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- 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.
One question I have at this point is what determines whether a mod uses the dropdown list or not when starting a game?
I can recommend this earlier texture mod I made:
http://www.moddb.com/games/rise-of-nations/addons/egyptian-re-skin-pack
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.
Alright, thank you. This will work really well with the Mod Manager we built.
The original directory structure was:
The new directory structure is:
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.
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!
Yes, this is the idea :)
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.