Rise of Nations Script Maker 0.9 beta
Coded by Snake in Visual Basic 6.
This "Full Release Version" includes all the necessary redistributables required by RSM in a nifty installer.
Newest version of RSM available at ftp://www.s--l.com/Downloads/RONScriptMaker.zip
RoN Script Maker is a tool for use with Rise of Nations and its expansion (Thrones and Patriots) that seeks to make implementing scripts in games of RON simple and intuitive. It's worth mentioning that this program was designed for making scripts to be used in Quick Matches and Multiplayer, and not scenario building.
-The ability to easily disable all units, buildings, and techs available in RON and RON:TP.
-Editing of unit and building stats. (RoN: Health and Build Time. TP: Armor, Attack, Min/Max Range, Line-of-Sight, and Speed.)
-Additionally, you can disable AI, plunder, attrition (TP only), costs, completion bonuses, etc.
-You can change amount of plunder (TP only), citizen idle times, and Victory/Defeat Messages.
-'Scrippet' implementation. Easily allows you to load multiple dynamic script snippets. Scrippets follow a simple format that is friendly to other RoN script developers.
-Changing from RON to RON:TP game mode takes only one click.
-Saves scripts in both Big Huge Script (bhs) format and a native file format that is easy to reload.
-Program can organize (delete, rename, save as) all scripts created by it.
-Compact and intuitive graphical user interface. Statusbar that displays essential information.
-The program will find your RON and RON:TP script path automatically.
-Launching of RON on exit (user preference).
-After saving a script, you only need to select it in the RON game setup to use. It's that simple!
This release comes with a few home-brewed scripts to get you started. To use them, load a script in the list and save it again. (This causes the program to compile for bhs format and make the script available to the game.)
Making your own scripts is just as easy as it looks. Watch the help tips for more information and make sure you save.
(Oh Cool Dont stop now you are on the move..:))
No problem on downloading or getting it started.Unit editor seems to work fine..Still playing around with this..When I put a check mark on the merchant..So I dont have to worry to have him pack or go to the nearest resource..I seem to be alittle confuse here..I was under the impression once I made the merchant he will automaticaly go to the nearest resource.and do his thing..But I still have to do it mannualy to get him there..Any suggestion??Oh I play solo quick game for RONTP.Please note I have the Gold Edition so will this effect your Mod in anyway?Your script Is working Great still messing around with it..I will report anything else that I find later..This is the beginning..Its a very Easy Mod I thank you for it..Please Keep up the great work..
Posted on 04/06/07 @ 06:14 PM
Awesome Utility....very simple to use and no apparent bugs. Works like a charm. Snakely is the man!
Is there anyway to add the "build cost" for individual units to the script editor? It would be nice to be able to artificially limit the number of specific units in a script by setting the cost to build for those units. For example: I shy away from the "sea war" scenarios because it just seems too unrealistic to pump out battleships, aircraft carriers, and submarines like foot soldiers. However, if able to set the build cost to very expensive limits (also adding a progressive increase for follow on units would be nice), you could limit the number of units built. It would make for more realistic scenarios. This would add a new level of realistic strategy to the "sea war" game forcing commanders to use their "more valuable" assets with tactical savvy instead of just pumping out ship units like popcorn. It would be great way to set up some of the more historical sea battles.