Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Advanced Gameplay 6.0 400 Pop Cap
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
G3NC  [author] 25 Oct, 2021 @ 11:17am 
In my testing there were no crashes (Make sure that the mod has top priority in the steam workshop menu of the game and try again,contact me if you encounter the error again).

"Another Thing, Is it Possible to make the "No_Nukes" Script Affect the Nuclear Submarine (Making them Unbuildable)? Since it Basically Dodges that Scripts Effects." I'm already working on it as people already requested it. I don't know how to make it so this will take some time.
Theta-6 25 Oct, 2021 @ 8:49am 
Question, During Testing Have you had Errors With Crashing once In Combat in the Later Ages? I dunno Why but I Have. Dunno if its a Mod Clash or Something along those lines but i Crash AS SOON as Combat Starts in the Information Age (Sometimes Before).

Another Thing, Is it Possible to make the "No_Nukes" Script Affect the Nuclear Submarine (Making them Unbuildable)? Since it Basically Dodges that Scripts Effects.
G3NC  [author] 2 Oct, 2021 @ 5:46am 
I have released an update with a few changes.Feel free to give me some feed back about it.
G3NC  [author] 25 Sep, 2021 @ 9:26am 
It's just decoration and they help raise a building bonus which means more wealth. Unfortunately due to the game code I cannot make new buildings that gather.
jhannafin52 23 Sep, 2021 @ 12:49pm 
Sick mod, could you explain what all the new buildings do other than add to wealth?
Waaarg 21 Sep, 2021 @ 1:28pm 
Glad I could help! I'd also like to suggest giving them a ranged attack or better survivability at industrial age and onwards. Being a melee unit when the enemy has Machine Guns, jets and tanks is most...unpleasant.
G3NC  [author] 21 Sep, 2021 @ 8:21am 
Xander thanks for notifying me, I will fix special generals as that is an easy fix. Boadicea's problem is difficult I will try and fix is as well.
Waaarg 21 Sep, 2021 @ 2:37am 
Hello! I've noticed a possible oversight: "Special" Generals like Wellington can't attack and Boadicea doesn't actually function like a general.
gehova.gyra 22 Jul, 2021 @ 10:14am 
IDK, maybe if you further decipher how regular nukes work and make the subs' nukes work identically.. I'm a hardware guy so not the best person to ask. But thanks for at least looking into it.
G3NC  [author] 21 Jul, 2021 @ 12:36pm 
Thanks for the idea I think I will do that. First I will have to check if it interferes with the game as if I disable them right now the game will think that there is no dock(even if the ordinary one is built). I will have to find another way to trick the game otherwise I could make the Military dock more expensive and it can be built anywhere in the sea (could be op but I don't know). Do you have any suggestions on what I can do about that?
gehova.gyra 20 Jul, 2021 @ 11:47am 
For disabling nuke subs, maybe just disable military docks if it's easier. Thanks for the 6.0 anyway, it's pretty great mod. For now I'll just stop an age early and load the no nuke script. I think that'll do it.
G3NC  [author] 15 Jul, 2021 @ 10:16am 
I'll look and try to create a script which disables nuclear subs along with nuclear bombs as well. I'll contact you once it's finished
Annihilat0r 15 Jul, 2021 @ 2:25am 
+1 for option to disable nukes
gehova.gyra 14 Jul, 2021 @ 12:18pm 
Nuclear subs are ridiculous. Is there some way to disable them? I have the no nuke mod but it doesn't work against them. Nukes ruin the game for me.
Doom King 25 Jun, 2021 @ 9:25am 
sağol usta
G3NC  [author] 22 Jun, 2021 @ 9:45am 
The AI issue has been fixed
G3NC  [author] 22 Jun, 2021 @ 9:45am 
I have updated the mod it seems that changing the population values for civilian units to zero destroyed the AI.
TikTakTaalik 22 Jun, 2021 @ 4:55am 
Major bug: units can't transport across the sea