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Rise of Nations Heaven » Forums » Game Modifications » Allowing buildings to generate resources.
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Topic Subject:Allowing buildings to generate resources.
Micromanager_97
Member
posted 02-23-19 07:21 AM EDT (US)         
Hello everybody.

I am working with a small but crazy mod. In this mod, I want to make the Lumber Mill, Smelter and Dock/Anchorage generated Timber, Metal and Wealth.

So far I have been tinkering with the rules.xml (that's the only file I have messed with, and btw it's of Throne & Patriot). I look at these lines:
<BASIC_GATHER entry0="0food" entry1="0timb " entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
<CITY_GATHER entry0="10food" entry1="10timb " entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
...
<LUMBERMILL_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/>
<SMELTER_BONUS entry0="50%" entry1="100%" entry2="150%" entry3="200%" entry4="250%"/>
...
<MARKET_TAXES value="10 bonus wealth (+ amount above for just being a building)"/>

So, I have tried to create new lines from the templates above, like this:
<LUMBERMILL_GATHER entry0="0food" entry1="60timb " entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
<SMELTER_GATHER entry0="0food" entry1="0timb " entry2="0gd" entry3="0know" entry4="60met" entry5="0oil"/>

Didn't work, so I reset them and created this:
<LUMBERMILL_TAXES value="60 bonus timber (+ amount above for just being a building)"/>
<SMELTER_TAXES value="60 bonus metal (+ amount above for just being a building)"/>

Still didn't work at all.

Would you help pointing out what I were missing?
AuthorReplies:
tarmo_flake
Member
posted 02-23-19 10:16 AM EDT (US)     1 / 3       
Hi there!

Unfortunately, I'm afraid you can't add new techs to buildings because those are hardcoded. I always wanted to give free MG42s to Germans in Modern Age to reflect their reliance in machineguns during WW2 (and because the MG42 is awesome), but I couldn't. Here's a thread in the Steam forums that talks about something similar.

But, correct me if I'm wrong, I think you still can use a script to make your buildings generate resources. Hope that's useful to you!

"Society has traditionally alwalys tried to find scapegoats for its problems, well, here I am." - Marilyn Manson, 1996
Micromanager_97
Member
posted 02-23-19 10:29 AM EDT (US)     2 / 3       
But, correct me if I'm wrong, I think you still can use a script to make your buildings generate resources. Hope that's useful to you!
Wow, thank you for this information. I knew there are something "shady" about scripts.

But, could you show me the guide on how to write scripts?

[This message has been edited by Micromanager_97 (edited 02-23-2019 @ 10:32 AM).]

alincarpetman
HG Angel
posted 02-24-19 11:06 AM EDT (US)     3 / 3       
@ Micromanager_97

These days a quick google search may be easier to find "script guides" "scripting tutorial"...

I couldn't find any guides on RON Steam or Moddb and HG needs to be updated.
We probably need a User Patch project for RON to fix bugs, expand features, activate hidden and unused content, write new thorough guides and tutorials, etc.

Here's what I could find:
http://ron.heavengames.com/downloads/showfile.php?fileid=38
https://gamefaqs.gamespot.com/pc/556040-rise-of-nations/faqs/32654
https://apolyton.net/forum/other-games/other-games-aa/rise-of-nations/103973-scenario-editor-scripting-language-documents
http://www.snakebytestudios.com/projects/apps/ron-script-maker/
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