An epic game for epic times, Rise of Nations places you in the throne of one of several cultures as it progresses from the deep past into the near future. Drawing on features once restricted to turn based games, RoN has an epic scope. Build cities, upgrade your units, and wage war on your enemies in this faced paced game thats sure to satisfy any tactics fan.
Here it is… Onekiller's Guide to Modding Nations. Are you not excited?
Posted by Legend017 on Sep 19th, 2005
Basic Client Side Coding.
Here it is… Onekiller Guide to Modding Nations. Are you not excited? So, let us break down modding nations into three parts:
* Setting up the nation with new powers and help text
* Setting up unique units for the nation
* Integrating the nation into the Conquor the World Campaign.
You’ll need a word processor to open and edit the files. I use NotePad.
[page=Rise of a Nation]
First, get an idea of what nation you want to make. You cannot create nation powers in the game, but you can make slight changes to existing ones, usually changes in numbers of things. Then, go back up these files:
* Rise of Nations\data\rules.xml
* Rise of Nations\data\help.xml
* Rise of Nations\tribes\(nation you will replace).xml
The tribes folder contains xml files for each nation, you’ll need a copy of the nation you want to mod. Now, you can either mod the files that are in the Rise of Nations directory, or you can mod the files that you copied. I like to set up a folder on my desktop with the copied files and them mod them from there. Now, first step, that tribes file. Let’s take the Minoan Mod I made a while back as an example. The Minoans replace the British, so I took the british.xml out of the tribes folder. Here it is:
It is simple really. Change the name to what you want, change the leader names, and change the city names. You do not have to have as many leaders and cities as the orginal file does, or you can have less, just make sure to delete the extra and if you decide to have less. Important here are and . These decide what the art set for the units and buildings of the nation will be. There are several catagories:
Here is what the file looked like after I modded it:
Next, we will work with the rules.xml. This is the important part, because it is where you modify nation powers. Look for a part in the rules.xml that looks like this:
This is what all the nation powers do. Any power that a nation has in-game can be changed. There are also some un-used powers. Putting values into them sometimes gets them to work, but not always. Here is what I modded the powers to be:
Really high bonuses I put in are used to simulate instantaneous creation and an unlimited comerce cap. You can experiment to get just what you want.
Now on to the last step, editing the help.xml. While this will not change anything in the gameplay, it is necessary to do so that players know what you have changed. Open up the help.xml, then find an entry that looks like this:
This is the help text that discribes the nation. “” places bullets that separate the different nation powers. Delete powers you are no longer using, and change the text for ones you have changed. Something like “$NUMBER1%” looks up the value in the rules.xml, so if you change a 10% discount to 30%, you don’t have to change anything in the help text, it will change for you. Here is what mine looked like after I fixed it:
Since I wanted it to seem like instantaneous creation, I changed the text a bit, instead of keeping the percentage entries.
So once you’ve done all that… you’re done! Replace the original files with the modded ones to use the mod, and replace those with backed-up files to go back to the regular game.