Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Explore modified graphics, scenarios, replays, and more! Ready to share your creations with the world? Upload right from the in-game mod manager.
morness 2 25 Aug, 2014 @ 1:28pm
Custom Scenarios in Multiplayer
Hi again,

We would like to discuss pros and cons about changing the way scenarios are shared for multiplayer. Right now there seems to be a lot of different possibilites. So I'm going to talk through our understanding of how all of this works in the original game, versus how we would like it to work with the new Steam Workshop support.

How it currently works
Currently when you save a scenario, it presents you with a directory browser defaulting to the root directory and you can save it anywhere.

When you choose a scenario via dropdown to create a game with, the list is populated with everyting in the scenario and scenario/custom folders as well as everything in your users/username/documents/my games/Rise of Nations/scenarios directory. This directory is where all downloaded scenarios go.

When you join a game using a custom scenario, it check the same locations whether you already have that file. If you don't, it initiates a direct file transfer to the user documents folder.

How we want it to work
We would like to get rid of file transfer completely. First of all, peer to peer transfer is surprisingly slow and even transferring 100KB files between computers under the same router took 15+ seconds. Downloading mods from the Steam Workshop is very quick (same speed as downloading games).

Under the new system, when you save a scenario, we would add a dropdown box that would contain:
  • Save Normally
  • Publish Publically
  • Publish Privately
  • Publish to Friends Only

It would automatically save it to a mod folder matching the scenario name you type and publish it immediately, and if you choose not to publish it, it'll just go to scenario/custom.

When you host a game using the custom scenario, it'll populate it only with the original shipped scenarios as well as any modded scenarios that you have published or subscribed to. In single player, you would be able to load custom scenarios that are not mods.

When you join a custom scenario game, instead of direct transfer you'll get the option to subscribe to the mod containing the scenario either permanently or temporarily. If you subscribe temporarily, it'll download for the purpose of that game and clean it up automatically afterwards.

Without this system in place, people would have to manually move files around and make the mods. We want to make it super easy to publish scenario based mods.

There are two main reasons we want to get rid of file transfer:
  • We want to promote the use of mods as the best, easiest, and only way to share scenarios.
  • Supporting mods and direct transfers complicates the user interface and all the testing possibilities. Having multiple ways to do the same thing can make things confusing.

Technically this system could apply to saves and replays as well, but we just want to focus on scenarios first.

So hopefully this is clear. Please let us know what you think and ask questions or point out flaws. Thanks!










Last edited by morness; 25 Aug, 2014 @ 1:29pm
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Showing 1-4 of 4 comments
SALADSAUCE 25 Aug, 2014 @ 2:16pm 
ok, and now in german :D
Beszedits 27 Aug, 2014 @ 8:50am 
Getting rid of the file transfer is an awesome idea. I support it.
Do you know if workshop can allow us to use custom units and nations in multiplayer?
Also, do you think we can have some mod tool to create extra/new built-in maps? Because when you create a scenario, the map is always the same, even resources' positions. Some tool to create actual multiplayer maps would be great.
Android 29 Aug, 2014 @ 11:20am 
This sounds very similar to what I proposed for Age of Mythology :-D Getting rid of direct file transfer is a great idea. There’s one thing, however, and I’m guessing this applies to RoN as well: subscribing should be followed by a restart of the game (granting top priority to the new subscription) that brings the player right back into the pertaining online lobby. This will be necessary if there are any additional files in the mod folder other than just the scenario, because some mod packages cannot be loaded properly without a restart (e.g. if the mod contains textures, protox, etc.; in the case of AoM).
Last edited by Android; 24 Jun, 2015 @ 2:47pm
Wow, so this explains the lack of support for th File transfers for Scens.... I thought you guys were just douchebags, but after reading this, this actually makes sense to shy away from direct file transfers.


So basically, any Scen from the Scen Editor (or even any Scen that was made pre-Steam) can be uploaded to the Steam Workshop (even without Mods)?
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