rise of nations extended edition моды как установить
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Mod For Economy
NEW VERSION OF MOD. No ANY BUGS! EVERYTHING IS WORKING EXCELENT!
For people who already had this mod, to get all new features of this modification you have to reinstall this mod.
This mod was created by me few years ago. I thing that it is unique mod and there is not any like this.
This mod adds the several features:
1. The maximum population limit is increased to 2000 people.
2. You can build new civil buildings to improve your economy.
3. The maximum commerce limit 999 is removed. Now it is infinity. (The most important feature)
This mod allows you to make great armies and build great economies.
Installation tutorial:
1. Subscribe for the mod and download it.
2. Open Steam->steapapps->workshop->content->287450->872738167 folder
3. You have to find the folder with ECONOMY.zip
4. Open Zip file and you will see 2 folders. One is Original and one is Modified.
5. Put all files of Modified directory to main directory of the game with replacing.
6. Enjoy the game.
!Note:
If you want to come back to original version of the game you just put files of Original directory to main directory of the game with replacing.
!Note
This mod can be played through online only if all players have the same mode installed. Then that is possible.
Rise of nations extended edition моды как установить
Hi, and sorry about the late reply.
Unfortunately you cannot add new research, you can only replace existing techs.
I hope this helps, please let me know if you have any questions.
Nope unfortunately not. There are hardcoded limits to the number of units, techs and buildings in the game so the only way you can add your own is to replace them. For units and buildings this isn’t such a problem because a number of them do not appear or only appear in CtW campaigns. On the other hand all the techs are already being used. Since most lines of research contain three techs, I’ve added new techs to my mod by cutting down on the lines of research with more than 3 techs, such as the university, attrition and taxation research.
Another problem with adding techs is that you cannot simply add new bonuses for them. For instance you can’t just make a tech that increases unit armour. The only way to add bonuses is either to use one of the few unused tech bonuses found in rules.xml, or to script your own bonuses. There’s only so much you can do though with these two methods.
Yes, just go to mapstyles folder and open default.xml, then find the line for the rare resource you want to delete.
The line will look like: and it comes under the section.
Just delete that line, and you will have removed that resource from the list of resources that will randomly appear in a new game.
For instance, my mod makes it possible to capture forts, train units in groups, and have units that can create or heal other units. There’s another mod that’s added an entire happiness system with different factors affecting happiness and consequences for low happiness such as rebellions. Then there’s a script which spawns barbarians that roam that map and has random meteor strikes.
Unfortunately though there aren’t many scripting guides or experienced scripters around. I created my script by taking bits and pieces from other scripts and playing around with things until they worked. After doing this for a while I’ve become better at scripting things from scratch, though compared to experienced scripters I’m still inefficient and there’s a lot I can’t do.
Nope unfortunately not. There are hardcoded limits to the number of units, techs and buildings in the game so the only way you can add your own is to replace them.
Yes there is actually a good reason as to why the limits haven’t changed, one of the devs explained it a while back:
Hi there. I wanted to see what it would take to support an increase in unit types and discovered that this is going to be very difficult to do based on the way it is implemented. For example, Rise has implemented a giant flat list of enumerations totaling 805 entries, which include resources, wonders, buildings, units, techs, items, ages, spells, and a few other types. And the game extensively refers to these hardcoded values to do virtually everything.
Anyways, I just wanted to get back to you on this request. It is certainly not as easy as bumping up a number in the game code.
Rise of nations extended edition моды как установить
В разных играх мастерская Steam может использоваться по-разному, но всё, что тут есть, сделано обычными участниками сообщества Steam, такими же как и вы.
При подготовке страницы модификации или предмета в Мастерской Steam теперь вы можете добавить интерактивное трехмерное превью предмета вдобавок к видео и скриншотам.
Пример использования превью можно найти на странице модификации Doomhammer, созданной пользователем johnskyrim:
https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb
Превью помогает получше ознакомиться с предметом, сценой или моделью, осматривая их со всех сторон в трехмерном пространстве.
Чтобы добавить трехмерное превью, вам понадобится создать бесплатный аккаунт на сайте Sketchfab (http://sketchfab.com/) и загрузить свою модель. Процесс подобен публикации видео на сайте YouTube. После загрузки предмета и создания соответствующей страницы на Sketchfab, вам останется лишь указать ссылку на ту страницу в новом поле при редактировании скриншотов и видео предмета в Мастерской Steam.
Превью также можно использовать в Обсуждениях, Объявлениях и Greenlight.
We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.
We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.
To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.
But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.
Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.
The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works.
We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. As a customer and fan of Skyrim, you’re able to explore both paid and free mods, quests, and items.
The whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here: http://www.steamcommunity.com/workshop/aboutpaidcontent
Along with these new options available to mod-creators, we’ve added a few features to support the experience and make everything as easy as possible:
With over 24,000 free mods available for Skyrim in the Steam Workshop, there will always be lots to do and explore for free. Now you can also find mods with a specified price, or mods where you can choose how much you wish to support the creators. The price is up to the mod creators.
When shopping for anything, it’s still important to spend a little time learning about any product you are about to purchase. But, if after purchase you find that a mod is broken or doesn’t work as promised, you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy here.
If you’re new to Skyrim and haven’t yet tried it out, now is your chance. Available now through April 26th, Skyrim is free to play. Just visit the Skyrim store page and click the ‘play’ button to download and start playing. If you decide you want to keep the game, it’s also on sale for 75% off regular price!
To prepare for this announcement, we’ve asked a few community mod makers to prepare some content for release. Browse Paid Skyrim Mods
Whether you’re just getting started or are already a professional artist or developer, now you can make money from your creations in the Steam Workshop.
Starting with The Elder Scrolls V: Skyrim, you can make new cosmetic items, custom skins, fancy houses, epic quests, entire new cities, or just a new hat for Lydia. Once you’ve made your creation, you can easily set a price and earn a portion of each sale made through the Steam Workshop.
Plus, many more of your favorite Workshop games will support paid content in the coming weeks. Check out the full announcement and FAQ for more details.
The limitation of paid, revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today we’re happy to announce that after a ton of work, the first curated Workshops for non-Valve games have opened: Dungeon Defenders: Eternity and Chivalry: Medieval Warfare.
This is really exciting news and means that more high quality content will be available for the game you love playing. Plus, purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content.
We expect more curated Workshops to become available for creators and players in various games over the coming weeks and months.
The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from, we’re also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements.
Once you have content accepted into a paid, curated Workshop, you’ll see a link to «View Your Revenue» from your «My Workshop Files» page. If you don’t have any content accepted yet, now’s a great time to get involved!
We just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content.
Workshops for games such as Team Fortress 2, Dota 2, and Counter-Strike: Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game.
Workshops with these types of items now have a voting queue, similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on, and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game.
Each product Workshop now has a new home page design, helping to highlight the most interesting content in the Workshop, and to also better expose a variety of ways to browse the Workshop. With this new home page, customers can now more easily see mods, maps, or items created by authors they follow, see what their friends are marking as favorites, and read about recent Workshop news from the game teams.
This new home page also provides space for games to run special events such as themed contests, or to highlight new types of content supported by their Workshop.
This update has automatically applied to all games and software with a Steam Workshop, so just check out your favorite Workshop to see these new features.
Rise of the Ages
Rise of Nations: Thrones and Patriots mod | Released 2016
This mod 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. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones. ATTENTION STEAM USERS: A STEAM-FRIENDLY VERSION HAS BEEN RELEASED ON THE STEAM WORKSHOP. READ THE BELOW ARTICLES FOR INFO.
How to install and play the mod. Please read this description before posting about bugs.
Posted by 0wcabibi88 on Jun 26th, 2017
INSTALLATION
STEAM VERSION
OPTION 1: SUBSCRIBE ON THE STEAM WORKSHOP
OPTION 2: DOWNLOAD AND INSTALL MANUALLY
MOD GROUP PAGE:
Make sure you like, and rate the mod on the workshop 🙂 I’ve also added a mod group page (link above) so we can maybe get a little community started and play/playtest some games 😀
NON-STEAM VERSION
WARNING: INSTALLING THE NON-STEAM VERSION WILL OVERWRITE SOME ORIGINAL GAME FILES. THESE CAN BE RESTORED (READ HOW TO UNINSTALL BELOW), BUT BE AWARE OF THIS BEFORE YOU INSTALL!
INSTALLING FOR THE FIRST TIME:
INSTALLING A NEWER VERSION:
UNINSTALLING:
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.
(recommended that scripts are not used, haven’t tested)