greeks
Adds barbarian archers and javlineers to Germany and Russia
Adds new unit Dive Jet bomber for all nations (A-10A)
Adds ironclad to Americans
Adds Galleon to Spain
Adds Catapult ship to greeks and romans.
Adds barbarian phanalanx,archers,javelineers to russia.
Adds Dive bomber(modern age) to all nations
Elite special forces have been modified craft,more realistic values of armor and damage etc.
Generals can attack!!!
Changed the rules regarding population cap(increased).
Towns can produce 8 farms (egypt can produce 10 farms)
Aircraft carrier can carry 14 planes
Airbase has space for 20 planes
28 Comments
Choco1207 22 May, 2022 @ 9:48pm 
I used singles and formations. I couldn't remember if it was crashing into anything so I just tested it and it does if fact crash the game whenever the unit's death crash will deal that minuscule crash damage to anything, whether it be buildings or units. I also got some shot down while facing away from SAMs and they didn't hit anything and the game didn't crash. I got some to crash just beside the SAM and it still didn't crash since no damage was dealt. The game does crash right before the drone hits said unit or building so you don't see it do damage, but I think it's safe to assume it would. That would also explain why deleting them right after I created them didn't crash the game either.
G3NC  [author] 22 May, 2022 @ 12:57am 
I will check it out as when I was testing this mod before released it happened to me,I made some adjustments to fix it but it may have not been enough. The AI treats the drone as an attack helicopter and since it doesn't have any attack and has low hitpoints the AI simply chooses not to use it (I didn't find a way to tell the AI that the drone is meant for exploration only).

Can you please tell me if there were multiple drones being shot down at the same time?
Where the units part of a formation?
When the drone crashed did it hit a ground unit?

This will help me alot in finding the root cause of the problem.
Thank you
Choco1207 19 May, 2022 @ 3:37pm 
Thanks for the fantastic mod, however I've ran into a problem with the Recon Drone. Anytime one is shot down by the enemy, as soon as it's about to crash into the ground the game crashes. I'm running this mod and the Community Patch mod where it fixes a lot of buggy damage. I thought it might be the Patch conflicting with it, but I disabled the Patch, booted the game up the standard way, and started a new game. Although it didn't crash immediately on a new game, it did crash within 10 minutes after I sent another in for testing. I have Advanced Gameplay set to the highest priority. I can do some more testing if you require it.

Alternatively, do the AI even build Recon Drones? I've seen them build all the other stuff except Drones and the Military Dock and its units (maybe just didn't play long enough). If they don't then I can just not build Recon Drones and problem solved.
G3NC  [author] 25 Apr, 2022 @ 6:12am 
The problem is that Rise of Nations only allows one mod at a time unless you copy my mod/both mods manuallly and put them in.

steamapps\common\Rise of Nations\mods

I didn't know about a mod which adds walls I will look into it as well.
FritzMoney 24 Apr, 2022 @ 4:20pm 
Are you able to add walls to this mod please or make it an option in the script?

I saw something similar on "Oaky's mod"
G3NC  [author] 31 Oct, 2021 @ 7:46am 
You must remove all other mods, it is clear that the errors you are having is because you are mixing mods(or not prioritising them correctly) which change the values of the data of the game creating conflicts.
Theta-6 27 Oct, 2021 @ 7:31am 
I've also Run into an error that no matter what version i run of the Mod it Gives me 50 Population. Dunno if this was an Issue or Part of my Mods list is Clashing.
Theta-6 27 Oct, 2021 @ 7:30am 
Wait the Mig was Russian? Oh, Then use the MIG for the Russians Then. As for the Germans... Could Do the Focke-Wulf FW 190 Wurger?
G3NC  [author] 26 Oct, 2021 @ 11:59pm 
I will try to add units but I'm at the game's limit. I will do some more research in the game to see if I can find a way around the engine's limitation. About the MIG you suggested the russian Mig for the Germans?
Theta-6 25 Oct, 2021 @ 12:42pm 
Awesome!

Also, Can i make a Suggestion/Request for 2 Unique Units For the Germans

Panzerfaust Replaces Anti-Tank Rifle -> Bazooka Upgrade, MIG Replaces Basic Fighter Until Advanced Fighter