***
Updated Mod File Added
Cities and Forts have greatly increased Hitpoints and defensive capabilities. This will make taking a city and pushing a front a more prolonged and grueling task. If you want to succeed you better commit fully.
***
Hi all,
First off, before you use any mod, be sure to BACK UP your old .xml data files.
Hope you enjoy,
[-]RoN Epic Mod[-]
I made a quick mod for a ***Ancient -> Industrial Age*** game. I prefer going Enlight->Enlight but the mod has altered units for Ancient->Industrial if you so choose.
The mod basically makes ALL units VERY slow moving and have DRASTICALLY reduced damage. Cannons and ships do full damage but do move slower.
THIS MOD MAKES THE GAME SLOWER PACED yet more EPIC with huge prolonged battles.
Spies, Generals and Siege Weapons take longer to build also with increased costs.
Pop Cap also increased to 500 max per player and Econ Cap is upped to 600.
I played a few test games and the result were some really nice "trench" line battles that actually lasted for more than 10 seconds so there's actually time to flank and position AND have those moves matter.
Pushing into enemy territory also requires a lot more planning and tactical control due to slower reinforcement flow and progression.
The slower moving units also make Supply Wagons that much more essential since slow moving units in enemy territory with no supply equals death due to attrition.
If you give this mod a try I HIGHLY suggest to play on:
+Normal Game Speed even if prefering slow speed.
+TOUGHEST difficulty level (even if you think you're not so good)
+NO wonder victory
+Enlightenment->Enlightenment Age.
+Map Size fitted to Number of Players.
+Survival of the Fittest/Assassin/Teams
+A "fast" computer+vid card.
Some Play Suggestions:
+General Force March ability will make units move very fast compared to their new reduced speeds. This makes Force March a SUPER powerful ability. Hence the increased general costs and construction time.
+Establish defenses on all fronts. Get Forts and Towers up along with their own set of military unit producing structures.
+Cities and their locations are VERY important. Since civilians are very slow now you'll have to have construction crews dedicated to certain fronts. No more single hotkey construction group running all over the map unless you want to lose badly.
+Since battles are more prolonged and "trench" like be sure to have barracks "auto grouping" reinforcements into your hotkey bound units by selecting Barracks then right clicking on your group. This will save a LOT of micromanagement time. If not that, set your rally points near front lines.
+After you tech up take Scholars out and either slay them or convert them into Minute Men and send them off to study warfare first hand... They have no more use since age cap.
Installation Notes:
Be sure to BACK-UP your UNITRULES.XML and RULES.XML and BUILDINGRULES.XML files.
Just copy files into your Rise of Nations /DATA folder and overwrite.
Joseph Twu
Lamebrain/bort
Updated Mod File Added
Cities and Forts have greatly increased Hitpoints and defensive capabilities. This will make taking a city and pushing a front a more prolonged and grueling task. If you want to succeed you better commit fully.
***
Hi all,
First off, before you use any mod, be sure to BACK UP your old .xml data files.
Hope you enjoy,
[-]RoN Epic Mod[-]
I made a quick mod for a ***Ancient -> Industrial Age*** game. I prefer going Enlight->Enlight but the mod has altered units for Ancient->Industrial if you so choose.
The mod basically makes ALL units VERY slow moving and have DRASTICALLY reduced damage. Cannons and ships do full damage but do move slower.
THIS MOD MAKES THE GAME SLOWER PACED yet more EPIC with huge prolonged battles.
Spies, Generals and Siege Weapons take longer to build also with increased costs.
Pop Cap also increased to 500 max per player and Econ Cap is upped to 600.
I played a few test games and the result were some really nice "trench" line battles that actually lasted for more than 10 seconds so there's actually time to flank and position AND have those moves matter.
Pushing into enemy territory also requires a lot more planning and tactical control due to slower reinforcement flow and progression.
The slower moving units also make Supply Wagons that much more essential since slow moving units in enemy territory with no supply equals death due to attrition.
If you give this mod a try I HIGHLY suggest to play on:
+Normal Game Speed even if prefering slow speed.
+TOUGHEST difficulty level (even if you think you're not so good)
+NO wonder victory
+Enlightenment->Enlightenment Age.
+Map Size fitted to Number of Players.
+Survival of the Fittest/Assassin/Teams
+A "fast" computer+vid card.
Some Play Suggestions:
+General Force March ability will make units move very fast compared to their new reduced speeds. This makes Force March a SUPER powerful ability. Hence the increased general costs and construction time.
+Establish defenses on all fronts. Get Forts and Towers up along with their own set of military unit producing structures.
+Cities and their locations are VERY important. Since civilians are very slow now you'll have to have construction crews dedicated to certain fronts. No more single hotkey construction group running all over the map unless you want to lose badly.

+Since battles are more prolonged and "trench" like be sure to have barracks "auto grouping" reinforcements into your hotkey bound units by selecting Barracks then right clicking on your group. This will save a LOT of micromanagement time. If not that, set your rally points near front lines.
+After you tech up take Scholars out and either slay them or convert them into Minute Men and send them off to study warfare first hand... They have no more use since age cap.

Installation Notes:
Be sure to BACK-UP your UNITRULES.XML and RULES.XML and BUILDINGRULES.XML files.
Just copy files into your Rise of Nations /DATA folder and overwrite.
Joseph Twu
Lamebrain/bort
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