SUMMARY:

This modpack adds all the additions from the TaP Redux mod and also completely overhauls the game. Each age now feels more extended and isn't rushed, as well as gameplay is more strategic than just spamming units from production facilities. It is best used in multiplayer, although the computer can be quite a challenge on the higher difficulties. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones.

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FEATURES


The changes in this mod are extensive. Below are some of the highlights:

As of version 5.8, all civilizations have 6 or 7 unique units, spread out through most of the ages. Every nation has at least 1 unit in Industrial Age or higher.

THIS MOD GREATLY EXTENDS ALL RESEARCH TIMES AND COSTS AS WELL AS UNITS. IF YOU DON'T LIKE SEVERAL HOUR LONG GAMES, THIS IS NOT FOR YOU.

30+ NEW UNITS:


  • RAH-66 Comanche and MB-1 Light Bomber (America)
  • Jaguar Warriors (Aztec)
  • Resistance Fighters (Bantu)
  • HNLMS Groningen (Dutch)
  • Hakim Infantry (Egypt)
  • ELAS (Greeks)
  • Inti Tribesmen, Peruvian Guard and Elite Peruvian Guard (Inca)
  • Chola Ship (India)
  • Mohawk Riflemen (Iroquois)
  • Mitsubishi Ki-51 (Japan)
  • Turtle Ship and KLA (Korea)
  • Lakota Riflemen, AN/TWQ-1 and Lakota Supply Wagon (Lakota)
  • Tlaxcalan Warriors (Maya)
  • T-54 and BMP-1 (Mongolia)
  • Anti-Air Infantry (Nubians)
  • Qader (Persians)
  • Holy Roman Knight, Foot Knight and Panavia Tornado (Romans)
  • Man O' War and Operaciones Especiales (Spain)
  • F.H. 98/09 and T-155 Firtina (Turks)
  • as well as several units from TaP redux that have been re-textured, made into unique units and re-balanced for this mod

MAP & TECH:


  • 30% larger 'big huge' map
  • Ages and techs take A LOT more time to research and cost A LOT more
  • ALL ramp up cost limits increased
  • Population limit tweaked (50-600)
  • Government types now have larger differences and upgrade with further government selections
  • Gather rates and scholar rates slower (resources per 60s, Knowledge per 120s)
  • Commerce rates tweaked (start at 150, +75 for each Commerce research level)

BUILDINGS:


  • Towers and forts now MUCH stronger:
    • can now DECIMATE an army if siege weapons are not used
    • lots more HP and armor as well as attack
    • fires more arrows and garrisons more units
    • Redoubts have much bigger range, to cope with increased range bonus from CEO
  • Docks have more HP and armor
  • Anti-air guns more HP, damage and range


UNITS:


  • Ships completely overhauled:
    • 3x HP, 3x attack but cost more
    • siege ships cost even more
    • subs increased range, decreased speed but more HP
  • Siege weapons MORE expensive
  • Supply wagons have more range; all supply wagons heal units, French supply wagons heal at double speed
  • Generals have more range
    • Government generals have difference in stats, larger ranges and military generals are more resilient than economic ones
    • increased bonuses given by government generals
  • Different units take different amount of population:
    • all cavalry (including tanks): 2 pop
    • infantry: 1 pop
    • anti-air units: 2 pop
    • siege weapons: 4 pop
    • supply wagons: 2 pop
    • machine gun units: 2 pop
    • submarines: 4 pop
    • heavy ships: 5 pop
    • light ships: 3 pop
    • fireships: 1 pop
    • siegeships: 4 pop
    • aircraft carrier: 7 pop
    • fighters: 1 pop
    • fighter-bombers: 2 pop
    • helicopters (and zeppelin): 2 pop
    • bombers: 3 pop
    • unique units: varies

NATIONS & WONDERS:


  • Nations:
    • added several new (previously disabled by default) powers
    • re-balanced existing powers
  • Wonders:
    • cost A LOT more
    • give more balanced bonuses
    • added several new (previously disabled by default) bonuses
    • take twice as long to construct, so it's easier to catch someone who is trying to 'steal' your wonder

TECH


  • AGE ADVANCEMENT changed:
    • each Age advancement costs every resource available in the previous age (Food is still the main cost, but it is slightly lowered and instead other resource costs are introduced)
      • Classical Age (Food, Timber, Gold)
      • Medieval Age --- Enlightenment Age (Knowledge, Food, Timber, Gold, Metal)
      • Industrial Age --- Information Age (Knowledge, Food, Timber, Gold, Metal, Oil)
  • FINAL TECHS changed:
    • each final tech now costs an associated resource as well as Oil and Knowledge
      • Missile Shield (Knowledge, Metal, Oil)
      • World Government (Knowledge, Food, Oil)
      • Global Prosperity (Knowledge, Gold, Oil)
      • Artificial Intelligence (Knowledge, Timber, Oil)

MISC:


  • Rare resources re-balanced
  • Larger city economic range
  • Lumber mill range increased
  • Borders tweaked
  • Scouts 2x faster
  • Nukes now VERY EXPENSIVE and take A LOT OF TIME TO BUILD, but also increased damage and blast radius
  • Missiles increased damage and cost
  • Oil derricks give 2x much oil
  • Plunder bonuses increased

and much much more...


FUTURE PLANS:

  • Barracks defences (fire arrows)
  • Naval generals (will be hard to do, depends on the amount of "free" entries I have left in the data files)
  • Re-balance everything as best as possible
  • Unique buildings
  • As I work my way to version 6.0, updates will be less frequent and will first feature a major rebalancing of the entire game and maybe a change in one or two uniques.

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RECOMMENDED GAME SETTINGS


It is recommended that you play on these settings as that's what the mod was balanced for. Other settings were not extensively tested.

  • MAP SIZE: Big Huge (Does not work for all maps! Check Q&A at the bottom for info!)
  • GAME SPEED: Normal
  • GAME RULES: Custom
  • GAME MODS: 0wca mod
  • START WITH: City Center Only
  • RESOURCES: Standard
  • TECHNOLOGY: Very Expensive and Slow
  • REVEAL MAP: Explored
  • POPULATION: 200
  • RUSH RULES: Peace for 30 min
  • START AGE: Ancient age
  • END AGE: Information age
  • ELIMINATION: Capital
  • VICTORY: Conquest

(recommended that scripts are not used, haven't tested)

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INSTALLATION


TESTED WITH RISE OF NATIONS EXTENDED EDITION v1.04. SHOULD WORK WITH OTHER VERSIONS, BUT HAVEN'T TESTED. THIS MOD ALSO OVERWRITES SOME BASE ART FILES. IF YOU WISH TO UNINSTALL THERE ARE ORIGINAL FILES INCLUDED IN THE .rar OR JUST BACK THEM UP BEFORE YOU INSTALL.

  1. Extract the folders in the .rar files to the main directory of the game
  2. overwrite
  3. in game lobby choose under 'Game Mods' -> 'Rise of the Ages v5.x'

STEAM VERSION:

  1. same as above, but extract to /Steam/steamapps/Rise of Nations Extended Edition (or smth similar)/

NOTE: There seems to be an issue for Steam users not being able to use the mod in multiplayer. I will upload a steam-friendly version in the future.

UNINSTALLATION


  1. Delete the '0wca mod' and '0wca mod scenario' folders from the mods folder
  2. Copy files from 'ORIGINAL ART FILES' to the art folder

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Q&A


Q: What are these buildings that cost more than 1 million resources??
A: These buildings were included in the TaP Redux mod, and this was my workaround of disabling them, since its almost impossible to amass so much resources in a single game. If I simply disabled them from the game, it started crashing for some weird reason on random times during the game. The reason I wanted to disable them was because the computers were building them like crazy, wasting resources and screwing with pathfinding so I thought best to not use them. They actually don't give anything anyway, just diversity to your town so it can upgrade to a higher level.

Q: I can't select certain bombers in my Airbase! They are bombers, but their icons show as helicopters and when I click them, nothing happens.
A: This is a bug I've been trying to get rid of for ages. I don't know what's causing it, but until I fix it, you can use a workaround: build an airbase specifically for fighters or bombers or helicopters. Then just deploy one or all of the units docked in the base by right-clicking on the terrain (or shift-right-click to deploy all). Will fix it as soon as I figure out how...

Q: Some textures aren't displaying right, or flicker!
A: Make sure you copied the iface_buildings_CTW.tga, iface_units_03.tga and iface_units_03_half.tga to \art folder and overwritten files! If you haven't messed with the folder structure of the .rar file and extracted to your game directory, it should work fine!

Q: The game crashed during loading of a map!
A: Since the mod increases the 'Big Huge' map size by 30%, certain maps may not load at this size. Known maps with this issue are Atlantic Sea Power, East Meets West and Nile Delta. When playing these maps, set map size to 'Huge' or lower to avoid crashes. I will try to address this issue in further updates. There is also a scenario version available so you can use the mod with custom maps.

Q: I found a bug or some weird feature or imbalance or whatever.
A: Pop a comment on the official mod page (Rise of the Ages mod), and I'll see to getting it fixed.

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Disclaimer: This mod is based on the TaP Redux mod (by probed1969) posted on the Rise of Nations heaven site (link: Ron.heavengames.com). That being said, I have not asked the original author if I can use his work in this mod. If there are any complaints by the original author, I will put it down.

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Alright so I've narrowed down the new features that can realistically be implemented into the next version, that I've tested so far. Any other far fetched plans have been thrown away because I simply have no idea how to do them.

NEW FEATURES:


1. ADMIRALS (NAVAL GENERALS)


This is actually already implemented and I just have to finish the models, textures and balance the whole thing but they work well! They've also been moved to the Fishermen slot of the Dock, and the Fishermen have been moved a slot down.

2. DEFENSIBLE BARRACKS


All barracks can now defend themselves with a limited ranged attack that has a fixed range and isn't very strong, but might be enough to shoo away those few rushing units from wrecking your day.

3. UNIQUE BUILDINGS


1. IMPERIAL TAGMATA (Romans, Turks, Egypt, Greeks)

This was made in response to a request for Byzantine units. It is a unique building available exclusively in the Medieval Age. Only the 4 above nations will be able to build it and will be able to train 2 (or 4 depending on how I can make it work) unique Byzantine units. Hopefully I can make 1 infantry unit and 1 cavalry unit that both shoot and fight in melee.

2. CHIVALRIC ORDER (Romans, Germans)

This is where the Holy Roman Knight (now named Knight Hospitaller) and the Foot Knight (previously both Roman unique units) are now available to build. It works similarly to the Imperial Tagmata.

3. NAVAL FORTS (British, French, USA)

Yes, naval forts are not a feature for all nations but instead a unique building. The reason for this is that I'm running out of free entries in the files so I decided to make it a unique building that's available to 3 different nations at 3 different ages.

4. MISC


Among some other updates there will also be the removal of all of the 1 mil buildings (yes I finally managed to fix it!), checking of different map sizes (as some cause crashes) some changes to cruise missiles and some other minor fixes and reskins.

After this update, the road to 6.0 will feature the rest of the Unique Buildings (which I've already planned out but haven't implemented yet), which, in the end will be a total of 13 UNIQUE BUILDINGS and 3-4 new uniques.

Then all that's left after 6.0 is to make a massive balance check and change some gameplay fundamentals (to the rock-paper-scissors) system, to get closer to realism and introduce some basic logic to the game (e.g. a tank should obliterate an infantry unit if it hits it dead on and a bomber should wipe out any infantry it hits square on the head).

Version 5.9 preview and a request for help

Version 5.9 preview and a request for help

News 4 comments

Been working hard on 5.9 and it's gonna a be a pretty big update.

Rise of the Ages v5.8 changelog

Rise of the Ages v5.8 changelog

Feature 2 comments

Added last 2 unique units. The next updates will focus on a major re-balancing of all units and will maybe change one or two uniques along the way. Updates...

Rise of the Ages v5.7 changelog

Rise of the Ages v5.7 changelog

Feature

added 3 new unique units, removed 2. Next few versions will add 2 more unique units for Romans and Maya.

Rise of the Ages v5.6 changelog

Rise of the Ages v5.6 changelog

Feature

added new unique units; next update will feature 2 or 3 more.

Add file RSS Files
Rise of the Ages v5.8

Rise of the Ages v5.8

Full Version 4 comments

Added last two unique units; Read changelog for more info.

Rise of the Ages v5.7

Rise of the Ages v5.7

Full Version

added 3 new unique units, removed 2. Read changelog for more info.

Rise of the Ages v5.6

Rise of the Ages v5.6

Full Version

added 2 new unique units for Greece and Iroquois; see changelog

Rise of the Ages v5.5

Rise of the Ages v5.5

Full Version

added 1 new unique unit and made Humvee unique for USA; read changelog for more details.

Rise of the Ages v5 4

Rise of the Ages v5 4

Full Version 2 comments

new version adding 2 new unique units and re-enabling one; read changelog for full list of changes.

Rise of the Ages v5.35

Rise of the Ages v5.35

Full Version

some minor fixes and a new Dutch unique unit; see changelog for fixes

Comments  (0 - 10 of 12)
pontiffofjesus
pontiffofjesus

does this work on original rise of nations gold?

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0wcabibi88 Creator
0wcabibi88

Not sure, haven't tried it.

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Tallestdavid
Tallestdavid

byzantine units? :D if none do you plan to add em?

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0wcabibi88 Creator
0wcabibi88

Well the problem with Byzantine units, is that I can't decide to which nation I should give them to, since the empire spanned across multiple nations.

I'm considering the possibility of adding a unique building to several nations in which you could build Byzantine units at a certain age.

Reply Good karma+1 vote
Guest
Guest

Version 5.8 doesn't appear in the multiplayer mod menu, but does in singleplayer. Is there any way to get it to work with multiplayer? This happens for both internet and LAN play.

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0wcabibi88 Creator
0wcabibi88

Yes there seems to be an issue with Steam users not being able to use the mod in multiplayer. I will try and upload a steam-friendly version when I can.

Reply Good karma+1 vote
Guest
Guest

Do it's possible tout play on lan with this mod enable?

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0wcabibi88 Creator
0wcabibi88

It is. I've played several games with friends over LAN. You all need to have the same version, though.

Reply Good karma+1 vote
austen1000
austen1000

This is for Extended Edition, right?

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0wcabibi88 Creator
0wcabibi88

Indeed. I haven't tried with other editions, might work though.. Recommended you have patch (1.4)

Reply Good karma+1 vote
austen1000
austen1000

For some reason, it is not working for me. It crashes when loading up a new battle with the mod enabled. I am using Extended Edition, and I have the latest version, as far as I know.

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0wcabibi88 Creator
0wcabibi88

Hm, strange... Check the Q&A section of the bottom of the summary page (some maps have a problem with the new 'Big Huge' size). What does it say when it crashes? Also try to download the latest version as some older versions had bugs in them. And delete all previous mod files if possible, don't just overwrite (just in case).

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