rise of nations rise of legends моды на юнитов

Motter’s New Nations Mod for Rise of Legends

Motter’s New Nations Mod

Rise of Legends mod | Released 2013

Note: This mod and description was made by Motter28218, I have permission by email to upload it to Moddb.

Description
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 2013 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 efficient, 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.

— 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
— Included in the «Bonus» folder files for enabling the Hero «Acerbus the Mystic», he is a very powerful unit and may unbalance the game, but for those who want him, he is there, I did power down some of his spells, but he is still one tough unit.
— 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
********************************

Note: This review was originally posted at Heavengames here. I am the author and am cross-posting it here for informational purposes. Some of the comments and game errors mentioned here have already been replied to at the Heavengames link.

1 Intro
2 Mod features
3
Mod problems mentioned
4
Mod skirmish and campaign modes review
5
Mod review
6 Final summary
7 Updates

1 Intro

Hey all, this is my review for Motter’s New Nations Mod for Skirmish mode in Rise of Legends!
I played a skirmish battle with each nation and experimented with adding the new nations to maps in the scenario editor as a test. I took some notes and here are the ratings, a list of the mod features, comments on other people’s problems and some thoughts. My replies will be after the ****asterisks.

2 Mod Features

-Hello. This is my new mod that enables a total of 14 new playable nations.

There are 4 mainline nations:
Venuccians
Desert Monsters
Dark Alin
Fallen

There is also a bonus folder containing 10 additional sub-nations:
Condottierri
Dark Genie
Dark Prince
Death God
Mianans
Moon God
Pirata
Scavengers
Storm Goddess
Sun God

Just a note on the sub-nations: These nations are fully playable for you as the player, however, I did not write up complete scripts for them, sorry guys, but as much as I love this game I’ve been buried in it since October 2013 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 efficient, it will still work, but likely won’t do too 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.

****For the most part the mod works fine but after the update I have some problems as detailed below.

-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.

-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

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 🙂

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

-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.
****I hadn’t noticed these things

—Alincarpetman’s original replies: ****
Motter’s follow up 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.****

*******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?*****

*****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

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.*****

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!

-Fixed several bugs with the Marid unit, as well as the Dominances.
****I don’t have this error anymore

-Subnations «Dark Genie» and «Dark Prince» had bugs that were fixed
****I don’t have this error anymore

— Fixed a bug that was preventing the Trading Post from being built
****I wasn’t aware of the issue

— Bug fix with Calculator for Venuccians
****I wasn’t aware of the issue

— Enabled Zeke’s range attack so he is no longer helpless against flying units, he will now use his «machine gun» arm attack
****I wasn’t aware of the issue

— Berserkers have a new surprise
****The Beserkers for the Desert Monsters subnation are on fire with flame magic

— Fixed a bug that created Zeke even if Distruzio hadn’t died or leveled up
****I wasn’t aware of the issue

3 Mod Problems Mentioned

— The Master Fire Golen barely costs anything. Like 50Tim and just a bit of Wealth.
****Yeah and 150 Wealth, maybe this can be changed in a future update

— When I captured an Oasis, it randomly started creating a shitload of Dune Mantas and Dune Scorpions. This only seemes to work with the Desert Monsters nation.
****Sounds funny, I didn’t see that happen but would like to!

— Just testing the mod and I have a few problems so far. I’m only able to select 2 of 4 of the main new subnations (Venuccians and Desert Monsters), the other Dark Alin and Fallen aren’t there to be selected on any of the 4 maps.

— hey, got the same problem as alincarpetman. i can only choose vennucians and desert monster.
Motters reply: My only advice on the missing nations is just try enabling them following the instructions I have in the Readme.
****I was able to fix this and have uploaded a separate download in the Mod section named «motter new nations fixed maps and new nations tutorial screenshots»

— I also maybe get a «glitch» when I play the regular Cuotl on the Death Basin map. It starts me off with 10,000 Timonium and 5,000 Energy and 14 Research Points.
Motter’s reply: Death Basin is a Deathmatch style map, so that is why it has high starting resources.
****Yeah I still have the same issue again with that map, but it makes testing and playing go quicker


4 Mod Skirmish and Campaign Modes Review

I have not yet added any new nations into a campaign map to see what would happen as a test.

5 Mod Review

The New Nations mod adds a few new things to the regular 3 nations Vinci, Alin and Cuotl as mentioned above, but the main feature is that it adds 4 main new nations and 10 sub or bonus nations.

Main New Nations
Dark Alin
Desert Monsters
Fallen
Venuccians

Complete New and Sub Nations
1 Condottierri
2 Dark Alin
3 Dark Genie
4 Dark Prince
5 Death God
6 Desert Monsters
7 Fallen
8 Mianans
9 Moon God
10 Pirata
11 Scavengers
12 Storm Goddess
13 Sun God
14 Venuccians

Nations listed by main original nation

Vinci
Condottierri
Mianans
Pirata
Scavengers
Venuccians

Alin
Dark Alin
Dark Genie
Dark Prince
Desert Monsters

Cuotl
Death God
Fallen
Moon God
Storm Goddess
Sun God

Details of each new/sub nation

Vinci

Alin

Cuotl

6 Final Summary

Thanks again to Motter for making and updating another great mod.

The potential for more nations and features is a long list and it’s a lot of work to mod them so just making this mod is an accomplishment on its own, thanks again Motter.

7 Updates
— After the 10-15-2014 update and discussion, I no longer have any of the errors mentioned above, everything seems to be working ok except for the Dark Terror:

rise of nations rise of legends моды на юнитов

This is a screenshot tutorial for adding new nations to a map in Rise of Legends.

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rise of nations rise of legends моды на юнитов

This download contains the 5 fixed maps with new nations and a screenshot tutorial for adding new nations to a map.

rise of nations rise of legends моды на юнитов

Mod that adds 4 full new nations as well as 10 sub nations.

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Источник

Rise of Legends

Big Huge Games | Microsoft Studios | Released 2006

Rise of Legends is a real-time strategy game and the spiritual successor to Rise of Nations, based in a fantasy world, where technology and magic coexist.

rise of nations rise of legends моды на юнитов

Rise of Legends: Taronan Retribution

Taronan Retribution is a fan-made Rise of Legends mod that features a new Vinci campaign in which you play as Roberto, the young Taronan Lord, who faces.

rise of legends: taronan retribution fantasy

rise of nations rise of legends моды на юнитов

Motter’s New Nations and Campaign Mods Combined

This mod combines Motter’s New Nations mod and add some new features to the Campaign.

motter’s new nations and campaign mods combined fantasy

rise of nations rise of legends моды на юнитов

Motter’s New Nations Mod

Mod that adds 4 full new nations as well as 9 sub nations.

motter’s new nations mod fantasy

rise of nations rise of legends моды на юнитов

Motter’s Campaign Heroes In Skirmish Mod

Mod that makes all Conquer the World (CTW) campaign heroes and units available for regular single and multiplayer Skirmish maps.

motter’s campaign heroes in skirmish mod fantasy

rise of nations rise of legends моды на юнитов

A completely overhauled version of Rise of Legends with new units, techs, spells, and buildings primarily for the single player Campaign mode.

No mods were found matching the criteria specified. We suggest you try the mod list with no filter applied, to browse all available. Add mod and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Источник

Rise of Legends | Восход Легенды

rise of nations rise of legends моды на юнитов

rise of nations rise of legends моды на юнитов

rise of nations rise of legends моды на юнитов

rise of nations rise of legends моды на юнитов

rise of nations rise of legends моды на юнитов

Это группа для тех кто очень любит играть или обсуждать игру Rise of Nations: Rise of Legends.

Ссылка на беседу, где собираются люди для игры по сети: https://vk.me/join/AAAAAFhx_gIfYYX4wWzUx6hb

Как поиграть по сети
Тут вы найдете ссылку на работоспособную версию игры, руководство по ее настройке, необходимым компонентам для игры по сети с друзьями.

Проблемы с запуском игры
Возможные ошибки при запуске игры и их решения

Как открыть КОНСОЛЬ в игре:
Нужно в файл personal.ini, который лежит по пути C:\Users\ИМЯ ВАШЕГО ПК\Documents\My Games\Rise Of Legends добавить строчку AllowConsole=1 или изменить ее значение на 1, если она уже там была, а уже в самой игре нажать ё(

), тем самым открыв консоль

Как редактировать текстуры
Не так давно один из подписчиков нашёл способ редактировать текстуры в нашей игре. Это невероятный прорыв! Так можно даже ремастер игры сделать)

Интересности
Всякие ништяки, связанные с игрой))

Касательно лицензии RoL.
Здесь написано по поводу лицензии Rise of Legends.

Источник

The file Motter’s New Nations v.10102017 is a modification for Rise of Nations: Rise of Legends, a(n) strategy game. Download for free.

file type Game mod

last update Friday, November 3, 2017

Report problems with download to [email protected]

rise of nations rise of legends моды на юнитов

Motter’s New Nations is a mod for Rise of Nations: Rise of Legends created by Motter28218. It enables a total of 13 new playable nations.

There are 4 mainline nations:

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, the creator not write up scripts for them, so if you play against these nations the AI will not be fully efficient, it will still work, but likely won’t do much research or upgrades.

1. Open up the folder that says «Mod Files»

2. Copy the 3 folders located in there, and pasted them into your «Rise of Legends» game folder which can usually be found in C:\Program Files\Rise of Legends. If you installed it somewhere else then paste the folders in there.

3. You will be asked to overwrite, click «Yes».

4. If it says the files can’t be overwritten you must right click on your «Rise of Legends» folder, click «Properties», then uncheck the box that says «Read Only». You will be asked to apply this to all files and folders, click «Yes».

5. Very important, if you want the script files to work with this mod, you must go into your «BIGS» folder located in the «Rise of Legends» folder and delete the file «scripts.big» (Don’t worry I include full backups for all files)

The 5 maps that have been enabled are: Ashfall, Dark Chasm, Death Basin, Pillars of Thuran, and Maldini Heights. Just select one of them from the Quick Battle menu choose any of the nations you wish to play.

Go into the «Originals» folder, copy all the folders, and paste them into your «Rise of Legends» game folder.

How to enable faction:

As stated the creator enabled the 7 mainline nations onto 5 different maps. If you want to enable them on any other maps, or if you decide to use any of the sub-nations here is how to attach the nation to the map:

1. On the main menu screen go to «Option and Extras» then «Utilities and Information».

2. Click «Scenario Editor»

3. Select the map you want to attach the nation to

6. Click «Manage Nations» and select whatever nations you want to enable

7. Now click «Playable» and then select the nations you just enabled

8. Finally, Save the map, and then RELOAD it, you must reload it, after it’s done reloading exit out of the scenario editor, start a game and select the map you just edited, the new nations will now be available for play.

Now just follow the instructions above to enable any of the new nations to the map you wish.

Источник

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