Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Misc Fixes (Formerly Unit Fixes) | DO NOT USE - USE COMMUNITY PATCH (CBP) INSTEAD
 This topic has been pinned, so it's probably important
MHLoppy  [developer] 29 Sep, 2020 @ 1:52am
[Known Issues / Potential Issues]
MAJOR ISSUE:
In RoN: EE (not this mod specifically), object masks don't work in balance.xml (which appears to be the root cause of elephants being almost invulnerable, among many other things). I've been unable to find a fix, but a workaround is included in Community Balance Patch thanks to some help from mjn33.

See here for more info on what the effect of the bug is: https://riseofnations.fandom.com/wiki/User_blog:MHLoppy/In_RoN:EE,_objects_masks_for_units_don%27t_function_in_balance.xml

Known Issues (related to this mod)
  • Elephants themselves are too strong because of the major bug listed above. This mod is attempting to resolve changes with minimal controversy and so hasn't rebalanced any of the elephant units.
  • The mentioned MBT skins don't (reliably?) work for units saved in scenarios, only for units built during gameplay.
  • The "Strong vs X, Weak vs Y" tooltips of elephant units cannot be updated without also affecting the tooltips of other units (see below), and so have been left as-is. https://i.imgur.com/YVols8i.png
  • The Fluyt and Clipper have had their ammo (shots per attack salvo) reduced to 2 as part of rejigging their attack animations. This has no meaningful gameplay effect and doesn't look or sound "wrong" because I've manually re-aligned the animations, but I felt it worth noting anyway. The reason for this is partly because the units produce an enormous amount of smoke if their attacks are no longer bugged, and part of it is because these fixes already took a significant amount of time to implement with 2 ammo so I didn't want to spend another hour re-aligning and testing animations for 3 ammo X_X. The pre-2021 fix reduced the ammo of these units to 1, much like the Brig.
  • Similarly to the above, the Ironclad has had its shots per salvo increased from 1 to 2 to match the Fluyt (since it uses the Fluyt's animations already, it seems reasonable that it should match its ammo). As per above, this has no meaningful gameplay effect.
  • Tooltips are only updated in English because I'm not fluent in any of the other languages supported.
  • If playing in a language other than English, RoN may crash the first time you load into a game due to janky localisation. Games loaded after that point should be fine until the language is changed again.

Known Issues (RoN in general)
  • Heavy Fire Ships have.. these, which I didn't cause but haven't fixed:
    https://i.imgur.com/aoAeeJn.png
  • The American-exclusive Armored Car appears to be from the wrong time period (i.e. maybe it should be an Armored Scout Car replacement, not an Armored Car replacement?). It even has the icon for an Armored Scout Car.
  • The Armored Scout Car used by most nations uses a "machine gun" sound when firing, when they're actually firing and animating a single shell munition like Armored Cavalry. Roman/Spanish/third nation actually does fire and animate a "machine gun".
  • Some CtW-exclusive units aren't pre-generated (or maybe just correctly generated?) in some (all?) non-English translation files, causing the game to crash if these scenarios are played until first loaded in English (to load translation files). See this thread: https://steamhost.cn/steamcommunity_com/app/287450/discussions/0/540744936305511071
  • (some?) CtW campaigns use stretched images due to incorrect aspect ratios.
  • Graphics effects related to the Snipe and Radar Jamming abilities of modern Scout units isn't correctly shaded, being far too white and ignoring most colorisation.
  • There is an exploit allowing certain units to deal substantially higher DPS than intended under specific circumstances. This will likely never be fixed in Misc Fixes given the nature of how it has to be addressed without source code access etc. The exploit has been removed in CBP.
  • The animation of some units (at least Flamethrowers, but maybe others) is tied to the game's frame rate. On powerful PCs this means that some units will animate incorrectly if vsync is disabled.
  • EE lost Spanish voice lines, which were present in Gold (and T&P?)
  • The animation (.bha) for the Galley is damaged or contains some kind of irregularity, meaning the oars on Galleys don't move but the file is also unsalvageable in Blender (requiring significant manual effort on recreation of the animation to resolve the issue) :(
  • Some naval units (e.g. Corvette) don't correctly animate their cannons when firing, despite having animations for it.
  • Some building addons (for example the addon for a Woodcutter's camp) animate at 15 fps despite having seemingly 30-fps-capable animations.
  • A small number of units are missing small damage modifiers (mostly 5 or 10%). These are fixed in CBP.
  • The Egyptian Heavy Chariot is missing 1 armor, which would seem to be unintentional human error based on context. This is fixed in CBP.
  • Crossbows for Native American nations (e.g. Lakota) simply re-use the graphics for Heavy Archers. Typically this doesn't matter because these nations can't natively (haha) access Crossbows though.
  • The wonder announcement for the Hanging Gardens is not complete (although I'm not yet sure if it's feasible to fix this or not).
  • Some variants of the Minuteman incorrectly change their icon to that of Partisans during late ages (it depends on your nation - only affects "arab", american, indian, and "native american (NA)" nations). (see here: https://i.imgur.com/cyqrzZV.jpg) This is fixed in CBP.
  • When Inca is building a new mine, the popup display for potential Wealth generated is based on how much Metal would be collected, even though the Wealth is a static value for each Citizen (not affected by e.g. Smelter upgrades or Temple upgrades), meaning it's often incorrect.
  • Monarchy incorrectly refers to The Monarch as "The King", at least in the English tooltips. This is fixed in CBP.
  • The American Temple style changes during modern ages, which seems to be a bug given that no other Temples change style in this manner. I tried to fix this in CBP but it seems to be a hardcoded bug (a bit like the Salt bug) where the expected XML entry/value doesn't seem to have any effect. The existing XML entry in building_graphics.xml is actually correct.
  • Some buildings (e.g. early Asian library) has its graphics mask slightly offset, making it incorrectly block out tree rendering immediately around its edge.
  • The digits used in the pop counter and city counter in the top-right of the in-game UI have minor transparency issues. This is fixed in CBP.
  • The background of the in-game diplomacy popup screen has significant transparency issues on the top edge. This is fixed in CBP.
  • For some ungodly reason, EE changes the sprites of major cities to remove transparency from player-color panels, which has the effect of completely breaking all of these panels (the city has no team colors). See: https://cdn.discordapp.com/attachments/294004477831282699/940389279308316773/unknown.png This is fixed in CBP.
  • Decoys of Dutch Armed Supply Wagons give supply as if they were real wagons.
  • The Porcelain Tower's tooltip is incorrect: Market Wealth income is increased by 300%, not 200% (goes from 10 to 40).
  • Building Hanging Gardens changes how much knowledge a University displays it generates on its readout when you have the building selected (it doesn't seem to actually affect how much it does).
  • An implementation error causes the Taj Mahal to reduce the maximum number of caravan routes by one when built.
  • There's a wealth-generation exploit which I won't go into for obvious reasons.
  • In addition to the Hanging Gardens wonder alert previously mentioned, the wonder alerts for the Colosseum, Forbidden City, Red Fort, Temple of Tikal, and Statue of Liberty have a few problems that prevent them from correctly showing when someone starts or completes that wonder. The problems are elaborated on on the RoN wiki.
  • In EE specifically, voiceover audio for tutorial scenarios is cut off once the scenario is loaded (in T&P the audio continues playing).
  • Artillery (as in the unit) fails to fire on units that are moving if they're too close to it, because of the extended delay of their animation between target acquisition and actual firing.
  • The French have an undocumented nation power: their Generals (but not Patriot) recover craft twice as quickly.
  • Armed Merchants can sometimes display an incorrect resource name when deployed. My current best guess is that this is related to the way they attack whilst deployed. Brief testing shows no gameplay impact (just a cosmetic bug). (screenshot)[cdn.discordapp.com]
  • The Patrol Jeep (and by extension probably the Humvee, but I haven't double-checked) is missing a variety of damage modifiers against support units such as Scouts, Spies, and units with the S mask.
  • Commander Paoli and Commander Schwarzenberg both have less-than-ideal animations, but the latter's snipe animation is especially bad he animates multiple shots that are not at all synced with the ability's actual effect. How it should work is the way that e.g. Counterintelligence has been carefully synced to have a single projectile be fired during the animation and have it land at the end of the cast.
  • Some units refer to their high or low accuracy even if the unit has normal (perfect) accuracy.
  • airliftruntime.bhs makes use of the rand_int function but an implementation error means that one of four random bomber locations is never used. (thanks for Kalethars for noting this issue)
  • The East Indian "tribeset" (Indians, Persians etc) use the generic European deployed merchant during early ages, rather than the merchant you might expect based on their building style (s style, as you see with e.g. a Bantu merchant). For a long time I thought this was a hardcoded bug relating to internal_strings.xml and such, but it turns out this is because BHG made typos in unit_graphics.xml lol.

Potential Issues
  • Egypt appears to not use sand camo on its other motorised units, but this may be intentional based on old screenshots.
  • Horses (rare resource) is still at 15% and no longer matches Salt's 10%.
  • Heavy Fire Lances have a "gun" selection sound, but should probably be using the standard Light Infantry selection sound (or regular Fire Lances should have a gun sound - or both units should get a new selection sound).
  • Castles change stats in Age III (from Forts), but don't change their model until Age IV. The same is true of Towers.
  • One graphical variation of the Spy (based on nation pick) does not change models between early game and late game, which apparently was not an issue in the original game. This is addressed as an optional change in Misc Fixes.
  • Iroquoian HI UUs (e.g. Spearmen) are not listed in balance.xml - although they have no modifiers that I'm aware of so this may not matter.
  • The Asian skin for the Attack Helicopter which was present in the original game was removed but it's unclear why. This has been addressed as an optional change in Misc Fixes.
  • The game's credits omit those who were involved with the vanilla version of the game who didn't also work on Thrones & Patriots, and a few more things https://steamhost.cn/steamcommunity_com/app/287450/discussions/0/2579854400741700669/
  • Some units from the expansion appear to be missing certain hardcoded damage modifiers (e.g. machine guns deal different damage to the normal scout line than the Iroquoian scout line).
  • Advanced Fighters do less DPS to some targets than Jet Fighters. This is addressed in CBP.
  • The updated CtW splash screens in EE are somewhat inferior to the original splashes because of subjectively inferior logo positioning and subjectively mediocre edits to fill in details where the original logo was located.
  • Fighters (the unit category, but excluding the Biplane in this case) should plausibly have a -10% damage modifier against the Russian Katyusha Rocket, since they have a -10% damage modifier against Howitzers already. This is fixed in CBP.
  • Vandals and Landskchets appear to each use each other's respective icon. Vandals have helmets in their model but a fur pelt in their icon while Landskchets have the reverse. See image: https://i.imgur.com/gNMhvP8.png This is fixed in CBP.
  • The Korean Flaming Arrow and Heavy Flaming Arrow are (compared to the Catapult and Trebuchet) missing a 100% damage bonus against Triremes, a 50% damage bonus against Galleys, and a 50% damage bonus vs Carracks (Trebuchet/HFA only). This is fixed in CBP.
  • Units with a preq0 that's neither an age or "none" appear to default to being a Classical Age unit or Modern Age unit (depends on specific factors). This results in some units (primarily unique general-like units in CtW campaigns) receiving substantially more damage than perhaps intended when attacked by high-age units, and in some cases the units can deal a lot more damage than intended to low-age units. Known cases of units being incorrectly too *high* of an age is fixed in CBP.
  • Cotton's time reduction is listed as 25%, but the real-world effect is a 20% reduction (because it increases progress by 25%, doesn't reduce time by 25%).
  • Junkers (Prussian CtW unit) as well as a handful of other units (including but not limited to Red Coats and Imperial Guard) are missing extra damage modifiers which their "base unit" (e.g., Musketeers) have, but they probably shouldn't be.
  • The voiceover for the Entire World CtW campaign introduction seems to point to the wrong path, causing it not to play. I know this isn't an EE-only bug as the voice also doesn't play in T&P, but don't have a working copy of vanilla to check whether this is a T&P bug, a RoN-wide bug, or maybe a weird intentional decision to remove the voiceover late into development.
  • The Carrack (heavy ship) has an additional +15% damage modifier vs the Caravel (light ship), but this was most likely added by BHG because of the former's excruciatingly long windup delay before releasing projectiles. That delay would cause it to appear to need a small buff when tested in many 1v1 matchups, as BHG seemed to do as part of their balance testing. When the delay is lessened, the modifier should probably be lessened as well.

Game bugs that can't be fixed with conventional mods
  • Multiplayer stability, delay etc (part of core game code).
  • Iroquois' Ambush doesn't hide units (side effect of implementation of core game code regarding nation powers - could possibly be resolved by entirely removing their passive stealth powers via mod but that's it).
  • Double merchant bug (there are no moddable parameters that have the ability to address this that I'm aware of).
  • If Chinese capture Forbidden City, assimilating it will convert it to a Large City.
  • In multiplayer, AI difficulty may APPEAR to revert to Moderate regardless of what was set in the lobby, but the actual difficulty does not seem to truly change (e.g. AI still gathers accelerated resources if set to Tougher/Toughest).
  • Probably a whole bunch of other stuff I haven't remembered as of writing this.
Last edited by MHLoppy; 29 Jan @ 12:33am
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MHLoppy  [developer] 9 Dec, 2020 @ 9:25pm 
I did some work on the Fort/Tower graphics swap, turns out it would be quite a lot of work to implement because the sprites for the buildings are different sizes, and each different size uses a different (pixel count?) offset in order to make it appear in the correct location.

I also got some feedback from people who didn't want it to change because they were already used to how it currently is (although it should be noted the feedback sample thus far has been very small. To make it an optional change to appease both camps would require 2-3x as much work and it's already a very time-inefficient change to implement[docs.google.com]. That spreadsheet covers both changing every relevant sprite as well as testing every relevant sprite across relevant ages. It represents what I suspect is 1/3 of the time required to implement it as a non-optional change.

At this stage the change is considered a very low priority, and may never be sufficiently prioritised to be completed.
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