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Rise of Nations Heaven » Forums » Game Modifications » new World War II mod
Topic Subject:new World War II mod
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posted 04-14-10 04:46 PM EDT (US)         
Ok folks, ready to start a new mod.

host image
The name is "1939-1945 Second Great War" and of course it's focused on World War 2.

It will be playable as normal mod and in the CTW version.

The CTW version will be installed overwriting RON core files this to can play of Army of One's (Legend017) WW II CTW campaign mod and use of the editor to create scenarios for the mod.

Wadis10, Scorch6294, Army_of_One, Coldwar Warrior,the Great Valdemar, Edilberto, MrYaR and Smarty (Martin R.) are already part of the team.
Anybody wanna join the project is wellcome.

The idea is to use years instead of ages:
- 1939 (ancient age)
- 1940 (classical age)
- 1941 (Medieval Age)
- 1942 (Gunpowder Age)
- 1943 (Enlightenment Age)
- 1944 (Industrial Age)
- 1945 (Modern Age)
- 194? (Informatio Age - an ipotetical year with the developement of secret weapons and units what have never seen combat times as war ended earlier)

(Edited) Nations involved are:
- 1.Finland - (replacing Persians)
- 2.Netherlands & Dutch East Indies - (dutch)
- 3.India - (indians)
- 4.United States of America - (americans)
- 5.Bulgaria - (replacing Lakota)
- 6.Canada - (replacing Iroquois)
- 7.Poland - (replacing Mongols)
- 8.New Zealand - (replacing Koreans)
- 9.Imperial Japan - (japanese)
- 10.Republic of China - (chinese)
- 11.Soviet Union - (russians)
- 12.Nationalist Germany - (germans)
- 13.United Kingdom of Great Britain - (british)
- 14.France - (french)
- 15.Kingdom of Yugoslavia - (replacing Spanish)
- 16.Neutral Nations - (replacing Turks)
- 17.Egypt - (egyptians)
- 18.Regno d'Italia (tr: Kingdom of Italy) - (romans)
- 19.Norway or Scandinavia - (replacing Greece)
- 20.Hungary - (replacing Nubians)
- 21.South Africa - (replacing Bantu)
- 22.Romania - (replacing Inca)
- 23.Australia - (replacing Maya)
- 24.Brazil - (replacing Aztecs)

More edited:
- New Governments:

- 1.Finland - Despotism; Democracy;
- 2.Netherlands & Dutch East Indies - Republic; Monarchy;
- 3.India - Republic; Monarchy;
- 4.United States of America - Republic; Democracy; Capitalism.
- 5.Bulgaria - Despotism; Monarchy;
- 6.Canada - Republic; Democracy;
- 7.Poland - Republic; Democracy;
- 8.New Zealand - Republic; Democracy;
- 9.Imperial Japan - Despotism; Monarchy; Militarism.
- 10.Republic of China - Despotism; Democracy;
- 11.Soviet Union - Despotism; Monarchy; Militarism.
- 12.Nationalist Germany - Despotism; Monarchy; Militarism.
- 13.United Kingdom of Great Britain - Republic; Monarchy; Capitalism.
- 14.France - Republic; Democracy;
- 15.Kingdom of Yugoslavia - Republic; Monarchy;
- 16.Neutral Nations - Republic; Monarchy;
- 17.Egypt - Republic; Monarchy;
- 18.Regno d'Italia - Despotism; Monarchy; Militarism.
- 19.Scandinavia - Republic; Monarchy;
- 20.Hungary - Despotism; Monarchy;
- 21.South Africa - Republic; Monarchy;
- 22.Romania - Despotism; Monarchy;
- 23.Australia - Republic; Democracy;
- 24.Brazil - Republic; Democracy;

Research rules at the Library:
- except done for civic all other level research are limited by the age reached.
For example: you cannot research the military level "Nations-in-arms" before you reached the 1945 year.

More arguments to talk about:
- Buildings.
- Units involved.
- Researches names.
- Resources available.

You can download the last version of the mod at MODDB:

Waiting for your effort,
Nicola a.k.a Nikox

[This message has been edited by Nikox (edited 10-19-2016 @ 10:57 AM).]

posted 07-04-11 10:03 AM EDT (US)     226 / 472       
to powermlmlml
Wellcome aboard!!
I'm waiting to see your buildings and use them, of course
Don't forget about sounds, right now they won't be working, but I'm thinking to write a version of the mod what can substitute original files to have it working with CTW campaigns. In that time sounds will be working.
posted 07-04-11 10:43 AM EDT (US)     227 / 472       

Le fazioni che puoi includere in questa mod dovrebbero di quelle nazioni cui suppongo potevano avere un impatto decisivo sul corso della 2GM. Ad esempio, è chiaro che Iran, India e gli stati sudamericani devono essere inclusi, sarebbe interessante che mai se possa anche la Germania hitleriana colonizzare la Sudamerica per iniziare una campagna contro il sud degli States!

Sulla questione dei GOVERNI.

Penso che sia meglio se includeiamo tre tipi di governi, ciascuno avendo due livelli.

Liberalismo => Capitalismo
Socialismo => Corporatismo
Militarismo => Totalitarianismo

E della religione:

(scusa per l'uso dell'inglese

Existentialism => Manifest Destiny => Fundamentalism

[This message has been edited by VelvetClaw (edited 07-04-2011 @ 10:54 AM).]

posted 07-04-11 10:59 AM EDT (US)     228 / 472       
to VelvetClaw
About ages, it will be difficult to explain why you got a Bf 109D Dora in an Interbellum Era and his upgrade the Bf 109F Friedrick during the Mechanisation Era in a WW2 mod.
Again, your ideas can work fine with a mod as Age of Tanks, lets finish this one and we can work at it.

About Wonders, you can help me writing which one you think to substitute and with what.
I gave 2 wonders to main countries involved in the war distributed as follow:

Netherlands -Fortress Holland

British India -Taj Mahal

United States of America - Statue of Liberty - Stock Exchange - Secret Weapons

Empire of Japan- Super Infantry Base . Secret Weapons

Republic of China - Forbidden City

Soviet Union - Kremlin - Secret Weapons

Nationalist Germany - V-2 Program - Reichstag - Secret Weapons

United Kingdom - Super Radar Defense - Royal Society Academy - Secret Weapons

France - Versailles - Eiffel Tower

Egypt - Great Pyramid

Regno d'Italia - Colosseum - Vatican

About countries, Turkey, Spanish State, Greece, Persia, Arab tribes and Argentina didn't have a big role during WW2 and, as I wrote, the limited number of available units is forcing me to concentrate them to nations really involved in WW2.

About buildings, most of the war took place in Europe and I'm thinking to use building areas as follow:

- default as mediterrean buildings
- neurope as nord europe buildings
- asian as chinese buildings
- korean as japanese buildings
- american as british buildings
- arab as german buildings
- eindian as indian buildings (not sure maybe I switch it to french)
- colonial as united states buildings
- iroquois as soviet union buildings

Of course I'll need all these graphics and set them to the right countries. We'll see...

As for techs, send me working alternatenames.xml and techrules.xml files and I'll test them.

[This message has been edited by Nikox (edited 07-04-2011 @ 11:08 AM).]

posted 07-04-11 11:51 PM EDT (US)     229 / 472       
Hi again,

Check Col Molotov's Wrong Turn. He managed to turn out 8 skins, so we should be fine. I will concentrate on those later.

I understand that it's necessary, but thing is, Canada and Australia were under the British Empire during the war, and would have had fielded the same weapons as the Allies. The reason why I'd like to include Iran and Turkey is because they'd have been crucial allies even though they didn't raise a single shot.

As for wonders, what if:

a. Stock Exchange prerequisite Barter (L)
b. Great Pyramid prerequisite City StateEUR Complex (F)
c. Royal Society Academy prerequisite Written Word (L)
d. Colosseum prerequisite City StateShukhov/Tatlin Tower
e. Forbidden City (renamed to Three Principles Hall) (F)
f. Vatican prerequisite Religion Lenin Monument (M)
g. Statue of Liberty prerequisite Written Word (L)
h. Sacre-Coeur of Brussels (L)
i. Reichstag prerequisite City State (F)
j. - Versailles prerequisite The Art of WarMagnitogorsk Industrial Complex (M)
k. Flakturm (F)
l. Kremlin (M)
m. - Taj Mahal prerequisite Religion Yasukuni Shrine
n. Eiffel Tower prerequisite City State (L)
o. Palace of Soviets (M)
p. Cristo Redentor (F)

q. Fortress Holland
r. Decryption Station

There are 15 monuments. In addition to some tech requirements, governments are also required to build the monuments.

You should now have 17 monuments. I suggest the following:

2 monuments will be free to all to build. The most obvious ones will be Fortress Holland (which functions like a castle but is based on the Colosseum) and the Decryption Station (which functions as the Space Programme).

A series of 15 other monuments are buildable by all factions, depending on what government was chosen. You can then control what monuments are buildable to each of them by setting starting governments, since they can either be liberal, socialist or corporatist. So:

Liberal wonders:
Stock Exchange, Royal Society Academy, Statue of Liberty, Eiffel Tower, Three Principles (Chinese: Sanmin Zhuyi) Hall

Liberal wonders work to improve your production and economic bases.

Social wonders:
Shukhov/Tatlin Tower, Lenin Monument, Magnitogorsk Industrial Complex, Kremlin, Palace of Soviets

Social wonders work to improve production and also provide free military units when built.

Corporatist wonders:
EUR Complex, Reichstag, Flakturm, Yasukuni Shrine, Cristo Redentor.

Corporatist wonders work to improve economic bases and provide free units when built.

Another monument: Mexico's Revolution Monument is being considered for the Marxist powers but I haven't gotten any confirmation if it should be used.


E-series for India
A-series for Chinese
K-series for Japan
N-series for North Europe
M-series for South Europe
T-series for Middle Eastern factions

I suggest the following:

U-series: represents USA. Based on N-series but has its own Uni and Senate
S-series: is a mix of N- and M-series, meant to represent Reich and some East Europeans
I-series: is a mix of N-and M-series, meant to represent the Soviets.

I gave some thought and realised that we need more, so:

Conscripts - cheap rifle infantry. Powerful in numbers, but only good as cannon fodder.

Rifle infantry - a good infantry unit, but worthless against heavily armored units.

Cavalry - very costly infantry unit, costing fully of food. With a high melee attack but poor hitpoints, cavalry are useful only in picking off straggler units and flanking. Sub-factions like India and China and major powers such as the Soviets have good cavalry units. Cavalry are useful however as a shock force against infantry, being able to kill off conscripts in 1 blow and riflemen in 2.

Recoilless gun - recoilless guns have poor range, but they are useful against armoured vehicles and cavalry, but little more.


Armoury(Armoury units use very little oil)

Machine guns - machine gunners are slow, anti-infantry units. While they can massacre hordes of infantry wholesale, they are somewhat vulnerable to cavalry, and are easily destroyed by mechanised units.

Flamethrower - infantry specialised in burning units out of holes. Available only to non-Great powers

Supply truck - protects units from attrition and ensures that artillery continues working

Anti-aircraft artillery - protects units from aircraft

Artillery - slow and weak unit, but with massive range and firepower, meant to reduce buildings and bombard infantry

Here is the Axis/Arab/Indian armoury. It is actually the Imperial academy from Rise of the Moderns and is based off the 2rus6 office building (I believe), but I believe that if adjustments were made to it, it won't look out of place. I haven't finished this as I need to add some wear and tear to the thing.

Munitions factory(Munitions factory units require great amounts of oil)
Flame tank - vehicle specialised in burning units out of holes. Available only to Great Powers.

Tank - Most factions use an old Renault tankette. The tank is a slow and heavily armoured unit, but can be used against most infantry and cavalry units rather well. Tanks are vulnerable against recoilless guns and antitank rockets.

Armoured car - Most factions rely on an old Vickers (see Tintin for a reference), and while armoured cars have a better attack

Howitzer - a powerful self-propelled gun that is even better than artillery.

Other candidates for the Munitions Factory: IFVs, tankettes, tank destroyers, antitank missile infantry

Very straightforward: trawler, destroyer, torpedo boat, battleship, submarine

Biplanes and barrage balloons will be the mainstay of your generic forces. I don't think that neither Iran nor Brazil deserve advanced aircraft.

[This message has been edited by VelvetClaw (edited 07-05-2011 @ 07:47 PM).]

posted 07-05-11 00:49 AM EDT (US)     230 / 472       
RE Ages:

My ages are fully approximations, they are not meant to be used literally. It's your task to decide which of the 5 ages are best used, although I think for a mod like yours, the ideal format should be 4: Interbellum, Synthetics, Electronics, Atomic. I inserted "Mechanisation" as a failsafe as I wasn't that sure if it would be appropriate.

Okay, I got some ideas for some sub-factions:

Cavalry: Dadao cavalry
Infantry: Republican Guard, New Model Infantry, Nanyang volunteers
Aircraft: American volunteer fighters

The ROC has unique barracks units, although they can choose to upgrade their vehicles later on to American and British versions (depending on balance)

I will start work on the War Academy buildings for Rise of the Moderns, so that you can have them as the armoury buildings.

Barracks buildings can be based on 2 buildings:

- the American tent complex, and
- the modern-era Quonset hut tile.

The armouries will be based on the buildings I design for Rise of the Moderns.

super7700, do you still have the academy building for Rise of Kings? please hold on to it, I may need it again.

CtW ideas:
Measured objectives - your task is to prevent other factions from achieving their objectives, while ensuring that yours are achieved:

Nationalist Germany
Capture and hold all Europe and Africa; destroy Russia.

Capture and hold Southeast Asia, and obtain 5,000+ tribute.

United Kingdom
Hold on to South Asia and Africa, destroy Nazi Germany and accumulate 2,500+ tribute.

Destroy United Kingdom, capture Africa and the Middle East.

Capture Europe and the Middle East, destroy Nazi Germany.

Capture all Asia, as well as Australia and New Zealand.

Communist China
Capture Southeast Asia, destroy Kuomintang China.

Arab tribes
Obtain 5,000+ tribute, and hold both the Sahara and the Middle East.

Instead of destroying other nations, you can create satellites, or become a satellite yourself. If you become a satellite, you can't conduct diplomacy, but can still buy cards and such, and your master will exact 90% of your tribute income, rounded up, as tax in the same way the American colonies operated in the New World Campaign. Satellite states also count towards your measured objectives.

Once you complete these objectives, you will be given a choice of whether to conclude the campaign or keep playing.


- Rise of the moderns needs an European/Asian male peasant/worker. Can you develop the model for me? it'd fit in well for your WW2 mod
- Numerous civilian buildings have been developed for Rise of Kings. You are free to use them in your mod. In fact, I believe you will find them most useful.

[This message has been edited by VelvetClaw (edited 07-05-2011 @ 04:32 AM).]

posted 07-05-11 09:33 AM EDT (US)     231 / 472       
Some more ideas for a CtW:

During the CtW, you can change your capital to any territory of your choosing, but this will cost you a turn (you cannot attack, buy cards, or conduct diplomacy), and you will be unable to change your capital again until the next Era/Year (someone needs to see if this can be done).

There are 8 spy missions per faction, thus the mod should countain around 32 spy scenarios for the Arabs, Chinese Communists, Allies and Axis. This can be average blowing apart dockyards to infiltrating enemy cities and creating spy links, or even liberating concentration camps!
posted 07-06-11 02:33 AM EDT (US)     232 / 472       
Okay, more wonders:

- Please drop the Tatlin tower for the Mexican Monument to Revolution. It should fit in well enough!
- Should the Victor Emmanuel Monument of Rome be included as well too?
posted 07-08-11 09:11 AM EDT (US)     233 / 472       
@ powermlmlml,
I didn't get your buildings graph, did you send them?

@ Wadis10,
you wrote "Also, the t-29 desert skin doesn't work..", I found a bug in the panzer IV H desert skin, are you talking about it?
How is it going with new models, should I ask to uthum876 to help us?

to everybody,
if you wanna write me my e-mail is:
posted 07-10-11 00:35 AM EDT (US)     234 / 472       
Ecco la nuova questura:

Non sono certo se dobbia rimanere riservata agli italiani, ma credo che possa essere utilizzata per altre fazioni, come il Brasile e Spagna...

[img][/img] [img][/img] [img][/img]

[This message has been edited by VelvetClaw (edited 07-10-2011 @ 01:11 AM).]

posted 07-10-11 01:58 AM EDT (US)     235 / 472       
Great job VelvetClaw!!
Now we got a very good looking police station and I agree, its usable for all south europe countries.
posted 07-10-11 03:06 AM EDT (US)     236 / 472       
Va bene. Hai ancora altre richieste?

[img][/img] [img][/img] [img][/img]
posted 07-10-11 04:19 AM EDT (US)     237 / 472       
I like the looks of that police station, well done. About the t-29 desert skin I mean that T-29 heavy tank the Americans get in the last age, when I looked at it it was trying to find a tga file that didn't exist for desert maps.

I've been looking up some 3ds max 5 tutorials and stuff but I'm not sure how long it will be before I am proficient in it. I can probably do it eventually but if you want them done quickly you probably should ask uthum, he just has to rig it up and export it.

Also VelvetClaw what is Age of Darkness?
Are you going to make a WWII mod type thing but in your style?

[This message has been edited by Wadis10 (edited 07-10-2011 @ 04:31 AM).]

posted 07-10-11 04:53 AM EDT (US)     238 / 472       

Age of Darkness is indeed a WW2 mod. Or to be more precise, an early 20th c mod. However, not much can be said of it until at least Rise of the Moderns is in the air. You might wanna check on super7700 however, mate; he's having trouble with his units....I haven't given much thought to it although I can confirm that politics and oil will be made significant. If you can also develop a morale system for Rise of the Moderns, we can also add that there too.

[img][/img] [img][/img] [img][/img]

[This message has been edited by VelvetClaw (edited 07-10-2011 @ 06:11 AM).]

Dark Rebel
posted 07-10-11 10:00 PM EDT (US)     239 / 472       
wow this is an amazing mod i love the ideas and how they are coming together. Nikox i am a tad confused so the whole mod crashing thing is fixed right? Because that is what i thouht you said when you were talking about that you did it with all humand players. so fixed or no fixed.
"Scratch that actually, I've found the problem. I usually tested the mod with all human player. Now I updated the buildingrules files as follow:"

So if you don't mid me asking what was the problem? something to domwith the buildings?
posted 07-11-11 02:22 AM EDT (US)     240 / 472       
Hi DarkRebel,
probavy in next days I'll upload a first small patch with the following changes:

- Modified the special forces to have all crafts working.
- Modified the resources rules to have all available in 1939.
- Corrected the PanzerIV desert camo.
- Corrected the T-28 desert camo.
- Added Rare resources from Rise of Napoleon ODA 1.0 mod.
- Added new skin for Type 97 Chi-Ha tank - Japan.
- Added Midget Submarine to Japan. thanks to Wadis10
- Added snow camo to BA-27 Armored Car (Soviet Union).
- Added IS-3 Heavy Tank to Soviet Union (Secret Weapons).
- Added Secret Weapons wonder to United Kingdom.
- Added Tortoise Heavy Assault Tank to United Kingdom (Secret Weapons).
- Changed the country name "Indian Empire" to "British India".
- Set the Eight Army starting year as 1941 and gave it to Australia, British India, Canada, New Zealand and South Africa.
- Set the DKM Bismarck class battleship starting year as 1940.

- I updated the buildingrules files as follow:

- Great Pyramid prerequisite City State
- Stock Exchange prerequisite Barter
- Royal Society Academy prerequisite Written Word
- Colosseum prerequisite City State
- Forbidden City prerequisite City State
- Vatican prerequisite Religion
- Statue of Liberty prerequisite Written Word
- Fortress Holland prerequisite The Art of War
- Reichstag prerequisite City State
- Versailles prerequisite The Art of War
- SuperAirDefense prerequisite The Art of War
- Kremlin prerequisite Barter
- Taj Mahal prerequisite Religion
- Eiffel Tower prerequisite City State
posted 07-11-11 02:40 AM EDT (US)     241 / 472       
You definitely need to include the Maus Tank at the Secret weapons wonder!

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 07-12-11 05:37 AM EDT (US)     242 / 472       
@ Wadis10,
now our hopes are in your hands, as I thought Uthumb876 is too busy to work on others models.
Anyway I fixed the T29 desert skin bug.

@ Super7700,
I thought to have a new model for the Maus Tank, but first we need to learn how to rig them up to be exported to the game.

@ DarkRebel,
I uploaded a little patch to have the ALFA TEST version working:
posted 07-12-11 06:47 AM EDT (US)     243 / 472       
Rigging is easy, I put up a link to a youtube tutorial on the modelling help thread...check it out, when I have time i'll create my own video tutorial.
posted 07-12-11 06:08 PM EDT (US)     244 / 472

follow this tutorial, all your doing is attaching your model to a skeleton which allows your model to become animated.

[This message has been edited by uthum876 (edited 07-13-2011 @ 02:30 AM).]

posted 07-13-11 02:16 AM EDT (US)     245 / 472       
I successfully rigged and exported the panzer II model that you gave me. However, the supplied skin doesn't work so I will need to investigate how to use that unwrap thing.
posted 07-13-11 02:24 AM EDT (US)     246 / 472       
congrats, was that tutorial helpful?
posted 07-13-11 03:13 AM EDT (US)     247 / 472       
Yes thankyou the tutorial was helpful, it took me a while to get it and apply it to the tank, but it was worth it. Now that supplied skin does seem to be working, however when I create the tank in game the skin is a strange black and white thing. However, when you kill the unit (press DEL) the dead tank shows up with the right skin. Anyone have any idea how this could happen?

Could it be because I did not do the smoothing thing as per the exporter instructions? What shows up is no longer black and white, bit a very distorted version of the skin, however it still shows up fine when the unit is dead.

I tried smoothing it, but the problem remains.

Still no luck, but I've uploaded the .bh3 file for anyone who's interested.

The texture is here:

[This message has been edited by Wadis10 (edited 07-13-2011 @ 08:39 AM).]

posted 07-13-11 05:02 PM EDT (US)     248 / 472       
Hi Wadis10,
I think the trouble is coming from the size of your model.
I painted the skin with 4 colours (this to check wich part of it are used), but it wasn't working. It worked only when I covered it with a single colour, so it looks like it's using just a little part of the skin.

More, the unit is firing from it's center, not from the cannon.

I tried to use the medium tank and light tank animations. As medium tank the model is shaking the bottom and the turret moves up and down, as light tank it's a little bit better..
posted 07-13-11 06:02 PM EDT (US)     249 / 472       
Its not working because you didn't attach an unwrap modifier to your model.

Follow this tutorial, it shows you how to create a texture template:
posted 07-14-11 00:26 AM EDT (US)     250 / 472       
Thank-you for the tutorial, I fixed up the unwrap thing and I also fixed up the thing where the tank would wobble when it attacked. Same skin as before.


Also make sure you have a scale of about 7.5

[This message has been edited by Wadis10 (edited 07-14-2011 @ 00:27 AM).]

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