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Downloads Home » Game Modifications » Nations and Heroes Mod Combined. Update 3-10-19 Bug Fixes

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Nations and Heroes Mod Combined. Update 3-10-19 Bug Fixes

Author File Description
motter28218 3-18-19

Fixed issues with Campaign maps, Pirata Map and the Alim Belisari map were not uploaded with my previous file and were causing conflicts with the script. ****Thanks to moki25 for reporting it.

3-10-19

Fixed a bug with Czin that was preventing 2 of his spells from being used. *Thanks to Door1234 for catching that.

2-15-16

For those of you who are new to this mod it adds many new nations to the game as well as new units/techs/spells/builds. It also makes changes to CTW campaign so if you loved the game but have played it through and through here is a chance to try something different.

For those who aren't new, I finally did it, merged both of my mods so people don't have to switch out between them. You can now play both Quick Battles and the Campaign with the new Nations and new features.

There are some minor changes that I had to make in order to get them to work together, plus I also found a few new builds/units so some new surprises.

I also went ahead and made some more of the CTW nations playable in Quick Battle. I recommend people download AlinCarpetMans guide on enabling nations if you aren't already familiar with how to do it.

Thanks for downloading and I hope you enjoy it. Report any bugs or problems here, I do check in from time to time or maybe others can help.

Otter


10-15-14 Update Lots of stuff

-Finally figured out all Hero Bonuses so now Battaglion will increase building speed, Venza will summon faster and reduce cost of neutral sites, Yontash will push your borders and reduce spell cooldown times and Petruzzo will speed up unit production

-Got Dark Terror to work, play any of the Dark Alin nations (Dark Alin, Dark Prince, or Dark Genie) and it will automatically come on and cycle, you must play as the purple color as it was in the CTW campaign.

-Alin will have Desert Courage to counter Dark Terror.

-Scavengers now have prototype lab

-Defensive spells for the Sand Citadel, Fire Citadel, and Pirata City: without having access to the graphics files I had no way to make them fire like other forts, so I created an area spell around them, each is unique for each fort, so now they won't be defenseless anymore.

-enabled Oasis for Alin

-enabled Salamander Nest for Desert Monsters

-New Units at Zeke's Lab

-Pirata have some new ships

-I made scripts for all sub nations

-Got rid of error message for Venuccians at Prototype Lab

-Distruzio now gives the timonium bonus per level, not sure why I missed that before, sorry.

probably a few more little surprises I can't remember off hand, I couldn't get Ix Iface to work, I may keep trying but for now unless someone can figure out how to extract the graphics files this seems to be as far as I can go. Hope you all like it and sorry for so many updates but I'm learning as I go.


-Things I'm working on:
Fixing Ix's IFace
Making the AI smarter

**********9-17-2014 UPDATE************
-Fixed Memphis I-Face so it won't just show a black screen when you select him in a group.

-Few other minor fixes: Imperial Observatory was giving out research points and was only supposed to be giving wealth, some other small stuff.


Hello. This is my new mod that enables a total of 13 new playable nations. There are 4 mainline nations:

Venuccians
Desert Monsters
Dark Alin
Fallen

There is also a bonus folder containing nine additional sub-nations, just a note on the sub-nations: These nations are fully playable for you as the player, however, I did not write up scripts for them, sorry guys, but as much as I love this game I've been buried in it since October and I really just didn't feel like writing them all up, if someone else wants to that'd be great, but for now if you play against these nations the AI will not be fully effecient, it will still work, but likely won't do much research or upgrades.

This also will be the last I'm going to do on the game for awhile, so unfortunately I won't be taking any request on this mod, I may check in from time to time to see if anyone reports any major bugs, but apart from that the mod will be as it stands now. Hope you all enjoy it and thanks for playing.

Otter

********************************

Update 8-19-14

-Fixed several bugs with the Marid unit, as well as the Dominances.

-Subnations "Dark Genie" and "Dark Prince" had bugs that were fixed

-Upgrades are now added to the Doge's Guards, they will be weaker overall than Musketeers but cheaper, and as they level up will create faster.

- Carrying capacity for the Destroyer Transport was increased, still lower than the final upgrade for the Air Destroyer but much higher than the previous 5 unit limit.

- Some other minor issues, nothing that impacted gameplay, just certain techs available for nations that shouldn't have them.

********************************

Update 12-20-2013

-Fixed a bug that was preventing the Trading Post from being built

-Bug fix with Calculator for Venuccians

-Enabled Zeke's range attack so he is no longer helpless against flying units, he will now use his "machine gun" arm attack

-Berserkers have a new suprise

-Fixed a bug that created Zeke even if Distruzio hadn't died or leveled up

-Enabled War Elephants for Alim to keep with the usual RTS Arabians having Elephants theme

********************************
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
alincarpetman
Staff
Yeah I'll update the other files - I had thought it was fixed after the 2nd update but it wasn't, I'll test this latest one soon and update the reviews and uploads.

Edit: Check my updated review for some issues with the mod update.

[Edited on 08/19/14 @ 07:42 AM]

motter28218
File Author
****There are no New Nations-enabled maps with the updated download, only original maps to replace the mod files. I had to use my fixed New Nations maps as before to test this update and that may be why I get some unique errors.****

Yeah, I just dropped that from the mod, I think it's better if people use your instructions.



*******I still get this error: "Bhg error invalid key marid upgrade of type unit from file data\tribes\ctw\dark alim.xml
Click Abort, Debug, Ignore"
...when starting a game.********

I had fixed this before, for some reason when I update the mod on this site it doesn't always update, so I'm sorry for that, download it again, I just downloaded it, playtested it and it worked.



*****The Vinci Repair Yard (one of Research Lab building choices) doesn't produce anything, it says it makes scrap units.******

Yeah, I should change the help text for that, just didn't, it's not supposed to produce anything, it's just their for more research points, plus it heal mechanical units if they are nearby.



*****Venuccians when researching at the prototype lab get one 1 of 2 or 3 options, maybe all 3 were only meant for Mianans/Pirata/Vinci?*****

Not sure why this is happening? All Vinci Nations have the same prototypes, I don't have that problem with mine, I may have disabled certain units for them since their nation does not have them, but all the bonuses should still be there.



*****I get "Inapproproate target for power" message when trying to use domiances for any nation including the original 3.******

Found the problem, fixed it.



******Acerbus shows up as himself but doesn't have the same spells as the Heroes in Skirmish mod - he has a Magus Summon spell which summons one group of Desert Walkers.******

I powered down his spells a bit to try and make him more balanced.



*****When I played as any Alin nation the game started getting very slow when I was around my city with more than a few heroes and units but things scrolled smoother over unexplored territory.*****

Not sure on this? Are you using Acerbus? He casts a protection spell on all units when he is alive, maybe the graphic is slowing down the system? I don't know.

Thanks for keeping me informed, I wish the review I made for yours would show up, maybe I should just write it in the comments section? Well, I'll give it more time, I know PCDania is trying.

EDIT: I found the problem with the Dominances, to keep things easier I just went ahead and enabled Acerbus by default giving people a way to disable him if they want to, I think this is what was causing so many problems as trying to update both folders at once is what caused certain files to get mixed up, so re-download the mod (I know...again) and try it now, everything should be good.

[Edited on 08/21/14 @ 12:07 PM]

alincarpetman
Staff
--Alincarpetman's original replies: ****
Motter's follow up replies: ~~
Alincarpetman's new replies: --

--After the 8-19-2014 update I still have these issues:

****There are no New Nations-enabled maps with the updated download, only original maps to replace the mod files. I had to use my fixed New Nations maps as before to test this update and that may be why I get some unique errors.****

~~Yeah, I just dropped that from the mod, I think it's better if people use your instructions.

--Ok no problem - maybe putting in a note to download my maps or you're free to include them in your download with a note as well so people don't get confused like I did looking for the maps or loading it without any working maps


*******I still get this error: "Bhg error invalid key marid upgrade of type unit from file data\tribes\ctw\dark alim.xml
Click Abort, Debug, Ignore"
...when starting a game.********

~~I had fixed this before, for some reason when I update the mod on this site it doesn't always update, so I'm sorry for that, download it again, I just downloaded it, playtested it and it worked.

--I don't have this error anymore


*****The Vinci Repair Yard (one of Research Lab building choices) doesn't produce anything, it says it makes scrap units.******

~~Yeah, I should change the help text for that, just didn't, it's not supposed to produce anything, it's just their for more research points, plus it heal mechanical units if they are nearby.

--Ok no problem, it's a repair/healing building


*****Venuccians when researching at the prototype lab get one 1 of 2 or 3 options, maybe all 3 were only meant for Mianans/Pirata/Vinci?*****

~~Not sure why this is happening? All Vinci Nations have the same prototypes, I don't have that problem with mine, I may have disabled certain units for them since their nation does not have them, but all the bonuses should still be there.

--It seems that the 3rd choice on the right never gets produced, and I get a "Inappropriate target for power" error even though it's a research and not a power - this only happens with the Venuccians it seems


*****I get "Inappropriate target for power" message when trying to use dominances for any nation including the original 3.******

~~Found the problem, fixed it.

--The dominances work ok now


******Acerbus shows up as himself but doesn't have the same spells as the Heroes in Skirmish mod - he has a Magus Summon spell which summons one group of Desert Walkers.******

~~I powered down his spells a bit to try and make him more balanced.

--Ok his magus spell summons more units as your city size grows it seems so he's still powerful


*****When I played as any Alin nation the game started getting very slow when I was around my city with more than a few heroes and units but things scrolled smoother over unexplored territory.*****

~~Not sure on this? Are you using Acerbus? He casts a protection spell on all units when he is alive, maybe the graphic is slowing down the system? I don't know.

--I experimented with why only the Alin nations slow down the game - only after I summon Acerbus does the game slow down (no freezing, just much slower stuttering movement for the game as well as scrolling), but as soon as Acerbus is killed the game freezes for a bit then returns to normal after he's gone so it definitely has something to do with him, for whatever reason, as I've tried this several times and it's always after his summoning that things get slow.

--Acerbus worked fine in your Expansion campaign and All Heroes mod so I don't know why he's slowing things down here.

--Maybe it's the protection spell as you say - does that protect only the player with Acerbus but also any allies? It may be that with 1 or more allies it slows down. If you wish to spend time on this I could always switch out files with a disabled or limited protection spell and test the differences.


~~Thanks for keeping me informed, I wish the review I made for yours would show up, maybe I should just write it in the comments section? Well, I'll give it more time, I know PCDania is trying.

~~EDIT: I found the problem with the Dominances, to keep things easier I just went ahead and enabled Acerbus by default giving people a way to disable him if they want to, I think this is what was causing so many problems as trying to update both folders at once is what caused certain files to get mixed up, so re-download the mod (I know...again) and try it now, everything should be good.


--In summary just the Venuccian prototypes and Acerbus seem to be the only problems I have, thanks a lot for putting the time into updating this mod!

--P.S. The only other question I had with your other mods - the All Heroes mod - is what do you think of Belisari's Sand of Rejuvenation spell?

--It says: Heals 1% health and mana of units in a radius for 15-30 seconds (the seconds go up over 4 upgrades).

--I've tested this spell and it doesn't look like it does much, maybe the 1% was a typo and should be 10% or even 100% (or a different number) for a limited time? It seems it should be more powerful as other heroes like Giacomo get Super Armor so maybe the spell can be changed since it seems underpowered.

[Edited on 08/22/14 @ 11:11 AM]

motter28218
File Author

*****-"Acerbus worked fine in your Expansion campaign and All Heroes mod so I don't know why he's slowing things down here."****


Well units and spells are scripted differently and work differently between the campaign and regular play. When I first started to mod I thought I could just easily cut and paste all the info from the CTW files into the main game directly, was I in for a surprise.

There seems to be some codes either in the .exe or in some of the compressed .big files which make many of the things in CTW work, when I brought many of the heroes and units etc to the main game files none of their stuff worked, so I had to write up whole new scripts on my own, and keep in mind there are no real scripting guides or detailed list of the commands, so I really had to get "creative".

As I mentioned Acerbus casts "Desert Walk" protection spell, it's only on the units of the nation he is in, not allies, but in order to get it to work I had to have the script constantly be checking if new units were made to give them the protection, this might be the problem, but the thing is I did the same thing for Rocco's (Pulitore) Poison Protection and it doesn't slow down the game, so I'm not sure, maybe it's because of the graphic that each unit gets over their head? This recasting every second might be the problem? I'll have to look into it some more.

As for Belisari, I can increase her healing to whatever you like, I just left it as the original character had it, if you want to go in and make it heal more I can just post the relevant info here and you can copy/paste it into craftrules, if I update the mod then everyone will get the boosted stat and I'm not sure if others want this as well.

For the Venuccians, I think maybe what is happening is as I say I did disable them from getting some of the units, I think I keep them from getting the Clockwork Sniper, as well as the burrowing spider - is that what you are referring to? Other than that I actually didn't change anything on the prototype lab between the Vinci Nations.

I at one point a few years ago when I made my original Nations Mod had a whole unique tier for the Doge, but I lost that file somehow, I was going to make it again (maybe still will), but it's one of the hardest things to do, there's a lot involved in it.

Let me know.

[Edited on 08/23/14 @ 06:39 PM]

alincarpetman
Staff
Ok so the Venuccians some units are disabled which is ok, an incorrect error message may come up as it did for me.

That just leaves the Acerbus slowing things down - "the script constantly be checking if new units were made to give them the protection" - this might be it, I'm not completely certain though.

I will check Rocco's Poison Protection again and see if there was any difference and I'll post here either way.

I've taken a look at the xml files so I think I'll give a try at modding Belisari myself and I'll post here if it works.
batmanmanda Hi, i have a problem as soon i start the game, it says:

ERROR BHG

Type: warn_script . \data\spells\dietruck.bh: error: cant find the file "spells_basic.bhs"

help?
motter28218
File Author
Did you run modpack.exe? If not you need to do that. If you did then go into your Rise of Legends game folder, open the "Data" folder, then the "Spells" folder. Make sure dietruck.bhs is in there and spells_basic.bhs is in there.
batmanmanda Where is the modpack.exe?
motter28218
File Author
Look in your Rise of Legends game folder, just click on it to run it and then extract those files to the game folder.
alincarpetman
Staff
batmanmanda and any others searching for the modpack - you can download it here: http://rol.heavengames.com/downloads//showfile.php?fileid=118

Motter - sorry for the late feedback but I tested the latest update and had some errors and feedback:

10-15-14 Update Lots of stuff

-Finally figured out all Hero Bonuses so now Battaglion will increase building speed, Venza will summon faster and reduce cost of neutral sites, Yontash will push your borders and reduce spell cooldown times and Petruzzo will speed up unit production

**I haven't looked into this much detail and I'm gonna type up a list of all the hero bonuses

-Got Dark Terror to work, play any of the Dark Alin nations (Dark Alin, Dark Prince, or Dark Genie) and it will automatically come on and cycle, you must play as the purple color as it was in the CTW campaign.

**This is a great idea, and maybe I'm confused but I observed a few different things happen - Desert Courage is available at the Oasis for the regular Alin, but it's also available for the Dark Alin nations with which you can cancel out the native cycle of Dark Terror on the Pillars of Thuran map for example by building an Oasis and using Desert Courage.

When playing a game Dark Terror seems to come on automatically every 10 minutes or so, but with the human players color. So it makes it look like I summoned the power but it's really automatically on the map. My guess is that this is scripted into the map and a Dark Alin player as purple color needs to be one of the players on the map, but does not actually get to summon the Dark Terror power, right? Although the regular Alin nation can summon Desert Courage.

On Pillars of Thuran the Dark Terror comes on after about 9 minutes of gameplay regardless of Rush Rule settings, and lasts for 3 minutes before disappearing on its own. When I built an Oasis and waited for Desert Courage to be ready and used it before the 3 minutes was up, the Dark Terror went away. The thing is though, I played as all the Alin nations including Dark Alin and I was able to resist the Dark Terror.

Also, I may be mistaken but I may have seen the Desert Courage power also come on automatically or summoned by a computer player? On one occasion with the regular Alin, after using Desert Courage the spell finished but the visual lighting affect (brighter light) stayed around the players units. I like the affect but I'm not sure if the visual/spell is meant to stay like that. More frequently though it seems that after I use the spell, no visual changes can be seen (the brighter lighting) but the spell cools down for reuse.

Ok and now more confusion - on subsequent games for 1 hour and longer, the Dark Terror comes and goes regularly. However when I load up a saved game for this map, the Dark Terror doesn't show up or the cycle reverses - it says "Dark Terror has ended for now" but it was really daytime and then the darkness becomes the default lighting - strange. One other thing is that you can have a Dark Alin ally and cancel out the Dark Terror if you are regular Alin but I'm not sure how much that can be changed.

I like this feature but it seems it needs some tweaking - I spent a few hours playtesting it with different combinations so it can get tedious and confusing, let me know if you need me to test anything specific out.

-Alin will have Desert Courage to counter Dark Terror.

**Available at the Oasis, see above note on confusion

-Scavengers now have prototype lab

**The lab is there and works

-Defensive spells for the Sand Citadel, Fire Citadel, and Pirata City: without having access to the graphics files I had no way to make them fire like other forts, so I created an area spell around them, each is unique for each fort, so now they won't be defenseless anymore.

**The Sand Citadel has Drought, a spell that can be placed in a range around the building

The Fire Citadel has Staff of Fire, a passive defensive ability

Pirata city (which is actually the Condottieri Castle because Pirata city is very big) has Clockwork Assembly, randomly summons 1 of 3 possible reinforcements

-enabled Oasis for Alin

**The Oasis is available for the regular Alin and has 3 desert units and the spell Desert Courage for regular Alin only

-enabled Salamander Nest for Desert Monsters

**Ancient Protector is available here and summons the Queen Salamander as a defensive master unit for a limited time and range around the nest, she has two spells Stomp and Flame Burst (check out that flamin' fire breff!)

-New Units at Zeke's Lab

**Zeke Attack Form (a Zeke unit) with passive Mechanical Repair ability and Mechanical Suit (Giacomo's walker unit without Giacomo inside) with passive Mechanical Improvements ability

-Laser Blast spell at Reliquary for Fallen

**Invisible defensive spell

-New Nation: Condottieri, I really debated even making them as I never thought they belonged in the game, but I decided to anyhow just for the novelty, but a word of warning - they are a VERY weak nation, if you play them, you are really asking for a challenge.

**The Condottieri have the folowing unique units/buildings:
- Giancarlo, Baron of Umberto - the only hero unit, he has Forced March, Entrench, Decoy and Ambush spells - similar to the powers of General units in Rise of Nations, although I couldn't see any affect for the Entrench and Ambush powers
- Special Forces - a single infantrymen with Snipe and Sabotage powers (Sabotage has a really big explosion!)
- Tribune - a single unit that has Bribery and Hire Mercenaries powers (similar to the Spy unit in Rise of Nations)
- Inn - creates Condottieri Soldier, Condottieri Dragoon, Condottieri Knight and Special Forces
- Research Lab - builds Telescope and Calculator
- Condottieri Palace (actually the Mianian Palace) - creates Tribune, Cargo Dirigible and Siege Zeppelin

The use of spells is really creative and because the Condottieri are more simpler this makes them appear more modern and realistic, similar to the gunpowder civilizations in Rise of Nations so I could see RON players liking this subnation if they knew about it

There are more Vinci Lords in the game world, maybe they can be added with their own powers? The rest of them are:

"the good guys"
Giacomo (Inventor of Miana)
Petruzzo (Lord of Miana)
Carlini (General/Sergeant of Miana)
Marco (Captain of Miana/Captain of the Guards)
Marco (Merchant of Silea)

"the bad guys"
Mauricio (Prison Warden of Dirsi)
Sclario (Don of Feligno)
Rocco (Lord of the Wasteland/Piavasso)
Dante (Rogue Viscount of Tarona)

Although technically none of them may be Condottieri, they just happen to have horse mounts, as there doesn't appear to be any official Condottieri heroes though the "Vinci Lord" horse hero unit in the scenario editor can be modded with fan made character concepts

-Pirata have some new ships

**Spy Scout and Gun Flyer are available at the Pirata City

-All new nations are now in the CTW folder and I made scripts for all sub nations

**What does this mean exactly?

-Got rid of error message for Venuccians at Prototype Lab

**No error message

-Distruzio now gives the timonium bonus per level, not sure why I missed that before, sorry.

**I guess this is part of the hero bonuses

probably a few more little surprises I can't remember off hand, I couldn't get Ix Iface to work, I may keep trying but for now unless someone can figure out how to extract the graphics files this seems to be as far as I can go. Hope you all like it and sorry for so many updates but I'm learning as I go.

**I also saw that the Dark Alin had a white square instead of a Sawu graphic when clicking on the computer player's name on the bottom center list of players
The spell-placing graphic for the Venucci Ammunition Depot looks to be too big and blurry

I saw some new player names for the computer players when starting a game

No problem with any slow progress, we're glad we have someone modding this game at all! Thanks for all your hard work again :)

-Things I'm working on:
Fixing Ix's IFace
Making the AI smarter

**Good news - Acerbus doesn't seem to be freezing up my game anymore as he used to after being summoned so that's a good thing, although he only has one power - Magus Summon which summons one temporary unit of Desert Walkers - I liked his original spells but maybe they were too overpowered

**Some repeat errors - I still keep getting an "Inappropriate target for power" error for all the Dominances for any nation I play - I double check that I'm trying to use a healing power for me/allies and an attack for enemies but am still getting that error

I also get these errors every time I launch a skirmish game (similar to past xml errors):

BHG Error
Invalid key Moon God MP of type UNIT from file
.\data\tribes\ctw\dark alim.xml
Abort, Debug, Ignore - clicking Ignore a few times always launches a game that works fine

Also the same error above for .\data\tribes\ctw\heretics.xml

**I recently registered at the Steam site as Rise of Nations was re-released and it's possible Rise of Legends will be also. You can write to the re-release team here: http://skyboxlabs.com/contact/ to submit your feedback for the game. If it's re-released then that place will be more active in terms of getting feedback for your mod, submitting your bug reports and suggestions to the re-release team, etc so you may want to register there. It can be a pain to register there so I can type up a short how-to as it took me a while to figure it out. I heard that this ROL forum may be archived in the near future unless someone (one of us) becomes a mod (mainly to log in and delete spam), so Steam (as well as Moddb for downloads) may become our only place to discuss and update this game. I know you had trouble registering on Moddb but it may be worth a try again :)

**After this latest report of mine I'll finally be updating your mod downloads on Moddb as I was waiting for an update and some time to get this done - sorry for the delay in getting that updated over there.

[Edited on 01/25/15 @ 12:49 AM]

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HGDL v0.8.1

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Rating
4.5
Breakdown
Artwork5.0
Playability4.0
Balance4.0
Creativity5.0
Statistics
Downloads:3,519
Favorites: [Who?]6
Size:60.25 MB
Added:12/15/13
Updated:08/21/20