Rise of Nations Heaven
Downloads Home
Review Guidelines
Main site
Code of Conduct

Advanced Search
Game Modifications
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files

Downloads Home » Game Modifications » Rise of Napoleon ODA 1.0 (Tap)

Download File Post Review Post Comment

Rise of Napoleon ODA 1.0 (Tap)

Author File Description
File Details
Needs T&P?: Yes
Rise of Napoleon ODA 1.0 (Tap) Mod

By: "One_Dead_Angel" aka "One_Dead_Villy" aka Ray Tang
Date: Jan 31, 2005

I would like to thank Big Huge Games for a great game and the resources basis
from which this mod is made.

Also I would like to thank Ensemble Studios for the building screenshots from
which I made some of the building textures I made for this Mod.

I would also like to thank Edilberto for helping with some historical research on the
Italian and Spanish Nations in this Mod, AoR_Blixt for some historical research for
the Danish Nation in this Mod.

You should put the files for this mod under a directory such as shown below:
C:\Program Files\Microsoft Games\Rise of Nations\
mods\Rise of Napoleon ODA 1.0 (TaP)

If you installed Rise of Nations in another directory, naturally you should have
a directory under the game directory called "mods". Under that you should have a
folder called "Rise of Napoleon ODA 1.0 (TaP)", with the mod files and directories
for this mod all under that.

Instructions (IMPORTANT):
To enable this Mod, just pick the mod named "Rise of Napoleon ODA 1.0 (Tap)" from
the Mods drop down menu choice in your game settings screen.

This mod is Multiplayer compatible, so you should be able to play it on MP assuming
everyone has this mod installed. However, it is not recommended that you allow
autotransfer during online startup since this mod is almost 8 Megs compressed.

This mod is playable with all game modes, and nations. However it can ONLY be played in the Enlightenment Age, so you can to set the beginning and ending age to that. Age advancement research is disabled, so if you do not set the age properly, you will be stuck. The way this mod has been made, you will not have access to units outside of those in this mod for the most part. In order to pick the new nations in this mod, you choose what that nation is based on however. Once you have ran the mod, and havent exited the game, mousing over the original nation choices will
show up the modded nation names and powers in the pop up help.

Also just in case the title of the Mod wasn't clear. This mod is only for the
Rise of Nation Thrones & Patriots Expack.

Changes in this Mod:
This mod has a total of 123 objects (103 units, 8 buildings, 10 resources) are reskined
Plus 2 new model.

* New Concept of Government Unique Units, so that certain Nation's Unique Units are only
available if you research a certain government type.
* Nation powers are based on the original, but in some cases they have been changed to
fit this mod better, so do not assume they are exactly the same as the original.

French (with the Power of the Revolution) based on the Turks
UU: Old Guard Grenadiers, Young Guard Grenadiers, Horse Grenadier, Voltigeurs, Gribeauval Cannon, Polish Auxiliary Lancer, Corsican Tirailleur

Prussia (with the Power of Militarism) based on Aztecs
UU: Musketiers, Schutzen, Jaegers, Landwehr, Junker Grenadiers, Death's Head Hussar

British (with the Power of Empire)
UU: Red Coats, Rocket Artillerymen, Ship-of-the-line, Chosenmen, Highlander, King's German Legion, Royal Scot Grey

Austria (with the Power of Multinationalism) based on Persians
UU: Chevauleger, Uhlan Lancer, Magyar Hussar, Diplomat, Tyrolean Jager, Musketiers, Grenzer

Ottomans (with the Power of Islam) based on Koreans
UU: Bedouin Raider, Mameluke, Jannisary Corps, Topiji Cannon, Sipahi Lancer, Camel Corps

Mamelukes (with the Power of the Nile) based on Egyptians
UU: Bedouin Raider, Camel Corps, Mameluke Cavalry, Mameluke Guards, Mameluke Sultans

Papal States (with the Power of Christianity) based on Greek
UU: Vatican guards, Papal Merceneries, Papal Mercenary Lancer, Priest, Missionary

Russia (with the Power of the Motherland) based on Russia
UU: Serf, Pavlovski Grenadiers, Cossack Lancer, Lifeguard Mounted Jager, Opolochenie

Dutch (with the Power of Commerce) based on original Dutch
UU: Armed Merchant, Armed Caravan, Armed Supply Wagon, Fluyt, Royal Red Lancer, Grenadier Guards

Portuguese (with the Power of Trade) based on Nubia
UU: Cacadores, Atiradores, Man of War, Armed Merchant

Sweden (with the Power of the Baltic) based on Japan
UU: Indelningsverks, Lantvarns, Mornerska Hussar, Finska Auxilliary, Gunsloop

Denmark (with the Power of the Vikings) based on Bantu
UU: Norske Auxilliary, Armed Merchant, Skarpskyttekorps, Kanonchalup

Italians (with the Power of Architecture) based on Mayan
UU: Voltigeurs, Grenadier Guards, Cacciatore Cannon, Chevauxleger, Diplomat

Westphalians (with the Power of Centrality) based on French
UU: Voltigeurs, Grenadier Guards, Gribeauval Cannon, Jager Guards, Landwehrs

Rhine Confederation (with the Power of Industry) based on Germans
UU: Voltigeurs, Grenadier Guards, Chevauleger, Musketiers, Schutzen

Poland (with the Power of Persistance) based on Mongols
UU: Voltigeurs, Grenadier Guards, Chevauleger, Vistula Devil Lancer, Lithuanian Tartar

Spain (with the Power of Castles) based on Romans
UU: Insurgent Guerilla, Milicia Honrada, Royal Carabinero, Zaragoza Grenadiers

Just for a lark (and to make sure all civs are still playable at least)
These will allow you to play the such periods as "War of 1812", "The Opium War",
"The British Conquest of India", "The French-Indian Wars" and the "Barbary Wars".

Morroco (with the Power of the Sahara) based on Inca
UU: Berber Raider, Camel Corp, Barbary Pirates, Goum Tribesmen

China (with the Power of Culture) based on China
UU: Manchu Musketeer, Shaolin Monks, War Junk, Manchu Palace Guards

India (with the Power of Majesty) based on India
UU: Culverin Mahout, Gun Mahout, Sepoys, Jourk Rocketmen

Lakota (with the power of the Plains) based on Lakota
UU: Repeating rifle horse, Buffalo Braves, Archer Braves, Buffalo Riders, Horse Archer Brave, Eagle Feather Brave

Iroquois (with the Power of the Forest) based on Iroquois
UU: Okwari, Coyote Riders, Mohawk Warriors, Archer Braves, Horse Archer Brave, Eagle Feather Brave

America (with the Power of Innovation) based on America
UU: Continental Marines, Rangers, Mounted Riflemen, State Militia

Canada (with the Power of the Wilderness) based on Spain
UU: Red Coats, Courier du Bois, Native Auxilliary, Provincial Fensibles, Blackstump Brigade

* Reskinning and renamed many Wonders, plus a new concept of Wonder Unique Units!

* Pop cap raised to 500
* Larger map on Big Huge setting.
* Can build extra farm at Large cities.
* Fortresses made much tougher (my tribute to Big Huge Games' Doug Kaufman).
* Certain Scenario Buildings and Units enabled and put in where appropriate.
* Enabled most of the CTW scenario rares.

PLUS other surprises!

You can check out the units screenshots in the Mod Gallery, starting from this link http://ron.heavengames.com/gallery/album01?page=1 , there are over 24 screenshots!

You should also download the patches:
http://ron.heavengames.com/downloads/showfile.php?fileid=551 Patch1) This is to fix a Building Graphics Bug for the colonial building art set used by Americans and Canadians in the Mod.
http://ron.heavengames.com/downloads/showfile.php?fileid=560 Patch2) This fixes a bug that causes the Big Huge Map size setting to crash the game. So I had to remove the bigger map mod, in order to make all maps work.
http://ron.heavengames.com/downloads/showfile.php?fileid=592 Patch3) This is a patch to correct a unit bug for the British from my Rise of Napoleon ODA 1.0 Mod, that gives the British the wrong free unit from building Barracks.
AuthorReviews   ( All | Comments Only | Reviews Only )
Rating: 5
This mod is completely horrible, it has nothing new to offer, and i'm just being a complete jackass. THIS MOD HAS TO BE THE BEST MOD EVER FOR ANY GAME!

In fact, this isn't a mod, it's a whole new game all together. It has so much to offer that there is no way i can play as each nation and see everything new in just one day. This mod is going to keep me busy for another month...or maybe more...yea, definately more!

There are so many specific unit types and the new buildings just keep me staring at them the whole game. The Arc de Triumph is amazing, and the enabling of houses in the game as block houses and pubs, just creates a whole new dimension to gameplay, society, and everything else.

We only got 3 unit types per age- infantry, horses/tanks, and artillery in the original game.

Your mod gives so much more like 2 different cannon types, and about 7 different infantry types per nation.

Additional Comments: Keep up the good work! I just can't believe what an awesome mod this is.

It is a must-have for any RoN Gamer.

[Edited on 01/31/05 @ 04:23 PM]

Rating: 5
(Insert Rating analysis here)

Additional Comments:
Aside from the fact that ENlightement is my favorite age to play, this mod is so sweet. Extra unit, new skins, new nations. Thank you so much for your hard work, it will be enjoyed by all of us that still play RoN
Rating: 5
(Insert Rating analysis here)
First, congratulations, this is the best MOD for RON, it also adds very good ideas, it would be great to do a CTW campaign about this, like the ones in T&P. Or at least to do a standard CTW with this mode enabled.

Additional Comments:
-Dragoons in some armies were armored, I think they should be armored instead of carabineers, and have the same stats, except more expensive and more armor. They should cost metal and wealth.
-I have never heard of the Corsican Trillars, what are they?
-Polish auxiliary change to Polish lancer, shared with Poland, allied of France at Napoleonic wars
-Horse grenadiers should cost Metal and Wealth
but more than cuirassiers
-Royal Guards should be french unique, created at bararcks, the idea of wonder units is good, but also takes some units to give to the owner of the wonder, if the units it gives are some nation related they shouldn't be there, instead if they are mercenary units is ok like the red fort
-Change Sappers to the normal RON comandos
-Change goverments to this better, also specify if u changed the powers:
The Patriot with the wagon sees bad, i would prefer the old one
-It would be nice to make some unit avatars for each one
-The Voltigers or that unit were skirmishers, but also they were better trained than ordinary line infantry, i think they should have more HP, but -1 or 0 armor, more range and moer damage. They should have a bonus VS line infantry, and they can be considered also light infantry
-I think the normal defenses were better, the tower and the fortress, also why outposts cost knowledge, i think they were better standard, it's not a bad idea but balance it, the 3 types of castles are very expensive, and those houses sucks
-Does french receive the +3 range bonus for artillery? I think u should give in the readme a nation list with the specific powers change
-Also which version of t&P u used for this mod, it is compatible with all, because patch 2 sucks.

Some links for interest:

Cossacks 2 contains a good list of units and history, check it at their site

Death Hawk
Rating: 100000000000000000000000000000000000000

Additional Comments:I love this mod! I usally hate the enlightement age and advance ASAP but now, I can't leave it. This one of the best (well it's the only mod I've played LOL)I have ever played

[Edited on 02/02/05 @ 01:05 PM]

I am utterly disappointed with the lack of effort for both the Ottomans and the Egyptians (the Ottomans especially). What were you thinking when you gave the Ottomans an INDIAN character set? Asian I could understand, because Turks are indeed the cousins of Mongols, but Indian? Turks have nothing to do them in regards to culture or physical appearance.

The Ottomans are now worse than they already were (you took away what little good bonuses they had originally). Why does Poland get the "Lithuanian" Tatar when Tatar people themselves, ARE Turks, and their nation was part of the Ottoman Empire? And what's with all the camels in the Ottoman stables? Turks are not Arabs! The Ottomans used camels in their trade routes, not for battle, the Turks were always superb horseman (again the nomadic culture of the Turks and Mongols should come into mind). If the Ottomans do not recieve a Far Eastern, Middle Eastern, or preferably European unit set, they should be reskinned totally.

I hope in the next version of your mod you will have done more than simply move a few units around and change their names for these civs.

Despite my frustration with your stereotypes about Turks and All Muslims = Brown People With Turbans formula, I think you have otherwise done a superb job with the other nations, and the idea to make a mod entirely for the Englightenment era was genius as well. But seriously tell me if you plan to make another version...

[Edited on 02/25/05 @ 01:02 PM]

nice dictator
Rating: 5
This is by far in my opinion the greatest mod ever for Thrones and Patriots

Additional Comments:
Lots of great stuff:
Spectacular wonder skins looks just like BHG
wonder built units add alot more to the game
Citadels castles and fortress units make alot more sense and add gameplay depth
excellent skins and tons of new units
houses and tavers make towns and civilian resistance much better
extremely easy and foolproof to install

[Edited on 03/16/05 @ 09:42 PM]

Post Review Post Comment

HGDL v0.8.0

Forum Username:


Create a new account
Forgot password?
Favorites: [Who?]0
Size:7.24 MB