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Rise of Nations Heaven » Forums » RoN General Discussion » Unused and prerelease content
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Topic Subject:Unused and prerelease content
Fission Power
Member
posted 05-14-19 04:44 PM EDT (US)         
https://tcrf.net/Rise_of_Nations
I created a TCRF article about unused and prerelease content that might be interesting for any RoN fan. So, I request any hidden or unused content you could find in this game during luring or modding.
I also found some interesting screenshots of RoN on relatevily early stage of development. There are old Age of Empires-like Farms and HUD (including different icons), scrapped battering rams, old models of units or buildings, such as Howitzers, Helicopters, Bunkers, Airports, Woodcutter's Camps etc.
https://web.archive.org/web/20020328110416/http://bighugegames.com/riseofnations/images/art_ron_screen_01_01.jpg
https://web.archive.org/web/20050627110122/http://www.bighugegames.com/riseofnations/popup_screen_02.html
https://web.archive.org/web/20021021084659/http://gamespot.com/gamespot/features/all/e3_2002_bestof/rise_screen002.html
(really early screenshots)
https://web.archive.org/web/20021009213324/http://bighugegames.com/riseofnations/gallery.html
https://digilander.libero.it/oofus/riseofnations/Ron_beta01big.jpg
(some a little newer)
Also there are many beta screenshots from this forum.
This one http://ron.heavengames.com/gallery/view_photo.php?set_albumName=beta1_shots&id=aaz , for example, shows us icon of scrapped Opera House Wonder (as I could understand, BHG team reworked this wonder into Supercollider), or that funny http://ron.heavengames.com/gallery/view_photo.php?full=1&set_albumName=beta1_shots&id=aav, with Tical placeholder. There are much more screenshots.
So! I also request any prerelease RoN material you could find or know.

[This message has been edited by Fission Power (edited 05-14-2019 @ 04:48 PM).]

AuthorReplies:
EzequielB
Member
posted 05-19-19 11:12 AM EDT (US)     1 / 14       
Huh, neat. It would have been awesome to have parachuting troops. And I wonder, what bonuses would the Opera House provide? Definitely it would be economic ones. Maybe the Civilians would move faster (that's the power of music). And... something to do with Scholars. Less Wealth cost? Edit: No, I know: Scholars don't take population space. Or: they generate +3 Wealth.

[This message has been edited by EzequielB (edited 05-19-2019 @ 03:00 PM).]

Fission Power
Member
posted 05-19-19 04:31 PM EDT (US)     2 / 14       
As I could see from some prerelease materials (beta reviews and articles), Opera House would provide literally the same bonuses that release Supercollider does - set minimum\maximum prices in Market and instantly research technologies.
EzequielB
Member
posted 05-20-19 03:05 PM EDT (US)     3 / 14       
Umm... I thought that the Supercollider giving instant technology research made sense - apart from both falling in the "technology" category, manipulating subatomic particles can be interpreted as a way to achieve new things. But, why would the Sydney Opera House do this? it doesn't make sense to me.
Terikel Grayhair
Imperator
(id: Terikel706)
posted 05-23-19 11:53 AM EDT (US)     4 / 14       
Maybe that was why it stayed in prerelease and did not make it into the game?

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EzequielB
Member
posted 05-23-19 09:27 PM EDT (US)     5 / 14       
yeah, must be.
Fission Power
Member
posted 05-25-19 05:24 PM EDT (US)     6 / 14       
https://web.archive.org/web/20021208162016/http://ron.heavengames.com:80/gameinfo/wonders/wonders.shtml
There's a mention about Opera House Wonder, but already without instant research. Instead of that ability this wonder increases enemy missiles cost. BTW you can find this ability in rules.xml, line
<SUPER_MISSILES value="0% cost increase to enemy missiles"/>
- another prove that Opera House was the predecessor of Supercollider.

[This message has been edited by Fission Power (edited 05-25-2019 @ 05:26 PM).]

EzequielB
Member
posted 05-26-19 01:17 PM EDT (US)     7 / 14       
Now I'm wondering why would the Opera House make enemy missiles more expensive.
Yes, I know, "that is the reason why it was scrapped from the final game". I'm just curious about the thought process that made them come up with it. I mean, music, a concert hall, would intuitively make you think about civilians and ecnonomic bonuses. It makes sense that the Space Program reveals the map or that the Terra Cotta Army gives you free Light Infantry.
Fission Power
Member
posted 05-26-19 06:01 PM EDT (US)     8 / 14       
It's kind of effect of cultural dominance, similar to how it's working in Civilization game serie.
Fission Power
Member
posted 05-31-19 08:41 PM EDT (US)     9 / 14       
https://www.gamespot.com/rise-of-nations/images/
Gamespot site contains a lot of interesting images from very early version of the game. You can see here AoE-like farms on some of them (it's indications of pre-May 2002 version of the game), and also there's even more interesting details.
https://static.gamespot.com/uploads/original/mig/4/4/4/8/414448-ron_009.jpg
Is there's ... trireme catapult? Like in first AoE?
https://static.gamespot.com/uploads/original/mig/4/8/6/4/414864-rise_002.jpg
It's scrapped battering rams, as I already mentioned.
https://static.gamespot.com/uploads/original/mig/4/8/6/8/414868-rise_006.jpg
Those blue howitzers are just early version of release Howitzer, but what about red cannons? They seem like a mortars or anti-tank cannons.
https://static.gamespot.com/uploads/original/mig/0/1/5/4/430154-rise_014.jpg
That's right, they planned different pop cap system, when you need to build cities and granaries in order to increase it instead of researching Military technology.
EzequielB
Member
posted 05-31-19 10:15 PM EDT (US)     10 / 14       
1) I still don't undersand why you say Age of Empires-like farms.
2) They are not battering rams, they are siege towers.
3) Heh, interesting about the population cap. Civic research already had too many effects, so they tried to put it on cities and granaries, for some reason... probably because granaries store the food to feed the people. But they finally chose to give the increase of population to Military Research because the players wouldn't need to keep researching it past level 2. Unless they wanted the Fort technologies.
Fission Power
Member
posted 06-01-19 08:18 PM EDT (US)     11 / 14       
1) Because it is. Did you even see Farm buildings in AoE2?
https://ageofempires.fandom.com/wiki/Farm_(Age_of_Empires_II)?file=Farms.png
BHG team definitely was heavily inspired by AoE2. Early HUD, some units, scrapped walls+gates... hell, there's even a unused sound in /sounds game folder, blacksmith.wav. Listen this file. It's just a sound of Blacksmith selection in AoE2.
2) Actually you right, it's siege towers. I've learnt a little about medieval siege weapons, so yeah, it was siege towers.
BUT! BHG team also planned to add actual battering rams. http://ron.heavengames.com/gallery/view_photo.php?set_albumName=e3-2002&id=aae
You can see button of battering\siege rams on HUD. And also
http://ron.heavengames.com/gallery/view_photo.php?full=1&set_albumName=ron-e3-2002-ss&id=aaa
http://ron.heavengames.com/gallery/view_photo.php?full=1&set_albumName=ron-e3-2002-ss&id=aae
Yeah, there are battering rams. Pretty similar to those ones from AoE2, by the way.
3) Yeah, Tactic tech line unlocking usually is the main reason why I research Military technology from 3 to 6.
EzequielB
Member
posted 06-01-19 09:10 PM EDT (US)     12 / 14       
Ironically enough, the pictures you used to illustrate the Battering rams point, actually feature the pre-release farms that I hadn't seen before. Yes, they are Age of Empires farms. They produce lettuce instead of barley.
Fission Power
Member
posted 06-06-19 12:41 PM EDT (US)     13 / 14       
Fission Power
Member
posted 08-13-19 05:42 PM EDT (US)     14 / 14       
https://tcrf.net/Rise_of_Nations/Unused_Sounds
Created a separate TCRF page for every unused sound I could find.
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