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Rise of Nations: Thrones and Patriots - 0wca's EPIC modpack v.5.02 - Game mod - Download

The file 0wca's EPIC modpack v.5.02 is a modification for Rise of Nations: Thrones and Patriots, a(n) strategy game. Download for free.

file typeGame mod

file size26.7 MB

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last updateFriday, February 3, 2017

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0wca's EPIC modpack is a mod for Rise of Nations: Thrones and Patriots, created by 0wcabibi88.

Description:

This modpack adds all the additions from the TaP Redux mod and also completely overhauls the game. Each age now feels more extended and isn't rushed, as well as gameplay is more strategic than just spamming units from production facilities. It is best used in multiplayer, although the computer can be quite a challenge on the higher difficulties. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones.

BUILDINGS THAT COST MORE THAN 1MIL RESOURCES:

These buildings were included in the TaP Redux mod, and this was my workaround of disabling them, since its almost impossible to amass so much resources in a single game. If I simply disabled them from the game, it started crashing for some weird reason on random times during the game. The reason I wanted to disable them was because the computers were building them like crazy, wasting resources and screwing with pathfinding so I thought best to not use them. They actually don't give anything anyway, just diversity to your town so it can upgrade to a higher level.

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The changes in this mod are extensive. Below are some of the highlights:

As of version 5.0, all civilizations have 5-7 unique units, spread out through most of the ages. A few still remain, that I will add at a later time, to ideally, make every nation have 6-7 uniques with at least one in Industrial Age or later.

20 'NEW' UNITS:

RAH-66 Comanche and MB-1 light bomber (America)

Inti Tribesmen, Peruvian Guard and Elite Peruvian Guard (Inca)

Chola Ship (India)

Mitsubishi Ki-51 (Japan)

Turtle Ship (Korea)

Lakota Riflemen, AN/TWQ-1 and Lakota Supply Wagon (Lakota)

T-54 and BMP-1 (Mongolia)

Holy Roman Knight and Panavia Tornado (Romans)

Man O' War (Spain)

F.H. 98/09 and T-155 Firtina (Turks)

as well as several units from TaP redux that have been re-textured, made into unique units and re-balanced for this mod

MAP & TECH:

30% larger 'big huge' map

Ages and techs take A LOT more time to research and cost A LOT more

ALL ramp up cost limits increased

Population limit tweaked (50-600)

Government types now have larger differences and upgrade with further government selections

Gather rates and scholar rates slower (resources per 60s, Knowledge per 120s)

Commerce rates tweaked (start at 150, +75 for each Commerce research level)

BUILDINGS:

Towers and forts now MUCH stronger:

can now DECIMATE an army if siege weapons are not used

lots more HP and armor as well as attack

fires more arrows and garrisons more units

Redoubts have much bigger range, to cope with increased range bonus from CEO

Docks have more HP and armor

Anti-air guns more HP, damage and range

UNITS:

Ships completely overhauled:

3x HP, 3x attack but cost more and take more pop limit

siege ships cost even more and take more pop limit

subs increased range, decreased speed but more HP

Siege weapons MORE expensive and take more pop cap

Supply wagons have more range; all supply wagons heal units, French supply wagons heal at double speed

Aircraft costs more pop limit

Tanks take 2 pop instead of 1 (increased pop limit because of this)

Generals have more range

Government generals have difference in stats, larger ranges and military generals are more resilient than economic ones

increased bonuses given by government generals

NATIONS & WONDERS:

Nations:

added several new (previously disabled by default) powers

re-balanced existing powers

Wonders:

cost A LOT more

give more balanced bonuses

added several new (previously disabled by default) bonuses

take twice as long to construct, so it's easier to catch someone who is trying to 'steal' your wonder

MISC:

Rare resources re-balanced

Larger city economic range

Lumber mill range increased

Borders tweaked

Scouts 2x faster

Nukes now VERY EXPENSIVE and take A LOT OF TIME TO BUILD, but also increased damage and blast radius

Missiles increased damage and cost

Oil derricks give 2x much oil

Plunder bonuses increased

and much much more...

FUTURE PLANS:

add more unique units (to the point where every nation has 6-7 and at least 1 is in Industrial age or later)

naval generals (will be hard to do, depends on the amount of "free" entries I have left in the data files)

re-balance everything as best as possible

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RECOMMENDED GAME SETTINGS

It is recommended that you play on these settings as that's what the mod was balanced for. Other settings were not extensively tested.

MAP SIZE: Big Huge

GAME SPEED: Normal

GAME RULES: Custom

GAME MODS: 0wca mod

START WITH: City Center Only

RESOURCES: Standard

TECHNOLOGY: Very Expensive and Slow

REVEAL MAP: Explored

POPULATION: 200

RUSH RULES: Peace for 30 min

START AGE: Ancient age

END AGE: Information age

ELIMINATION: Capital

VICTORY: Conquest

Installation:

TESTED WITH RISE OF NATIONS EXTENDED EDITION v1.04. SHOULD WORK WITH OTHER VERSIONS, BUT HAVEN'T TESTED.

1. Extract the folders in the .rar files to the main directory of the game

2. overwrite all

3. in game lobby choose under 'Game Mods' -> '0wca mod' (or '0wca mod scenario' if you're playing a scenario)

  • Last update: Friday, February 3, 2017
  • Genre: Strategy
  • File size: 26.7 MB
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