-- Epic scope --
The aim of this mod is to transform Rise of Nations into a larger-scale game with a greatly prolonged game time.
This is done mainly by increasing the time and cost for research and expansion, as well as increasing the population cap.
Balance is ensured by e.g. changing resource collection rate, increasing the strength of defensive buildings and tweaking the naval system.
-- Improved FFA experience and team game scripts --
TDS-Mod includes a script file to provide an unique FFA mode with automatic alliances based on a threat calculation system.
When one player has a larger threat than all other players, an alliance is formed against the large player. This alliance is automatically dissolved if the targeted player becomes a smaller threat than required for the allance formation.
The only victory condition is when all cities have been conquered by a single player. Additionally, a player is not defeated when all his cities have been conquered. Instead, the conquered player reverts to a barbarian state, where he spawns barbarian troops or a villager with a time interval, as well as gaining a small amount of resources. This ensures that all players may play to the end of the game.
-- Capital system --
When a player loses his capital, he begins to lose knowledge with time. Also, there is a risk for falling back to an earlier age during this time. After some time, the player automatically establishes a new capital in another city.
-- Barbarians --
The script files also adds barbarians that roam the world, which may either be bribed or fought.
Every five minutes the barbarians may ask for a bribe, which, if accepted results in peace with the barbarians for 5 minutes.
If the barbarians conquer a city, they raze it to the ground.
-- Computer assistance --
It is possible to let the computer control certain aspects of your civilization by creating managers in the city:
Production manager: Controls production
City manager: Controls city building
Combat manager: Controls armies
The manager works as long as it is kept alive on the map. Managers do not work if they are garrisoned inside a building.
Bugs: Control groups do not work for the player after building a manager. Delete the manager to remove it from the game.
-- Many other tweaks --
In addition to the features listed above, a lot of other, minor changes have been introduced.
These are, however, far too numerous to list in this description.
Place the folder "TDS-Mod 2.2" in
\Rise of Nations\Mods\
Place the folders "TDS Lite FFA 2.2" and "TDS Lite Team 2.2" in
\Rise of Nations\Thrones and Patriots\scenario\Scripts
Recommended game settings:
Players: One additional player for the barbarians.
!!! IMPORTANT: Add one additional player at the end of the list. This will be the barbarian player. !!!
!!! IMPORTANT: DO NOT change player colours, or the scripts will not work properly. !!!
Teams and allies: Survival of the fittest (for TDS-FFA)
Teams and allies: Custom teams (for TDS-Teams)
Game rules: Custom
Game mods: "TDS-Mod 2.2"
Start with: Small town (This is actually nomad mode in this mod*)
Technology: Very expensive and slow
Script: "TDS Lite FFA 2.2" or "TDS Lite Team 2.2"**
* Nomad mode fix required to get proper starting technologies for civilizations and totally random start positions
** It is not recommended to play the mod without an accompanying script as some features will not work.
everything in this mod is great...but i had to stop using it simply because the Barbarians spawn to early and way to many...everyone even myself gets overun...anyway you can upload the file with all of it but without the Barbarians?
Posted on 03/14/11 @ 10:56 PM
Sounds like an amazing mod... but everytime i try to load it i get an exception error. i downloaded the game and its scripts to the right locations, any help.