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Rise of Nations Heaven » Forums » Game Modifications » How to mod units - Answered.
Topic Subject:How to mod units - Answered.
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posted 09-19-05 07:10 PM EDT (US)         
Well first off, I''ll start using the Inca as an example:
I modded the Inca and made them the Venezuelan, they get various brand
new UUs, so I'll just explain what I did to acheive this:

First off, you need to backup four files in case you mess up:
All of them are located in your T&P "data" folder. Or, if you have RoN only, the data folder in side Rise of Nations. C:\Rise of Nations\Data.

Now first you should think of what you want to do, for the Inca, I first made Info Age L. Infantry called "Guardia Nacional". After you got your ideas set up, you should open up the unitrules.xml file with a text editor (I use Notepad), find a unit that's not used in the game or you don't care about, I replaced the
Inca Inti Macemen. Now, find the entry for that unit (simply hit search and type the
unit's name) and replace it's stats with the ones you want it to have, for instance, I changed the Inti's attack to 27 from around 14, specify the requirements
for the unit (they are pretty obvious, in a field named "PREQ" and "PREQ1").
I recommend you find another unit from the same age and copy it's specs, but DON'T
change the "GRAPH" field, it'll just use the other unit's art, portrait and sound, and that's not what you want, aye?
After your done tinkering with the stats (make
sure you type the correct age name in "PREQ", in my case Information Age) save up the new file.
Also, if you want to make your new unit "Unique", just type in a "y" in the "FLAGS" field.

Now you need to go to unit_graphics.xml, specifying the art and animation for all units, find the unit you changed (ex. search=INTIMACEMEN) and change the destination
from which it reads the art files, so, the Inti Macemen's original was
"model=".\art\Macemen.bh3" texture=".\art\Macemen.tga", BH3 is the 3D model and TGA
is the skin for the unit, I replaced those to "model=".\art\modern_shockinfantry.bh3" texture=".\art\modern_shockinfantry.tga"
Make sure you put in the correct name in, this should give your unit that art. Now for the animations, just find a same type of unit (Info Age L. Inf.) and copy/paste it's info in place of the existing ones, they're just below the unit name, after this your unit will look and move correctly, you will also want to change the unit's portrait or asign another unit's one to it,
to do this find 'tex_id="TEX_UNITS_2" tex_col="0" tex_row="4" tex_x="-1" tex_y="-1" tex_clip="0"> or something like that, it depends on the unit. Now if you're gonna asign another unit's portrait, find that unit's tex_id="TEX_UNITS" entry and paste
it over your unit's if you're gonna edit the existing portrait...well that's a bit more comlpicated, leave the current TEX_UNITS,
and go to your art folder, find the Iface_units 01, 02 and 03, open them ALL up with an image editing program (not sure if Paint works, I don't think so, I use Photoshop) there you will find ALL unit's in-game portrait, now find the replaced unit's one, and paste in the one you made, downloaded or whatever, save the file as Targa, and that's it, now save up unit_graphics and on to step 3.

Now, go to soundtypes.xml, the document which specifies the sounds of: attack, selection, creation, etc.
Pretty simple here, just find (again) a unit from the same type and age and paste in their info (for instance, I looked up
the Shock Infantry, on which I had based my entire unit, and pasted it's sounds on top of the former Inti sounds) after that...
you're done with soundtypes.xml! That's it for the complex part, now we go to aesthetics.

Go to help.xml, once again search up your unit's ORIGINAL name (INTIMACEMEN) you should find some text saying:
Inca Unique {Heavy Infantry} and a short description which is the one you see in the game
(Inca Unique {Light Infantry}, Medieval Age #ICON29 - fast, cheap melee troops effective against enemy mounted troops.)
Now replace the nation's name to the one you asigned the new unit, and type in a little description about it, it should look like this:
(Venezuelan Unique {Modern Infantry}, Information Age #ICON34 - fast, rapid-firing soldiers used for Patriotic Defense.)
Or whatever you decide to put in, now lastly see the #ICON34 or #ICON29? That's the Age portrait (Enlightenment: the little
buildings with the V symbol) to change it simply find a unit from that Age and put it's "ICON" (INFO: 34, ENLIGHT: 29, etc)
Afer that, save up and enter RoN, select the nation you added or changed the unit for, start a game and check if it worked, if
not, retrace your steps and make sure everything is in order, hope I was able to help all of you.

Ah yes, important, at the top of the unitrules.xml file is a little "glossasy" which explains what does what, it's very handy for starters. (And experts as well, never forget a good manual).
Some interesting things.

You can asign cultural-art-set-related skins to units (think difference between European and Asian units), all you need to do is create another entry in the unit_graphics.xml file, right after the original entry, but replace the "DEFAULT" part of the unit's name to whatever art set you want it to be, like "ASIAN" for example. So, if you want to give China the US Assault Marines, but with a different skin, all you need to do is:
-Copy the ASSAULTMARINES-DEFAULT-AGE0 [...] entry in it's entirity.
-Paste it just below.
-Now, change ...-DEFAULT... to ASIAN, and asign it a new skin and/or model, just like explained above.

The cultural-related entries would be:
-DEFAULT (European)
-ARAB (African)
-NA (Native North Americans)

Nations' tribe masks are:

100000000000000000000000 Persians
010000000000000000000000 Dutch
001000000000000000000000 Indians
000100000000000000000000 American
000010000000000000000000 Lakota
000001000000000000000000 Iroquois
000000100000000000000000 Mongols
000000010000000000000000 Koreans
000000001000000000000000 Japanesse
000000000100000000000000 Chinese
000000000010000000000000 Russians
000000000001000000000000 Germans
000000000000100000000000 British
000000000000010000000000 French
000000000000001000000000 Spanish
000000000000000100000000 Turks
000000000000000010000000 Egyptians
000000000000000001000000 Romans
000000000000000000100000 Greeks
000000000000000000010000 Nubians
000000000000000000001000 Bantu
000000000000000000000100 Inca
000000000000000000000010 Maya
000000000000000000000001 Aztecs

Thanks to jesus123 for posting the expack tribe mask.
And thanks to ODA for posting jesus123's numbers in his "unnoficial modding FAQ" topic. I added this here to save you the trouble of having to go to ODA's topic to find the masks.

Another update, when modding units, you can determine where they show up their building, for instance, you can add a third unit at the fort or even the barracks (before the Industrial Age, remember Machine Guns and Flamethrowers), to do this, simply look for "<GRID_X>" in any unit entry in the unitrules.xml file, and change it to the position you want the unit to be in, this allows you to "add" a new unit while still being able to build a similar unit, for example, you could have two kinds of Musketeers at the Barracks, simultaneously, and so on, the count on the "X Grid" starts at zero, with this format:


This article was made on Feb. 4th, 2005 and edited on September 19th, October 1st and October 28th 2005 by Luis M. Montero.

Author of Modern Civilization for RoN: T&P.

[This message has been edited by montero (edited 10-28-2005 @ 06:16 PM).]

posted 04-29-10 02:57 AM EDT (US)     101 / 136       
You can't, unless you muck around with the aircraft carrier and fighter bomber.
posted 04-29-10 07:50 AM EDT (US)     102 / 136       
alright cool, im making a star wars mod and i'll be sure to post it online when i finish

do, or do not. there is no try
Gnarly Emu
posted 05-01-10 04:35 PM EDT (US)     103 / 136       
Okay, so I'm trying to increase the infantry size from 3 to 4 or 5 etc. I can do that easily enough using uber and target sizes. Now, the issue I'm having is when I test this in game, The unit has four men in it, but they stand in three spaces. In other words there's two guys at one spot. How can I fix this?
posted 07-15-10 12:49 PM EDT (US)     104 / 136       
I would liekto make more detailed and more vibrant nations for ron such as:

Lower Egyptians and they would have the power of the delta and they would have lighter skin then the Upper egyptians the power of Kingship the upper egyptians hopefully based off nubia and lower egyptians based off incans or another nation suitable

Also the Kush,Lybians, Mesopatamia, Mali, Arabians, Hyskos,Etruscans, Macedon and others that can be thought of please help me with this i dont know much and its hard to learn modding and i know there are some people on here that would love to take up the task.

i know this isnt related to your topic but i need some help i feel these nations are needed in ron
posted 08-19-10 02:35 AM EDT (US)     105 / 136       
I've tried to make a mod that adds a new info nuke to the missile silo. I've replaced the harrier for this unit and the missile shows up and everything but when it explodes there is no mushroom cloud, no momentarily white screen and it doesn't show up on the mini-map when it's about to hit. How do I fix this? And how do you make the damage range enough to affect the whole map?

[This message has been edited by super7700 (edited 08-19-2010 @ 02:36 AM).]

posted 10-01-10 02:53 PM EDT (US)     106 / 136       
ok so I tried to change my flamethrower unit to a unique sniper unit for the Americans but when I tried playing the game an error message popped up. I followed the instructions on here to the best of my abilities. Can anyone help me

[This message has been edited by jrt28403 (edited 10-01-2010 @ 03:04 PM).]

posted 10-01-10 11:00 PM EDT (US)     107 / 136       
thats because you should replace a unit that is not used like the CTW units. What did the error say?
posted 11-03-10 01:55 PM EDT (US)     108 / 136       
I lost all my files, my motherboard crashed... how do i add more people? I'm currently stuck at 200...

need some help here!! thanks!!!!!!!!!
posted 11-04-10 04:59 PM EDT (US)     109 / 136       
KSirys, you've already made a topic to ask this question. Please don't sidetrack other threads.

Cyclohexane - it's what's for dinner!

[This message has been edited by Mythic_Commodore (edited 11-04-2010 @ 05:01 PM).]

posted 12-21-10 08:11 PM EDT (US)     110 / 136       
Hey i have throne and patriots. i'm familiar with editing the .unitrules but am unable to figure out how to completly remove/disable the use of certain units from gameplay, especially the v2 rocket/cruise missile. Any help would be appreciated, thanks.

[This message has been edited by cjk321 (edited 12-21-2010 @ 08:13 PM).]

posted 12-21-10 08:48 PM EDT (US)     111 / 136       
Just replace all the 1's in the tribes mask with zeroes.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 12-21-10 09:10 PM EDT (US)     112 / 136       
There's also another way to do it.
You can change this line in unitrules and building rules to disable a unit or building.

<PREQ0>Information Age</PREQ0>

Change it so it says disable, like this:


You can also use the tribe mask, but sometimes it can be quicker just to write disable.
posted 02-24-11 02:58 PM EDT (US)     113 / 136       

I know that I'm about 6 years to late, but can you laso change planes like that, and also the bullets? Because I want to change my bantu planes so that it looks like i got spaceships are flying around. If this is possible, does it also funktion in Multiplayer mod?

posted 04-04-11 12:02 PM EDT (US)     114 / 136       
hi all, i am trying to mod it so i can build a cruise missle on a sub or a nuke missile but cant get it to work.
is it possible if so how?
many thanks for all your help, mike
posted 04-10-11 04:15 AM EDT (US)     115 / 136       
I don't know if it is actually possible, but if you try replacing the aircraft carrier with a sub, and then replace the fighter bomber with a cruise missile, there is a chance it may work.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 01-04-12 12:59 PM EDT (US)     116 / 136       
excuse me,
iwanna ask about my custom citizen.

i copy citizen and change some stat,but why it cant make building?
and i ever copy rocket artilery and give the position at small city. but why this unit dont have garison?
posted 01-04-12 10:46 PM EDT (US)     117 / 136       
For your custom citizen, did you give it the graft of the normal citizen?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 01-05-12 10:15 AM EDT (US)     118 / 136       
this for detail..

<WHERE>Small City</WHERE>
<SUPPORT>1f support</SUPPORT>

is something wrong?
and i also make anti air misile,but dont have anti air damage
<NAME>Anti-Aircraft Missil</NAME>
<WHERE>Small City</WHERE>
<SUPPORT>20g support</SUPPORT>
<TYPENAME>Anti-Aircraft Missile</TYPENAME>

[This message has been edited by kresekkresek (edited 01-05-2012 @ 11:41 AM).]

posted 01-05-12 11:04 AM EDT (US)     119 / 136       
This guide was very usefull! i changed a little my RONTAP (for example i gave t90 model and skin to russian, SuperEtendard Jetfighter bomber unique to incans, but i had to add "h" flag in order that it work properly, assign more Hind attack helicopter and more mig,harrier, rafale, su27, etc).
posted 01-05-12 04:46 PM EDT (US)     120 / 136       
Well you will need to give it the graft of the citizen for that citizen to work and it would be a good idea to change the typename too. Also, if you want to give it a different appearance, you should also change the graph to something else.

With your anti-aircraft missile, you may need to do the same things as above but I'm not sure why the anti-air ability wouldn't work already with that unit.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 01-06-12 00:48 AM EDT (US)     121 / 136       
i have tried <GRAFT>Citizen</GRAFT> <TYPENAME>Free Citizen</TYPENAME>

but this unit not appear at my city,
would you help me to make it?
i just make it simple,wanna make free citizen and 0 pop.

[This message has been edited by kresekkresek (edited 01-06-2012 @ 00:50 AM).]

posted 01-06-12 04:50 AM EDT (US)     122 / 136       
Did you put a '0' for the nation that has the unique citizen in the normal citizen's tribe mask?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 01-06-12 01:59 PM EDT (US)     123 / 136       
but i ever try it and not work too..
posted 01-06-12 05:21 PM EDT (US)     124 / 136       
That's weird. How about you copy the stats for the Korean citizen and just change the graph to that of the normal citizen, change the nation that receives it and the typename.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 01-07-12 04:45 AM EDT (US)     125 / 136       
i think so.
i ever change position korean citizen, from <y>0</y> to <y>1</y> that not work.

anyway why dont you try at yours?
so you will know the answer by your self,and help me how to make a citizen.
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