Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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TimeExModMP
   
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File Size
Posted
1.083 MB
18 Nov, 2014 @ 3:42pm
6 Change Notes ( view )

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TimeExModMP

Description
This mod works for multiplayer (and is activated by using the drop down menu in the lobby)

More Time and Resources needed to research, upgrade and build wonders. Increased Population Cap, expands exponentially.

Other changes:
- Artillery has 2x damage(+), but has 2x refire rate (-) and cost(-).
- Horses/Vehicles are now generally more powerful.
2x Health(+), 2x cost (-) and take up 2 Pop (-).
- Training infantry creates 5 units(+) instead of 3 (old).
10 Comments
Benevolence 13 Dec, 2020 @ 8:37pm 
@Fishbus, did you use the script editor for this mod?
Meensai 22 Jul, 2017 @ 2:07pm 
@Fishbus
I think you might have a typo in unitrules Line:12997 "<ATTACK>42</ATTACK>", default value of "Basilica Bombard" is 26, I guess you wanted to double it to 52 but mistyped 42 :)
Meensai 22 Jul, 2017 @ 1:31pm 
@Battle_Buddy
To change the visual number of entites per unit you'll have to edit the value of "UBER_SIZE" per unit in unitrules.xml
Смерть из-за угла 29 Jun, 2016 @ 5:44am 
Great mod!
Battle_Buddy 20 Jun, 2015 @ 8:39am 
What was your method of increasing the number of infantry?
Fishbus  [author] 21 Dec, 2014 @ 3:47pm 
@ The_Iron_Tyrant : Ok. Can you also check to see if the mod is highest priority if you are running it alongside other mods. As it's quite easy for mods to over-write what each other does. Thanks!
BeardedCatDad 20 Dec, 2014 @ 8:35am 
I did, it didn't seem any different than playing on expensive and slow, and low resources.
Fishbus  [author] 19 Dec, 2014 @ 3:12pm 
@ The_Iron_Tyrant : Make sure to activate the mod in the Mod Drop down list when you create a game
BeardedCatDad 19 Dec, 2014 @ 2:46pm 
So I activated the mod, what settings to I have to use to make it work?
clarence 5 Dec, 2014 @ 11:45am 
"Training Infantry creates 5 units instead of 3". 12346123651/10. Best mod ever.