Game Modding
Lord Cirone's Guide to Modding Nations
Introduction
Here is it... LordCirone's Guide to Modding Nations. Are you not
excited? So, let us break down modding nations into three parts:
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Setting up the nation with new powers and help text
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Setting up unique units for the nation
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Integrating the nation into the Conquor the World Campaign.
You'll need a word processor to open and edit the files. I use
NotePad.
Rise of a Nation
First, get an idea of what nation you want to make. You cannot
create nation powers in the game, but you can make slight changes
to existing ones, usually changes in numbers of things. Then, go
back up these files:
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Rise of Nations\data\rules.xml
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Rise of Nations\data\help.xml
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Rise of Nations\tribes\(nation you will replace).xml
The tribes folder contains xml files for each nation, you'll need a
copy of the nation you want to mod. Now, you can either mod the
files that are in the Rise of Nations directory, or you can mod the
files that you copied. I like to set up a folder on my desktop with
the copied files and them mod them from there. Now, first step,
that tribes file. Let's take the Minoan Mod I made a while back as
an example. The Minoans replace the British, so I took the
british.xml out of the tribes folder. Here it is:
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<TRIBE name="British">
<LEADERS>
<LEADER>King Henry VIII</LEADER>
<LEADER>Richard the Lionheart</LEADER>
<LEADER>King Richard III</LEADER>
<LEADER>King Henry V</LEADER>
<LEADER>William the Conqueror</LEADER>
<LEADER>Queen Elizabeth I</LEADER>
<LEADER>Queen Mary</LEADER>
</LEADERS>
<CITIES>
<CITY>London</CITY>
<CITY>Edinburgh</CITY>
<CITY>York</CITY>
<CITY>Salisbury</CITY>
<CITY>Newcastle</CITY>
<CITY>Canterbury</CITY>
<CITY>Nottingham</CITY>
<CITY>Leicester</CITY>
<CITY>Norwich</CITY>
<CITY>Lincoln</CITY>
<CITY>Chester</CITY>
<CITY>Durham</CITY>
<CITY>Bath</CITY>
<CITY>Oxford</CITY>
<CITY>Southampton</CITY>
<CITY>Cambridge</CITY>
<CITY>Whitby</CITY>
<CITY>Hexham</CITY>
<CITY>Runnymede</CITY>
<CITY>Windsor</CITY>
<CITY>Exeter</CITY>
<CITY>Lancaster</CITY>
<CITY>Carlisle</CITY>
<CITY>Aberdeen</CITY>
<CITY>Glasgow</CITY>
<CITY>Bristol</CITY>
<CITY>Richmond</CITY>
<CITY>Birmingham</CITY>
<CITY>Manchester</CITY>
<CITY>Portsmouth</CITY>
<CITY>Liverpool</CITY>
<CITY>Winchester</CITY>
</CITIES>
<UNIT_CONTINENT>0 European</UNIT_CONTINENT>
<BUILD_CONTINENT>1 NEuro</BUILD_CONTINENT>
</TRIBE>
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It is simple really. Change the name to what you want, change the
leader names, and change the city names. You do not have to have
as many leaders and cities as the orginal file does, or you can
have less, just make sure to delete the extra
<LEADERS></LEADERS> and
<CITY></CITY> if you decide to have
less. Important here are <UNIT_CONITNENT> and
<BUILD_CONTINENT>. These decide what the art
set for the units and buildings of the nation will be. There are
several catagories:
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<UNIT_CONTINENT>
0 European
1 Arab
2 American
3 Asian
<BUILD_CONTINENT>
0 Med
1 NEuro
2 Asian
3 Korean
4 American
5 Turk
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Here is what the file looked like after I modded it:
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<TRIBE name="Minoans">
<LEADERS>
<LEADER>Minos the Great</LEADER>
<LEADER>Satur I the Great</LEADER>
<LEADER>King Sakavipi</LEADER>
<LEADER>King Satetot</LEADER>
<LEADER>King Iasiton</LEADER>
<LEADER>King Deucalion</LEADER>
<LEADER>King Tektamos</LEADER>
</LEADERS>
<CITIES>
<CITY>Knossos</CITY>
<CITY>Phaistos</CITY>
<CITY>Kato Zakros</CITY>
<CITY>Akrotiri</CITY>
<CITY>Vassiliki</CITY>
<CITY>Myrtos</CITY>
<CITY>Mochlos</CITY>
<CITY>Agia Photia</CITY>
<CITY>Sitia</CITY>
<CITY>Archanes</CITY>
<CITY>Malia</CITY>
<CITY>Palaikastro</CITY>
<CITY>Phylaki</CITY>
<CITY>Fournou Korifi</CITY>
<CITY>Tripiti</CITY>
<CITY>Nerokourou</CITY>
<CITY>Petras</CITY>
<CITY>Phourni<</CITY>
<CITY>Prassa</CITY>
<CITY>Simi</CITY>
<CITY>Achladia</CITY>
<CITY>Amnissos</CITY>
<CITY>Chania</CITY>
<CITY>Galatas</CITY>
<CITY>Karphi</CITY>
<CITY>Kommos</CITY>
<CITY>Apodoulou</CITY>
<CITY>Chamaizi</CITY>
<CITY>Tylisos</CITY>
<CITY>Sklavokambos</CITY>
<CITY>Zominthos</CITY>
<CITY>Zou</CITY>
</CITIES>
<UNIT_CONTINENT>0 European</UNIT_CONTINENT>
<BUILD_CONTINENT>0 Med</BUILD_CONTINENT>
</TRIBE>
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Next, we will work with the rules.xml. This is the important
part, because it is where you modify nation powers. Look for a
part in the rules.xml that looks like this:
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<FRENCH_LUMBERMILL_EARLY value="2"/>
<FRENCH_LUMBERMILL_UPGRADES value="1"/>
<FRENCH_WOODIES value="2"/>
<FRENCH_TIMBER_COMMERCE value="10% bonus"/>
<BRITISH_COMMERCE value="25% bonus"/>
<BRITISH_SHIP_SPEED value="33% faster creation"/>
<BRITISH_ARCHER_SPEED value="0% faster
creation"/>
<BRITISH_ARCHER_UPGRADES value="1 (1 = enabled, 0 =
disabled)"/>
<BRITISH_AA_COST value="25% cost reduction"/>
<BRITISH_AA_SPEED value="33% faster creation"/>
<BRITISH_FREE_SHIP value="0"/>
<BRITISH_TAXATION value="100% increase"/>
<BRITISH_TOWER_RANGE value="2 range increase"/>
<GERMAN_SUBMARINE_COST value="25% cost
reduction"/>
<GERMAN_SUBMARINE_SPEED value="33% faster
creation"/>
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This is what all the nation powers do. Any power that a nation
has in-game can be changed. There are also some un-used powers.
Putting values into them sometimes gets them to work, but not
always. Here is what I modded the powers to be:
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<FRENCH_LUMBERMILL_EARLY value="2"/>
<FRENCH_LUMBERMILL_UPGRADES value="1"/>
<FRENCH_WOODIES value="2"/>
<FRENCH_TIMBER_COMMERCE value="10% bonus"/>
<BRITISH_COMMERCE value="2000% bonus"/>
<BRITISH_SHIP_SPEED value="4000% faster
creation"/>
<BRITISH_ARCHER_SPEED value="4000% faster
creation"/>
<BRITISH_ARCHER_UPGRADES value="0 (1 = enabled, 0 =
disabled)"/>
<BRITISH_AA_COST value="0% cost reduction"/>
<BRITISH_AA_SPEED value="0% faster creation"/>
<BRITISH_FREE_SHIP value="0"/>
<BRITISH_TAXATION value="0% increase"/>
<BRITISH_TOWER_RANGE value="0 range increase"/>
<GERMAN_SUBMARINE_COST value="25% cost
reduction"/>
<GERMAN_SUBMARINE_SPEED value="33% faster
creation"/>
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Really high bonuses I put in are used to simulate instantaneous
creation and an unlimited comerce cap. You can experiment to get
just what you want.
Now on to the last step, editing the help.xml. While this will
not change anything in the gameplay, it is necessary to do so
that players know what you have changed. Open up the help.xml,
then find an entry that looks like this:
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<ENTRY name="TRIBE11">
<STRING>{The British have the Power of Empire.}
<BULLET></BULLET>+$NUMBER0% Commerce Cap. Receive
double income from Taxation.
<BULLET></BULLET>Ships created $NUMBER1%
faster.
<BULLET></BULLET>Receive Foot Archer upgrades for
free. Forts and Towers +$NUMBER5 range.
<BULLET></BULLET>Anti-Aircraft units and
buildings created $NUMBER3% cheaper and $NUMBER4%
faster.
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This is the help text that discribes the nation.
“<BULLET></BULLET>" places bullets that
separate the different nation powers. Delete powers you are no
longer using, and change the text for ones you have changed.
Something like “$NUMBER1%" looks up the value in the
rules.xml, so if you change a 10% discount to 30%, you don't have
to change anything in the help text, it will change for you. Here
is what mine looked like after I fixed it:
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<ENTRY name="TRIBE11">
<STRING>{The Minoans have the Power of the
Mediterranean.}
<BULLET></BULLET>Commerce Cap always at
maximum.
<BULLET></BULLET>Ships and Archers created
instantly.
</STRING> </ENTRY>
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Since I wanted it to seem like instantaneous creation, I changed
the text a bit, instead of keeping the percentage entries.
So once you've done all that... you're done! Replace the original
files with the modded ones to use the mod, and replace those with
backed-up files to go back to the regular game.
By LordCirone
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