Modding in Rise of Nations
-
Upload
ruru-ghoshal -
Category
Documents
-
view
216 -
download
0
Transcript of Modding in Rise of Nations
-
8/22/2019 Modding in Rise of Nations
1/6
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
-
8/22/2019 Modding in Rise of Nations
2/6
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:
-
8/22/2019 Modding in Rise of Nations
3/6
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
-
8/22/2019 Modding in Rise of Nations
4/6
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:
-
8/22/2019 Modding in Rise of Nations
5/6
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.
-
8/22/2019 Modding in Rise of Nations
6/6
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