Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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TheOmniverse 2 Sep, 2014 @ 12:25pm
Is there a way to have more than 200 units?
The post Steam RON you were able to edit a file and you could have thousands of units!
:O
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Showing 1-7 of 7 comments
Leyanne 2 Sep, 2014 @ 7:08pm 
awesome
EulenEmpire 3 Sep, 2014 @ 5:38pm 
Well try the colossus or whatever this giant wonder is called. It raises your limit by 50. Something to start with at least.
thehare 3 Sep, 2014 @ 8:38pm 
Also Bantu have an advantage when it comes to population, they have a 100% increase in base pop + can exceed that pop by 25%

Add onto that the peacock rare resource (another 10% increase) and the Colossus wonder (a 50 pop increase) and you've got yourself a super charged nation with approx 5-600 units (too lazy to do the math lol).
Last edited by thehare; 3 Sep, 2014 @ 8:41pm
Raydell 3 Sep, 2014 @ 11:47pm 
The file you need to edit is the rules.xml in the Data folder (in RoN's install dir). Be sure to make a backup copy of this file before editing it.

Open the file with Notepad. To change the population limit you have to find and modify the following lines:

<POP_CAP entry0="25" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/>

The entry0="25" is the base population limit that you start each game with. The values after that are the limits which become unlocked through military research (e.g. entry1="50" is what you get for researching the 1st Military tech at the library).


<MAX_POP_LIMIT value="300 pop cap"/>

This is the maximum population limit which can be reached beyond the normal cap through e.g. wonder bonuses, race bonuses or rare resources. It's advisable to set this 100-200 points higher than the highest (entry7) researchable cap.


<CATEGORIES id="poplimits" title="Population:">
<CATEGORY name="50 ">
<DATA>50 </DATA>
</CATEGORY>
<CATEGORY name="75 ">
<DATA>75 </DATA>
</CATEGORY>
<CATEGORY name="100">
<DATA>100</DATA>
</CATEGORY>
<CATEGORY name="125">
<DATA>125</DATA>
</CATEGORY>
<CATEGORY name="150">
<DATA>150</DATA>
</CATEGORY>
<CATEGORY name="200">
<DATA>200</DATA>
</CATEGORY>
</CATEGORIES>


These need to be changed to match the values you defined for the researchable caps in the first line (e.g. both instances of the value "200" should be changed to what you defined for entry7 earlier).

Don't forget that you'll probably have to restore the original rules.xml if you want to play multiplayer.
Last edited by Raydell; 4 Sep, 2014 @ 12:00am
TheOmniverse 4 Sep, 2014 @ 9:53am 
Thank you guys for the replies!! They have been very helpfull! :D
Sims_doc 4 Sep, 2014 @ 7:53pm 
I believe i've seen a script been worked on for this somewhere on here instead of a .xml edit, which would overall be better.
AgentSea 3 18 Oct, 2014 @ 1:04pm 
That's actually a terribly incorrect way to do it... there's a very simple way to do the scripting. Look at one of the scenarios Stemm and I have edited, but, here's the snippet. It also includes disabled combat AI for orange, forced transport, and disabled building attrition.

Scenario { labels { } run_once { static int sectimeoffset = 0; //////////////This is for enabling combat AI for all but 8, forcing transport, and disabling building attrition. static int DEBUG = 0; run_once { for (n = 1; n <= 8; n++) { enable_all_unit_ai(n); disable_combat_ai(8); } for (n = 1; n <= 8; n++) { force_transport_ability(n); } for (n = 1; n <= 8; n++) { disable_building_attrition(n); } } //This is the population code part; "if_cities_exist" is unnecessary, however //"set_population_cap can be used by itself, but Citizens is set as a variable //This allows for 300 military units to be built without citizens having an impact. if (city_exists("Berlin")) { for (n = 1; n <= 8; n++) { Citizens=num_civilian_units(n); set_population_cap(n,Citizens+300); }} }
Last edited by AgentSea; 18 Oct, 2014 @ 1:05pm
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