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
downloads993
(last 7 days)0
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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