Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Misc Fixes (Formerly Unit Fixes) | DO NOT USE - USE COMMUNITY PATCH (CBP) INSTEAD
31 Comments
Origin 27 Jul, 2022 @ 8:38pm 
I have another question, where can the damage bonus of heavy infantry to cavalry be modified
Origin 27 Jul, 2022 @ 7:47pm 
OK, I'll try. Thank you for your reply.谢谢
MHLoppy  [author] 27 Jul, 2022 @ 1:36pm 
@EdwardSun I don't know. You might be able to find the texture it's using (in the /art/ folder) and replace it - but I don't know what it is (and it's not guaranteed that it's using a texture). Otherwise you would probably need to patch the game to remove it.

Please ask in a public place the next time you have a public question https://steamhost.cn/steamcommunity_com/app/287450/discussions/
Origin 27 Jul, 2022 @ 11:29am 
Hello, I am a Chinese player. I love this game very much, but there is a problem that has been bothering me. In the game, turn the field of vision to the maximum, and a yellow circle will always flash after the building is built. I really want to know how to remove it. I hope you can tell me if you know the method. Thank you very much
MHLoppy  [author] 28 Jul, 2021 @ 1:00pm 
You need to copy the contents of the Optional Changes folder as per step 4 of the instructions if you want those changes enabled (copy everything there if you want all the optional changes, or just copy the files related to what you want otherwise). I've changed the structure of the core files so that those changes *can* be made, but they're not done by default.
melomelo 28 Jul, 2021 @ 12:00pm 
I did it, and it works! However, is it normal when I play as the Chinese and see their helicopters as default, not black?
MHLoppy  [author] 28 Jul, 2021 @ 11:43am 
Yes, that sounds right. An easy way to check that it's working is to load into a singleplayer game and check if the bottom-right header (Rules and Map Info) is centered or not.
melomelo 28 Jul, 2021 @ 11:37am 
Yeah, I copied the Misc Fixes to the local file which is entitled "mods." What I actually did was susbcribing to the mod then finding the "workshop" where the Misc Fixes was located. After that, I copied the file and sent it to the "mods" folder as required. Please correct me on this. Thank you in advance!
MHLoppy  [author] 28 Jul, 2021 @ 11:32am 
@s1mple_waifu This isn't a dropdown mod, so if the files are in place (and the mod is loaded in the mod manager) then the mod is always active - no selection needed in the lobby.
melomelo 28 Jul, 2021 @ 11:29am 
@MHLoppy, oh by the way, I followed the instructions on how to activate it. Do I need to activate this through the mods in Quick Game? It seems that it does not want to appear; however, it said in the Steam Workshop tab that the Misc Fixes are activated.
melomelo 28 Jul, 2021 @ 11:27am 
@MHLoppy, oh I see! I just realized that RoN:EE is not by BHG anymore. I apologize. It's just the thought of monetization reminded me of their new mobile game. Thanks for reminding me!
MHLoppy  [author] 28 Jul, 2021 @ 11:18am 
@ s1mple_waifu Not sure how relevant that is - current BHG is mostly different from old BHG (different people), and RoN:EE wasn't made by BHG but rather by Microsoft + Skybox. Microsoft also currently owns the RoN IP, not BHG. Not to mention monetisation models across platforms is pretty different.

A better comparison would be AoE, and how that gets more dev work because it has a larger playerbase and more sales. It's not like AoE2:DE had to be P2W to get more dev resources than RoN:EE.
MHLoppy  [author] 6 Feb, 2021 @ 10:17pm 
@SeriousBocchi money, probably. The game mostly works for most players, so whoever was in charge probably decided further dev work wasn't worth the cost.
HoorayForLessRice 6 Feb, 2021 @ 7:14am 
Why did the dev team abandoned this game?
MHLoppy  [author] 24 Jan, 2021 @ 5:12pm 
@TSoS you'll need to elaborate on what you mean by that, I don't know what you mean by "company bugs". The changes are all listed on the page, and there's more information about each fix in the linked discussions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2218254050
The Doomed One 24 Jan, 2021 @ 11:54am 
hi, this also fixes company bugs?
LetsDrake 17 Nov, 2020 @ 11:25pm 
@MHLoppy ah ok thanks for explaining it!
MHLoppy  [author] 17 Nov, 2020 @ 10:10pm 
@LetsDrake The wiki page is a bit unclear, which isn't really your fault - it can be tough to describe what's going on with the files sometimes!

What's actually going on is that there's an entry in unit_graphics.xml called A7V (and A7VDES i.e. desert), but these entries just reuse the common Light Tank model . So it's not as though there's an unused A7V model in the game files - it's text/name reference only, with multiple graphics entries reusing that same Light Tank model. Since there doesn't seem to be an actual A7V model in the game files there's nothing for me to add (short of making a model myself).

If you're especially interested in the A7V specifically, I believe there are mods out there that implement it with a custom model etc.
LetsDrake 17 Nov, 2020 @ 9:52pm 
Hey, i don't want to bother you and wanted to say that I read that in the files there is a model of an A7V Surmpanzerwagen, which according to the wiki was planned to be the german light tank in the industrial age. Could you maybe add it in?
MHLoppy  [author] 20 Oct, 2020 @ 12:06am 
@Springwarrior Ayyyy I accidentally stumbled onto a fix for the American-exclusive Armored Car. It turns out it was actually a code issue, just code that I didn't even realise existed. There are entries in unit_graphics.xml which specify turret rotation and (best guess) how sideways a unit can be when attacking (e.g. Horse Archers). The American unit is missing an entry here, and adding one in for it has immediately resolved the problem.

Thanks for initially bringing it up!
RBDR 11 Oct, 2020 @ 10:23pm 
That's weird as hell. Thanks for looking into it, at least
MHLoppy  [author] 11 Oct, 2020 @ 2:52am 
*Correction a few structures (just not forts) change in age 5 (industrial) as well (obviously, with autoplants and stuff derp), but given that telling stuff to change in age 2 has no effect I'm guessing the valid values for that aspect might be hardcoded or something.
MHLoppy  [author] 11 Oct, 2020 @ 2:49am 
Okay nvm lol I tried actually changing it and now I think I understand why it's done the way it is.

Only specific ages change the graphical style of buildings:
age0 (ancient)
age3 (gunpowder)
age4 (enlightenment)
age6 (modern)

I unfortunately can't (..easily, at least) tell the game to change graphics specifically for age 2. Specifying more ages to change things has no effect (at least it doesn't fail to load / crash the game I guess). But what I could do -- which is slightly jankier -- is tell the game that castles should look like castles even in age0, which intuitively seems pretty harmless. As it stands, a structure's true identify (name + stats) is not actually directly tied to its graphics, and a Fort can technically exist with the graphics of a Redoubt or a Castle (this is how it's currently coded) if you meet the age requirements for the graphics but not the military requirements for the true upgrade (uncommon during normal gameplay).
MHLoppy  [author] 11 Oct, 2020 @ 2:14am 
@RBDR

I’ve just taken a look at that for you. Oddly enough that appears to be completely intentional, but I don't know why. The stats change in Medieval but the model only changes in Gunpowder, which would seem like a bug except for the fact that every art file and line of code that references its age calls it the model for age3 (age0 being ancient, i.e. -1 from the roman numeral that's usually used for each age).

I'll think about including it anyway as an enhancement rather than strictly a bug-fix (at a glance it looks relatively straightforward to mod the relevant files to change it), but I'm honestly quite confused about why it is how it is right now. Unlike most of the other wrong-sprite/icon issues, this one looks pretty deliberate so I want to be cautious about changing it without understanding the reason it's there. It's *possible* that this is actually just a small oversight that was copy-pasted into every field (causing it to look so deliberate), but really who knows lol.
RBDR 10 Oct, 2020 @ 12:58pm 
This might be a bit of a stretch @MHLoppy but could you fix this old problem?

"Since building models don't change in the Medieval Age, and the Castle upgrades in the Enlightenment Age, the castle models only appear in the Gunpowder Age, being the only building models to last for so little."

In other words, is it possible to make building models change during the Medieval age? So that these models last from Medieval Age-Gunpowder Age, and don't just stay for a single age
MHLoppy  [author] 5 Sep, 2020 @ 11:13pm 
@Springwarrior I looked into that and it appears to be a model or animation issue rather than a code issue, as it (the unique American unit codename "Greyhound") shares its attack animation with the standard Age VI armored car. If I get more into graphics/animation modding I might look into it further but as it stands I'm not able to fix that.
Springo 5 Sep, 2020 @ 12:03pm 
I found something odd: American undustrial age armored cars have a unique model, which looks like Armored cavalry from Info Age, and has a gun that doesn't rotate at all when firing on move(gun looks in 1 place and bullets come into other)
MHLoppy  [author] 5 Sep, 2020 @ 7:25am 
@Springwarrior it seems plausible at a glance but I see no evidence to support the theory unfortunately. Fire Ships / Heavy Fire Rafts / Fire Rafts can also be turned into subs but don't have this bug, and there's nothing in unit_graphics.xml that strikes me as an unusual property that's only present on the HFS. The depth that these "water-shadows" live at is also much lower than where subs sit.

It seems to be that the model (see here: https://i.imgur.com/z3Aiypx.png ) just isn't properly hiding the bottom-most section (which I think is used for the unit's death animation), but I don't really know why. It's possible that when the water was redone for EE it caused this bug as a byproduct - I'm not sure whether or not this bug was present pre-EE. It could also be something that's just been there the whole time ¯\_(ツ)_/¯
Springo 5 Sep, 2020 @ 5:17am 
hey, i have a theory that fireships have weird shadows below them because later they turn into submarines
LowLevel1966 4 Sep, 2020 @ 3:41pm 
nice jobb
Tipsymahn260 3 Sep, 2020 @ 3:03pm 
Awesome fixes! also awesome job fixing some other things as well. I knew when I was started work on the dutch stuff that things were out of wack. Odd how many of it can be fixed so easily musta been oversights