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Nations and Heroes Mod Combined. Update 3-10-19 Bug Fixes
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Author |
File Description |
motter28218 |
Posted on 12/15/13 @ 11:48 AM (updated 08/21/20)
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
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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.
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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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Pages: « First « 1 2 3 [4] 5 6 7 8 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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motter28218
File Author |
Posted on 01/23/15 @ 05:21 PM
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."
This puzzles me as the Oasis that I created is disabled for all Dark Alin and Fire Alin nations. As for Dark Terror itself I figured it'd have some issues, I just threw it in there for the novelty, it's another one of those things I started doing at the tail end and I only play tested it a few times, not sure about fixing it tho, I can just go ahead and disable it tho if it is messing things up.
As for the "Moon God MP" errors I have no idea on that, I just installed the game, then the mod, did not get those errors.
For the dominances aaaaahhhhhh, I know you mentioned that before and I fixed it, but must have gotten a file crossed or something and used a backup file and forgot to enable them, they should work now thanks for noticing that.
As for the issues you're having on the Pillars of Thuran could you tell me what nations you have enabled? I played that map as it's one of my favorites and I had no errors. Thanks for the feedback. |
alincarpetman
Staff |
Posted on 01/24/15 @ 01:17 AM
--"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."
--This puzzles me as the Oasis that I created is disabled for all Dark Alin and Fire Alin nations. As for Dark Terror itself I figured it'd have some issues, I just threw it in there for the novelty, it's another one of those things I started doing at the tail end and I only play tested it a few times, not sure about fixing it tho, I can just go ahead and disable it tho if it is messing things up.
**I'll look into the Oasis again and get back to you on that. I remember I was able to build an Oasis as regular Alin and Dark Alin - not for Desert Monsters and I'm not sure about Dark Prince. I actually like the Dark Terror as it is, I just happened to discover while playing longer that loading savegames with Dark Terror in process seems to always screw things up in the game, which is not a big deal - players can just play without saving or keep playing anyway.
--As for the "Moon God MP" errors I have no idea on that, I just installed the game, then the mod, did not get those errors.
**Yeah I had a past error "invalid key marid upgrade of type unit from file data\tribes\ctw\dark alim.xml" with an older version of this mod, no longer got that one but now I have 2 other ones with xml.
--For the dominances aaaaahhhhhh, I know you mentioned that before and I fixed it, but must have gotten a file crossed or something and used a backup file and forgot to enable them, they should work now thanks for noticing that.
**Yeah maybe this was fixed at one point? I'm wondering if I'm getting all these errors with xml and Dark Terror because of xml files and my scenario editing explanation below...
--As for the issues you're having on the Pillars of Thuran could you tell me what nations you have enabled? I played that map as it's one of my favorites and I had no errors. Thanks for the feedback.
**I have enabled the nations: Dark Alin, Dark Prince, Death God, Desert Monsters, Fallen, Mianans, Moon God, Pirata, Scavengers,
Storm Goddess, Sun God, and Venuccians on all of the same 4 maps you provided which I re-did myself in my subsequent addendum to your mod which is now also available at Moddb for download. You can view what I did in these 3 screenshots of the fixing process here: http://www.moddb.com/mods/rise-of-legends-motters-new-nations-mod/images/motters-new-nations-mod-screenshots123#imagebox
**As you can read on the screens I had trouble fixing those maps up and there is a limit in the game to how many nations you can select from the menu so I had to leave 1 out at that time (otherwise it just wouldn't be selectable in the drop-down menu), and currently the Condotierri are also left off for that reason. It always possible to do "main nation themed" maps such as group all the Vinci together, Alin together, Cuotl together, etc but as there is no other feedback from players I don't feel like spending the time to do that at the moment.
**It's always possible I did something wrong in the scenario editor which is causing some of my xml and in game errors. I basically just kept testing, experimenting with selecting certain boxes and nations until things finally seemed to work somewhat properly.
**Because this game was abandoned we never got word on what the limitations are for things like this and it seems I managed to reach one for the max number of menu selectable nations, unless there is another way to configure them that you might know of?
**Also maybe you missed these comments (no problem):
Motter: All new nations are now in the CTW folder and I made scripts for all sub nations
Alin: What does this mean exactly?
...
Alin: Giancarlo, Baron of Umberto - I couldn't see any affect on troops for the Entrench and Ambush powers (in Rise of Nations the Entrench power would form some spikes in front of troops as defense and give a defensive bonus) - maybe Ambush works in making your troops invisible to the enemy but not to the human player so you can't tell like when the Decoys turn transparent, so maybe we'd need to do multiplayer to confirm that I guess
**And you wrote about making the AI smarter - that's probably tough right? I've played AOE2 and AOM games with custom player made ais and they were amazing, but I don't know if anything from those games' ai files could be used for Rol in terms of direct copy n paste or some idea that can cross over and be used. I did notice on the Pillars of Thuran map if you put all of the ai players on Tough or higher the game gets really aggressive and challenging which is fun.
**Are you on Steam/Moddb/Gog.com? Coming soon from me: hero bonuses list, more little info projects.[Edited on 01/24/15 @ 01:42 AM]
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motter28218
File Author |
Posted on 01/24/15 @ 04:27 PM
-------Motter: All new nations are now in the CTW folder and I made scripts for all sub nations
Alin: What does this mean exactly?----------
It just means I used to have a separate folder that contained the subnations which required an extra step for the user and I think that made things harder for people inexperienced with mods, so I just put all the new nations in the CTW folder so now they all copy when you install the mod.
Also I hadn't scripted anything for the new nations so they only would perform basic functions, now they will level up heroes, upgrade units, etc.
---------Alin: Giancarlo, Baron of Umberto - I couldn't see any affect on troops for the Entrench and Ambush powers (in Rise of Nations the Entrench power would form some spikes in front of troops as defense and give a defensive bonus) - maybe Ambush works in making your troops invisible to the enemy but not to the human player so you can't tell like when the Decoys turn transparent, so maybe we'd need to do multiplayer to confirm that I guess---------
Yeah, they don't work quite the same as they do in RON, there was no way for me to put a visible wooden spike graphic around the troops, it's mostly something you won't notice visibly and most of the time it will only work on Giancarlo himself, no way around this.
As for further improvements on the AI that's not something I'm in any mood to do, maybe in another 3-4yrs haha, I'm actually modding Age of Mythology right now so don't know when or if I'll swing back to ROL, if somehow someone could get a hold of one of the developers and some more of the game files could be extracted that would certainly motivate me to want to do more, but as it stands there's just not a whole lot more I can do with this.
For the problems with dominances and the Dark Alin nations I'd say try downloading the mod again, I fixed the dominance problem 2 days ago and updated the mod and you may still be using an older version as there were issues with some of the Dark Alin nations, other than that I'm sorry you're having issues, do you know how to make videos? If you could record yourself installing the mod and then show me what happens I could then troubleshoot it for you, let me know.[Edited on 01/24/15 @ 05:13 PM]
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alincarpetman
Staff |
Posted on 01/24/15 @ 07:22 PM
As for further improvements on the AI that's not something I'm in any mood to do, maybe in another 3-4yrs haha, I'm actually modding Age of Mythology right now so don't know when or if I'll swing back to ROL, if somehow someone could get a hold of one of the developers and some more of the game files could be extracted that would certainly motivate me to want to do more, but as it stands there's just not a whole lot more I can do with this.
**Yeah that's why I said it's a tough thing - any links for your AOM mod? I'd like to check it out when it's ready, though I don't have the steam version, just the regular version. AOM obviously has a lot more modding going on so you're in good company there. There is some crossover between AOM and ROL so I'm not sure why more people aren't posting here and creating stuff...
**I reached my limit with what info I could get about ROL, at this point the only thing going for the game is a Steam re-release - I'll post here or the forum if I find anything out about file extraction though. Thanks for all your modding work for ROL!
For the problems with dominances and the Dark Alin nations I'd say try downloading the mod again, I fixed the dominance problem 2 days ago and updated the mod and you may still be using an older version as there were issues with some of the Dark Alin nations, other than that I'm sorry you're having issues, do you know how to make videos? If you could record yourself installing the mod and then show me what happens I could then troubleshoot it for you, let me know.
**Yeah you're right, I probably have an older version so I'll test the new one and get back to you if anything is acting up.
**EDIT 1/25/2014 - - After the 10-15-2014 update I no longer have the errors mentioned above - the dominances, dark terror, etc everything seems to be working ok with all the nations except for this one error:
The Venuccians, Scavengers and Pirata don't get any or just one of the prototypes - regular Vinci and Mianians work ok and get all the prototypes at once
**Dark Terror works, but I figured out the other strange lighting situations I had:
- If you play the Pillars of Thuran map with all regular Alin players (including human you) then after about 12 minutes it says "Dark terror has ended for now" (but there was none since no player was Dark Alin purple) and then the lighting turns *bright* for the whole map.
- On all the maps (Ashfall, Dark Chasm, Death Basin, Maldini Heights, Pillars of Thuran) with all regular Alin players after about 12 minutes it says "Dark terror has ended for now" (but there was none since no player was Dark Alin purple) and then the lighting turns *dark* for the whole map
- So I don't know what's going on here, but I like the effects anyway and the bright lighting looks cool too
- I actually originally thought that the Desert Courage spell would be the brighter lighting, but it just dispells Dark Terror and keeps the normal lightning for a map - I'm not sure if modding lightning effects is possible
- I would say try a quick game (press the + sign to speed up the game) with all Alin players on any map to see what I mean around 13 minutes in
**All your mods and their reviews have been updated here on HG and Moddb (will take a short time to finish authorizing) - things are complete!
**I'll be posting up the following soon, let me know if you have ideas for any projects I might want to work on:
- hero bonuses list
- all cheats and hotkeys
- comparison of beta and cut features from the finished game
- rol compared to other related rts games
- finish all tech/spell/research list[Edited on 01/25/15 @ 03:33 AM]
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motter28218
File Author |
Posted on 01/25/15 @ 10:54 AM
When you say they don't get the prototypes do you mean the bonus units like Clockwork Miners, Burrowing Spider, etc? They are not supposed to, I disabled certain things specific for each nation to make them more unique. They will still get the bonuses like LOS, and Hitpoint increases. |
alincarpetman
Staff |
Posted on 01/25/15 @ 01:40 PM
Ok so there's no problem then, just the Dark Terror lighting acting differently depending on what type of Alin nations are present on a map.
I tried again to use extractor programs (for Win7) on the ROL big files but still haven't had any success.
Here's a list of programs I've tried that either don't work at all (because some of the big extractors are game-specific to a certain game) or you still need a specific script written for the programs that do manage to at least accept the file and run it through even though they don't extract anything:
Quick BMS - loads but seems to need a script
http://aluigi.altervista.org/quickbms.htm
Dragon Unpacker - loads and you can see some hex but seems to need a script
http://www.elberethzone.net/
http://sourceforge.net/projects/dragonunpacker/
X Ripper - loads but can't seem to get anything
http://www.zeus-software.com/downloads/xripper
Big Xtractor - doesn't work for ROL
Final BIG - works for C&C games only
BIG Pop - doesn't work for ROL
Big File Extractor - couldn't load/configure it
If you do searches for big file extractor/unpacker/etc some people also say to try 7Zip or other unzip programs - I tried WinRar, 7Zip and B1 Archiver and couldn't get anything.
I'm emailing some of the creators to see what they might say about a specific script for ROL. You had mentioned finding/paying a programmer to do something maybe similar? I do see a lot of big extractors for specific games (C&C, Homeworld 2, etc) so I wonder if it's possible to get something done? I'd be willing to contribute to that as well if we can find somebody - do you have any relevant forums you may know of? I checked out http://gamehacking.org/ but there's no pc game section, it's mainly for consoles.
What about other HG sites like AOM? AOM has tons of tools for modding, maybe someone will be interested. I'll do some searches and wait for any emails. If you want to type up a description with specific details of what we need done I can post it on Moddb, Gog, etc.[Edited on 01/25/15 @ 07:29 PM]
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alincarpetman
Staff |
Posted on 01/29/15 @ 10:43 PM
Hey Motter I have a question here: http://rol.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=5,951,,365 |
creeper857 |
Posted on 08/29/15 @ 01:51 PM
Like all of your mods its great mod[Edited on 09/11/15 @ 09:07 AM]
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RiseofLegend |
Posted on 12/31/16 @ 09:03 AM
Im pnly play 3 bations coluotl vinci abd alin but I cant add other nations. Can youre add pictures to how to install this mod ? |
motter28218
File Author |
Posted on 01/05/17 @ 04:36 AM
Download this info, it has detailed pictures. If you still need help let me know.
http://rol.heavengames.com/downloads/showfile.php?fileid=117 |
Pages: « First « 1 2 3 [4] 5 6 7 8 » Last » |
HGDL v0.8.2 |
Rating |
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4.5 | Breakdown |
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Artwork | 5.0 | Playability | 4.0 | Balance | 4.0 | Creativity | 5.0 |
Statistics |
Downloads: | 4,088 |
Favorites: [] | 7 |
Size: | 60.25 MB |
Added: | 12/15/13 |
Updated: | 08/21/20 |
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