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.
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morness 2 22 Aug, 2014 @ 10:48am
Mod Manager testing
Hi everyone, I'm in the final stage of implementing the Mod Manager for Rise of Nations. It's going to work nearly identically to the Age of Mythology EX version, but now we need to start testing this internally in preparation for release. On 8/21/2014, we released a first phase of the mod manager that allows scenarios and replays. But the version we're testing is significantly different including the UI (the full Myth way).

But to make the experience as good as possible, I'm looking for a diverse set of mods from the Rise of Nations original that touch all the possible bases so we can test them and make sure they work properly. What we understand now as the types of things we'll be able to mod:

1. Game Data: Textures, XML, various game files.
2. Game specific Mods. Rise of Nations had a drop down box that allows you to activate a mod for a single game session when creating games.
3. Scenarios
4. Replays
5. Saves

What else might there be?

Again, we're following the methodology of keeping all modded files isolated from the main game data -- so everything will live in the mods folders, with subdirectories representing every mod you have installed. You'll be able to enable/disable, change priorities, and unsubscribe. Publishing and updating will be automatically determined as well, keeping publishing very easy.

So does anyone want to help by listing out some of the best and favorite original Rise mods? I'm looking for diversity over quantity.

Also, are there any issues that I need to be aware of that trigger game desyncs due to mods or cheating?

I have also posted a thread to http://ron.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,6494,,10 as well

Last edited by morness; 22 Aug, 2014 @ 10:58am
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Showing 1-15 of 60 comments
super7700 4 22 Aug, 2014 @ 12:49pm 
This is very exciting news! I've had a look around and picked mods which are not just popular but should push the limit of the workshop

- http://ron.heavengames.com/downloads/showfile.php?fileid=731 - Rise of Napoleon. This is a brilliant total conversion mod yet is simple to install, being entirely based in the mod folder
- http://ron.heavengames.com/downloads/showfile.php?fileid=1129 - Times of War. This is an improved campaign mod, though it also adds new graphics and edits some data files.
- http://www.moddb.com/mods/1939-1945-second-great-war-mod - 1939-1945 Second Great War. This WWII total conversion mod is mostly mod folder based, though it does replace certain data files. This is because some files such as interface.xml do not work properly inside the mod folder so the core file has to be replaced for things like custom icons to work.
- http://www.moddb.com/mods/terrain-flora-and-fauna-v-2 - Terrain 5 Extended. This mod is focused on improving terrain textures though it does also improve unit and building textures as well. This mod does not use the mod folder - it entirely replaces core files
- http://www.moddb.com/mods/world-in-conflict-a-rise-of-nations-tp-mod - World in Conflict. This is also a total conversion mod, which has a mod folder but also replaces core files and adds new files to core folders. For instance the art files are all placed in the main art folder rather than in the mod's art folder. It also has a custom script.
- http://www.moddb.com/mods/a-wrong-turn - A Wrong Turn. This is probably the most extensive total conversion mod given that it also makes changes to the UI, opening videos and a range of other things. I can't remember if this uses a mod folder or not, but either way it does replace a lot of core files.
- http://www.moddb.com/mods/kings-and-conquerors - Kings and Conquerors: The Hellenistic Era. This is my own mod, and although it is partially a mod folder-based mod it also replaces several core files, adds a custom script and replaces the Rise2.ini file which as you may know it located in a completely different location to the rest of the game files.

Hopefully this helps, let me know if you need me to clarify anything or find more mods for you to test.
morness 2 22 Aug, 2014 @ 1:01pm 
Thank you. I'll get started on these immediately.

One question I have at this point is what determines whether a mod uses the dropdown list or not when starting a game?
super7700 4 22 Aug, 2014 @ 1:11pm 
Firstly, you need to have a folder called 'mods' in the main RoN directory. Then the mod needs to have its own folder within the mods folder. Lastly it needs to have a file called "info.xml" in that folder for it to actually show up on the list. The info.xml file is where information such as the mod's name, description and file list is stored.
Tyrannohotep 4 22 Aug, 2014 @ 1:12pm 
I've just made a scenario that I tried uploading onto Steam, but the Publish function doesn't seem to be working at the moment. In addition the description box is a little too narrow, which isn't exactly conducive to typing a detailed description of what's in the mod.

I can recommend this earlier texture mod I made:

http://www.moddb.com/games/rise-of-nations/addons/egyptian-re-skin-pack
super7700 4 22 Aug, 2014 @ 1:16pm 
Here's a rather unique mod, which is probably better described as an addon:

http://www.moddb.com/games/rise-of-nations/addons/enb-mod-for-rise-of-nations-and-its-expansion - ENB mod. This is a graphics effect mod that adds its own files and I'm not sure if it even changes any original files.
morness 2 22 Aug, 2014 @ 1:21pm 
Originally posted by super7700:
Firstly, you need to have a folder called 'mods' in the main RoN directory. Then the mod needs to have its own folder within the mods folder. Lastly it needs to have a file called "info.xml" in that folder for it to actually show up on the list. The info.xml file is where information such as the mod's name, description and file list is stored.

Alright, thank you. This will work really well with the Mod Manager we built.
morness 2 22 Aug, 2014 @ 1:24pm 
Originally posted by Tyrannohotep:
I've just made a scenario that I tried uploading onto Steam, but the Publish function doesn't seem to be working at the moment. In addition the description box is a little too narrow, which isn't exactly conducive to typing a detailed description of what's in the mod.

I can recommend this earlier texture mod I made:

http://www.moddb.com/games/rise-of-nations/addons/egyptian-re-skin-pack
Okay, I'd recommend just waiting it out until we release the full mod manager, where we have an improved fix for this. The UI components in Rise have been more difficult to use than we are used to in other technologies.
morness 2 22 Aug, 2014 @ 3:08pm 
Okay I just published a test mod for World in Conflict with disclaimers in the description because it won't work for anyone, including me until I write the code to load the new directory structure for it. And it could take awhile.

The original directory structure was:
  • Rise of Nations\art\*
  • Rise of Nations\Thrones and Patriots\data\*
  • Rise of Nations\sounds\*
  • Rise of Nations\mods\World In Conflict\tribes\*
  • Rise of Nations\mods\World In Conflict\info.xml

The new directory structure is:
  • Rise of Nations\mods\World In Conflict\art\*
  • Rise of Nations\mods\World In Conflict\data\*
  • Rise of Nations\mods\World In Conflict\sounds\*
  • Rise of Nations\mods\World In Conflict\tribes\*
  • Rise of Nations\mods\World In Conflict\info.xml

This should give you guys an idea of how mods will need to be converted. This way, no data will interfere with the original game data and that is the fundamental mantra of our mod manager. Now I just have to wire up the loader to pick up the data appropriately.
Last edited by morness; 22 Aug, 2014 @ 3:09pm
rmahd 22 Aug, 2014 @ 6:12pm 
I made a mod about a decade ago called "The Great War" which was essentially a World War 1 modification to the game. It's actually hosted on RON Heavengames:

http://ron.heavengames.com/downloads/showfile.php?fileid=628&ci=646fc1511f1a254b5e658c8171272e1dYToxOntpOjA7YToyOntpOjA7czoxNDoiU2VhcmNoIFJlc3VsdHMiO2k6MTtzOjM4OiJsaXN0ZXIucGhwP3N0YXJ0PTAmYW1wO3NlYXJjaD1raW5ncm95MSI7fX0=

Would be great if you guys can test it and get it working again. I'd love to see my mini-creation from ten years ago run again!
super7700 4 23 Aug, 2014 @ 1:43am 
Does the new structure allow for files such as interface.xml to work without replacing the core files? Also, new UI graphics files (eg iface_AS0_assets) can't be added either without replacing the old files.
Seifer 23 Aug, 2014 @ 9:07am 
You mention modding of replays. What exactly does this mean? Will there be a way to share to recorded games because I think that is something a lot of people would find useful to learn from as well as for enjoyment.
Beszedits 24 Aug, 2014 @ 4:31am 
Morness, do U think we could add nations and units that actually work in multiplayer? Is that a possibility or is it out of the question?
Last edited by Beszedits; 24 Aug, 2014 @ 4:31am
morness 2 24 Aug, 2014 @ 10:23am 
Originally posted by super7700:
Does the new structure allow for files such as interface.xml to work without replacing the core files? Also, new UI graphics files (eg iface_AS0_assets) can't be added either without replacing the old files.

Yes, this is the idea :)
morness 2 24 Aug, 2014 @ 10:24am 
Originally posted by seifer008:
You mention modding of replays. What exactly does this mean? Will there be a way to share to recorded games because I think that is something a lot of people would find useful to learn from as well as for enjoyment.
Yes, sharing replays.
morness 2 24 Aug, 2014 @ 10:25am 
Originally posted by Beszedits:
Morness, do U think we could add nations and units that actually work in multiplayer? Is that a possibility or is it out of the question?

Mods and multiplayer have been very problematic. It is difficult to enforce that all players are using the same mods, but it should work in that case. I'm not familar with modding civs yet and I don't know how easy it is to add new civs in Rise.
Last edited by morness; 24 Aug, 2014 @ 10:26am
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