Modding in Rise of Nations

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    Introduction

    Here it is!!! Lord Krulls 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 Conquer the World Campaign.

    You'll need a word processor to open and edit the files. I use MS Wordpad.

    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:

    King Henry VIII

    Richard the Lionheart

    King Richard III

    King Henry V

    William the Conqueror

    Queen Elizabeth I

    Queen Mary

    London

    Edinburgh

    York

    Salisbury

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    Newcastle

    Canterbury

    Nottingham

    Leicester

    Norwich

    Lincoln

    Chester

    Durham

    Bath

    Oxford

    Southampton

    Cambridge

    Whitby

    Hexham

    RunnymedeWindsor

    Exeter

    Lancaster

    Carlisle

    Aberdeen

    Glasgow

    Bristol

    Richmond

    Birmingham

    Manchester

    Portsmouth

    Liverpool

    Winchester

    0 European

    1 NEuro

    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:

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    0 European

    1 Arab

    2 American

    3 Asian

    0 Med

    1 NEuro

    2 Asian

    3 Korean

    4 American

    5 Turk

    Here is what the file looked like after I modded it:

    Minos the Great

    Satur I the Great

    King Sakavipi

    King Satetot

    King Iasiton

    Our Lord Ruru

    King Krull the Great

    Knossos

    Phaistos

    Kato Zakros

    Akrotiri

    Vassiliki

    Myrtos

    Mochlos

    Agia Photia

    Sitia

    Archanes

    Malia

    Palaikastro

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    Phylaki

    Fournou Korifi

    Tripiti

    Nerokourou

    Petras

    Phourni

    Prassa

    Simi

    Achladia

    Amnissos

    Chania

    Galatas

    Karphi

    Kommos

    ApodoulouChamaizi

    Tylisos

    Sklavokambos

    Zominthos

    Zou

    0 European

    0 Med

    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:

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    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:

    {The British have the Power of Empire.}

    +$NUMBER0% Commerce Cap. Receive double income fromTaxation.

    Ships created $NUMBER1% faster.

    Receive Foot Archer upgrades for free. Forts and

    Towers +$NUMBER5 range.

    Anti-Aircraft units and buildings created $NUMBER3%

    cheaper and $NUMBER4% faster.

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    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:

    {The Minoans have the Power of the Mediterranean.}

    Commerce Cap always at maximum.

    Ships and Archers created instantly.

    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. Which, if

    you have bad luck generally, will not work. Keep the game CD handy for reinstallation.

    - Ruru Ghoshal a.k.a. Lord Krull the Minoan.8

    thSeptember, 2006