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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 07-19-11 01:43 AM EDT (US)     276 / 472       
does buildings are BlitzKrieg2 buildings
posted 07-19-11 10:01 AM EDT (US)     277 / 472       
First impressions: the Industrial Complex:

[img][/img] [img][/img] [img][/img]
posted 07-19-11 06:18 PM EDT (US)     278 / 472       
Wow, that looks good Velvetclaw! I like the detail especially. Hopefully a way is found to add nodes so you can get plenty of smoke coming out of those chimneys.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 07-19-11 08:13 PM EDT (US)     279 / 472       
I got a question regarding GIMP - I actually don't like the colour scheme of this building, and would like to recolour it, so that it has a reddish hue. You see, the problem that I currently have is that the only way I can do this is to use the COLORIZE tool, but this turns everything to shades of red, which is something that I don't want. Anyone know how I can filter it so that this building looks like it was red or orange?

Found this resource, use it well:

Also, Abyssinian troops during the 2nd World War:

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

[This message has been edited by VelvetClaw (edited 07-20-2011 @ 04:05 AM).]

posted 07-20-11 07:10 AM EDT (US)     280 / 472       
Complesso industriale, a secondo passo:

[img][/img] [img][/img] [img][/img]
posted 07-20-11 10:25 AM EDT (US)     281 / 472       
Great job VelvetClaw!!

Meanwhile I'm trying to import stuff from Blitzkrieg, first test for a new bunker:

Now I need to set right BOUNDINGVOLUMES at it, anybody knows how to do it??
posted 07-20-11 06:25 PM EDT (US)     282 / 472       
What does the boundingvolume actually do?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 07-21-11 09:12 AM EDT (US)     283 / 472       
@ super7700

the website is Blitzkrieg Portal Forums:

the BOUNDINGVOLUMES are setting the space occupied by a building, till we'll have no new building models I guess they are a partial solution on how the game works with a modded building.

@ powermlmlml,

If you got some blitzkrieg buildings, can you send them to me, pls?
I can try to adapt them to the game..
posted 07-21-11 06:13 PM EDT (US)     284 / 472       
Added the new wonders:


Industrial Complex test 1:

Industrial Complex test 2:

posted 07-21-11 06:28 PM EDT (US)     285 / 472       
Did u figure out bounding volumes?
posted 07-22-11 00:21 AM EDT (US)     286 / 472       
Hi uthum876,
Comparing the BOUNDINGVOLUMES of FARM, HOUSE0 and HOUSE1 I think that the x_width and y_width are the numbers (of pixels??) related at the size of the image sides and the z_width is its highness (I apologize for my bad english!).

maybe this image is helpfull to understand it better:

HOUSE0 is house_3na:
x_width="95" y_width="102" z_width="171"

HOUSE1 is house_3nb:
x_width="93" y_width="104" z_width="175"

I guess FARM is using all the image size:
x_width="256" y_width="256" z_width="4"

I think the first three value (x="0" y="0" z="2") are placing the box created in a determinated point allowing you to have more than one box for an image, but I didn't understand how they work.

[This message has been edited by Nikox (edited 07-22-2011 @ 01:41 AM).]

posted 07-22-11 03:02 AM EDT (US)     287 / 472       
Powermml, I managed to open your files and download that nifskope program, but I think you only sent me one tank. I haven't tried exporting them to max yet but I will and try and do that reasonably soon (I'm quite busy at the moment).

Earlier in the week I was working on some of the scorch models which are improving in their animations slowly, I'm gradually getting better and I will upload some soon.

Those new buildings look good by the way.

As far as I know boundingvolumes defines what area of the building is 'clickable' (i.e. when you click the specified area it selects the building) I'm not sure but it might also define when a unit is considered 'behind' a building (so it can be highlighted)
posted 07-22-11 08:53 PM EDT (US)     288 / 472       
Okay just a quick question (I know I shouldn't be posting here) but is it possible to get the following done?

1. On a CtW map, a faction/civ has 2 capitals (for instance, the British have 2 capitals; 1 in London and another in Ottawa)

2. A capital region can shift: for instance, if France is invaded, it has the choice of moving its capital before Hitler strikes Paris to, say, Saigon or Dakar....

I note that on the Alexander CtW, the Persians can have 2 capitals. So would it be possible to duplicate this again for a WW2 CtW?

[img][/img] [img][/img] [img][/img]
posted 07-29-11 11:13 PM EDT (US)     289 / 472       
I have finished most of the new tank models and I have uploaded them here:

So far I've just done the tanks and self propelled guns as I'm not yet sure of how to export the other vehicle types. The turrets should now turn without much of an issue most of the time, but make sure that self propelled guns don't try to turn their turrets as they don't have any. The idle animation where tanks swing their turrets will have to be removed for turretless vehicles.
posted 07-30-11 02:17 PM EDT (US)     290 / 472       
Finally, new cities:
Here is the German city...

...the American one, a blooming, multicultural paradise on earth...

If you look closely, you'll realise there's a Chinatown and an Italian grocery store. Can you spot 'em?

...and here is the Soviet one:

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

[This message has been edited by VelvetClaw (edited 08-01-2011 @ 08:56 PM).]

posted 07-31-11 08:43 PM EDT (US)     291 / 472       
Technologies have been developed for your mod:

¡Paper industry (Level 1)
¡Deforestation (Level 2)
¡Polymers (Level 3)

¡Replaceable parts (Level 1)
¡Cement industry (Level 2)
¡Precision engineering (Level 3)

¡Food industry (Level 1)
¡Artificial fertilisers (Level 2)
¡Food rationing (Level 3)

¡First aid (Level 1)
¡Antibiotics (Level 2)
¡Vaccination programme (Level 3)

¡Stainless steel (Level 1)
¡Scrap recyclage (Level 2)
¡Shell process (Level 3)

¡Logistics (Level 1)
¡Lease-lend (Level 2)
¡War economy (Level 3)

¡Compulsory education (Level 1)
¡Institutional Research (Level 2)
¡Academic Tradition (Level 3)
¡Peer Review (Level 4)
¡Computer technology (Level 5)

Stay tuned to the Interbellum Wiki ( for more updates...

[img][/img] [img][/img] [img][/img]
posted 08-01-11 06:43 PM EDT (US)     292 / 472       
The Technologies set is perfect, now I've to found the right icons for all of them...
posted 08-01-11 08:59 PM EDT (US)     293 / 472       
I can help with the icons too, but I need to do some research first for 'em.

[img][/img] [img][/img] [img][/img]
posted 08-02-11 01:14 AM EDT (US)     294 / 472       
I see your mod progresses. this is good
posted 08-02-11 02:28 AM EDT (US)     295 / 472       
Yeah, it's progressing, although I admit we're taking 1 step back: a friend on Twilight Heroes has advised me to replace the central tower fortunately we have the resource to make it happen.

[img][/img] [img][/img] [img][/img]
posted 08-02-11 06:02 AM EDT (US)     296 / 472       
Firstly, just a question. I noticed in interface a 'pixformat' entry for all the icon files, and the pixformat is either pixformat="PF_32 or pixformat="PF_DXT1. I have your custom Age of Tanks icons and I noticed in interface the PF_32 for the files with extra icons but looking at the original RON interface file those files are put as PF_DXT1. So do the pixformat entries affect whether you can add extra icon space?

Also, I noticed that this mod modifies a number of iface files but I discovered that it is possible to just use the iface_units for tech and building icons as well, so potentially you only need one iface file for all your unit, building and tech icons, certainly making it easier for people to install (correct me if I'm wrong or if this is something already known to everyone). Also it is easier for adding the tech icons as, unless adding extra space is affected by the pixformat entries, I was unable to add extra space successfully (the icons using extra space showed up as black).

Here is a link to the page where I posted how you do it if you are interested (post 619):,,,10&st=600#pagebottom106082

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
posted 08-02-11 08:07 AM EDT (US)     297 / 472       

Here's the new American city: kudos to the guy who helped out; his handle on Twilight Heroes is Dogberry

[img][/img] [img][/img] [img][/img]
posted 08-02-11 05:32 PM EDT (US)     298 / 472       
@ super7700,
Anwering at your first question, I think the pixformat entries affects whether you can add extra icon space as I was unable to add new icons at files with pixformat="PF_DXT1".

Anwering at your second question, of course you can have a single file for all your icons, but this slow down the game engine. I had all new unit icons on a single file at the beginning, but I decided to split it when I've seen the game working slower.

@ VelvetClaw,
the new American city looks much better, what about to have the purple color less shining??
posted 08-02-11 06:26 PM EDT (US)     299 / 472       
Quali parti si devono ritingere?

Meanwhile (@Super7700, Uthum, Nikox)...

I figured you needed more "European" buildings, so in addition to my civvy building pack (which you've already received) here are more buildings - you can use these for the mods you're currently working on.

Next in line: Station X.

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

[This message has been edited by VelvetClaw (edited 08-02-2011 @ 07:59 PM).]

posted 08-02-11 11:41 PM EDT (US)     300 / 472       

I went through your file, and realised that your Chinese faction is INACCURATE. If you want suggestions on what it would have looked like, you might want to see this:

It's a known fact that the Chinese who fought against the Japanese weren't Communists - the idea of them using Soviet armour is possible, but these were probably little more than light tanks.
Mao himself admitted, albeit in a longwinded way:

"You) don't have to say sorry, your country had made a great contribution to China. Why? Because if Imperial Japan did not start the war, how could we communists become mighty and powerful? How could we overthrow KMT? How could we defeat Chiang Kai-shek? No, we are grateful and do not want your war reparations!" - Mao Zedong, to Tanaka Kakuei

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

[This message has been edited by VelvetClaw (edited 08-03-2011 @ 00:34 AM).]

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