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Downloads Home » Game Modifications » Ari's Script Pack

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Ari's Script Pack

Author File Description
theonlyari Ari's Script Pack

I got sick of playing in the Information age and having to deal with stealth bombers, missile shields, and units that produce instantly. It just made the game lame.
No one else seemed to have anything to counter these problems, so i did it myself.

The other script sets the population limit to 99999. It was the closest i felt like getting to no population limit. Trust me.... you'll never get that many units with out crashing your computer. It makes reaking havoc on your enemies much more fun.

Both scripts have the high population limit setting. Both have instructings for editing the scripts to make them further suit your needs.

Enjoy.

Ari
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
DavidBeoulve I can not the Population Cap script working in Rise of Nations: Thrones & Patriots.

Also, two of the scripts were missing a "}" at the end of them. I used the game's script editor (under Tools) to identify the problem and fixed it there, but the scripts still wont' take.

How can we get the population cap removed in RoN:T&P?


EDIT: Oh, I tested in RoN, and the population script does work in RoN, but not in RoN:T&P.

EDIT 2: I have done extensive testing and print statements and, near as I can tell, the set_population_cap function does not work in RoN:T&P.

I commented out the code that keeps the update messages from streaming out continuously. You can play with uncommenting that. Basically it was updating (with messages) once every click of the timer.


// Ari Hendler 5-31-04
// and David Beoulve 6-26-04
// Script that changes the population limit to 999

// Feel free to use this code for what ever strange bidding you choose.
// I explain everything for those of you who want to fiddle around but dont know how
// PS its good to know some C if you do, or else god knows what you'll do.
// Enjoy

scenario {
// This is the population cap:
int popcap = 50;
int success; // whether or not set_population_cap(NationIndex, NumberOfCap) succeeded.

//run once at the start of the game
run_once {

// Set a timer to update the pop information
set_timer("update", 10);

// For each Nation, 1 through 8, set their population cap and print a message about it.
for (i = 1; i 0)// if the nation is in use and has a population cap
{
success = set_population_cap( i, popcap);
if (success == 1)
{ //Starts game with unlimited units
print_game_msg("Population Cap is set to "+popcap+" for Player "+i+".");
} else if ( success == 0) {
print_game_msg("Population Cap FALSE "+popcap+" for Player "+i+".");
} else if ( success == -1) {
print_game_msg("Population Cap FAILED "+popcap+" for Player "+i+".");
}
}
}//end for loop
}//end run_once function


// this is the part where the script insures that the population stays at "popcap"
// so when you research or build wonders that change the pop cap
// it stays the same and doesnt revert back to 50, 75, 250, etc.
// it runs repeatedly, over and over and over and over and over again.

int temp_pop_total; // the population of the nation in question.
int temp_pop_cap; // the population cap of the nation in question.

for (f = 1; f 0)// if the nation is in use and has a population cap
{
temp_pop_cap = population_cap(f);
temp_pop_total = population(f);

success = set_population_cap( f, popcap);

// set_population_cap (f, popcap);
// if ( timer_expired("update") == 1)
// { // 0=TRUE, 0=FALSE, -1=FAILED
print_game_msg("Population for Player "+f+": ["+temp_pop_cap+"/"+temp_pop_total+"]. Setting Pop Cap to: "+popcap+".");
temp_pop_cap = population_cap(f);
print_game_msg("Population for Player "+f+" is now: ["+temp_pop_cap+"/"+temp_pop_total+"].");
// }

if (success == 1)
{ //Starts game with unlimited units
print_game_msg("Population Cap is set to "+popcap+" for Player "+f+".");
} else if ( success == 0) {
print_game_msg("Population Cap FALSE "+popcap+" for Player "+f+".");
} else if ( success == -1) {
print_game_msg("Population Cap FAILED "+popcap+" for Player "+f+".");
}
}
}
if ( timer_expired("update") == 1)
{ // 0=TRUE, 0=FALSE, -1=FAILED
set_timer("update", 60);
popcap = popcap + 50;
print_game_msg("TIMER RESET. Population Cap will now become: "+popcap+".");
}

}

[Edited on 06/26/04 @ 12:04 PM]

Markeh i could not get this to work at all, when i looked in the script editor and tried to run it there were so many errors.

please try to make this work as id really like to take off the Pop Cap
DavidBeoulve Oh, yeah, I forgot to mention there was an extra ";" or something that was in there that I took off to get it working in RoN if memory serves.

The documentation for the Pop Cap functions are below guys, it's relatively easy to remake, but as I said, these functions seem not only depreciated, but omitted from RoN:T&P.


================

Population

? population
Definition:
Finds the total population of a player.
Syntax:
int population( int who);
Parameters:
1. who ? a nation index 1-8, based on nation color
Returns:
The total population of a player if true or success, 0 if false, -1 if failed.
Example:
population_level = population(3);
Sets population_level equal to the total population of nation 3.

? population_cap
Definition:
Finds the population cap of a player.
Syntax:
int population_cap( int who);
Parameters:
1. ? who ? a nation index 1-8, based on nation color
Returns:
The population cap of a player if true or success, 0 if false, -1 if failed.
Example:
pop_cap = population_cap(7);
? Explanation: population_cap finds the population cap of nation 7 and sets pop_cap equal to it.

? set_population_cap
Definition:
Sets the population cap of a player.
Syntax:
int set_population_cap( int who, int num);
Parameters:
1. ? who ? a nation index 1-8, based on nation color
2. num ? an integer value
Returns:
The new level if true or success, 0 if false, -1 if failed.
Example:
set_population_cap(2, 200);
? Explanation: set_population_cap sets the population cap of nation 2 equal to 200.

[Edited on 06/27/04 @ 08:47 AM]


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