Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Rise of Humankind - Soundtrack
   
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2.694 GB
14 Sep, 2022 @ 10:57am
14 Jan, 2023 @ 10:09am
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Rise of Humankind - Soundtrack

Description
This mod replaces the vanilla music with a new unique Soundtrack for every culture group and age! While this mod is meant to go with "Rise of Humankind" (https://steamproxy.net/workshop/filedetails/?id=2613116925), it can also be used by itself.

In this mod you will find:
  • 7 new tracks that play for every nation when they are at war, along with 2 unique ones for every culture group
  • 7 new tracks for Africa (Bantu, Nubians), dispersed across all ages
  • 13 new tracks for East Asia (Chinese, Japanase, Koreans)
  • 7 new tracks for Middle East (Egyptians, Indians, Persians)
  • 7 new tracks for North America (Americans, Lakota, Iroquois)
  • 10 new tracks for Northern Europe (British, Germans, French, Dutch)
  • 5 new tracks for South America (Aztecs, Inca, Maya)
  • 8 new tracks for Southern Europe (Greeks, Romans, Spanish)
  • 12 new tracks for West- and Central Asia (Russians, Mongols, Turks)
  • 4 new tracks for the Information Age that play for every nation

IMPORTANT: Installation Instructions
  • 1. Subscribe to this mod.
  • 2. Navigate to your Steam folder and go to steamapps/workshop/content/287450.
  • 3. Go into the folder named "2862959526" and copy the "sound" and "data" folders you'll find inside.
  • 4. Go to your Rise of Nations game folder and paste the copied folders into it. Let it overwrite anything it asks you to.
  • 5. Start the game, go to Tools & Extras, then Steam Workshop.
  • 6. Disable "Rise of Humankind - Soundtrack".

In case you need to update this mod, repeat steps 2-4. If you want to uninstall it, either verify your game files with Steam or copy the folders inside the "backup" folder included with the mod into your Rise of Nations game folder, also overwriting everything.

While this has not been tested in multiplayer, it should work without everyone needing it as music shouldn't be desync sensitive.

Credits
  • All music has been licensed by Khan's Den
  • Vsevolod Ivanov (Thumbnail)
Popular Discussions View All (1)
1
1 Oct, 2022 @ 11:53am
[Guide] How to make this mod work for languages other than English
Sun Ce of Wu
17 Comments
Nashu² 5 Mar, 2023 @ 8:36am 
Yes, the Indian nation has sound but I haven't tried out the Maya to see if that other problem was fixed as yet
Tark  [author] 4 Mar, 2023 @ 4:40am 
@Nashu²

Indiands should work, check if you actually installed the newest update. It needs to be installed manually because of RoN not being able to read sound files from the workshop folders. This should hopefully also fix any crashes with the Maya.
Nashu² 3 Mar, 2023 @ 11:25am 
The Maya nation is one that crashes usually after I reach the Medieval Age. India doesn't even seem to have any in-game tracks at all.
Tark  [author] 30 Dec, 2022 @ 10:02am 
@Nashu²

Actually, I think the crashes should be fixed now! Thank you for your feedback, and if there are any other problems just let me know.
Tark  [author] 29 Dec, 2022 @ 6:42am 
@Nashu²

Well yes, the music that is played in the main menu is just a collection of victory- and war-tracks available in the mod, but victory-tracks are not shared across all nations.

However, the game crashing on some nations indicates problems with some of the sound files. Can you tell me which nations crashed and at which age? That would be a huge help in fixing this!
Nashu² 28 Dec, 2022 @ 5:44pm 
Also some of the nations cause the game to force close after a while.
Nashu² 23 Dec, 2022 @ 8:58am 
Some of the nations don't even have the tracks at the start of the game instance :steamsad:
Tark  [author] 13 Nov, 2022 @ 5:08am 
@SolarFlare1234

Nice, glad you like it!
SolarFlare1234 12 Nov, 2022 @ 10:26pm 
loving it already, the menu music fits extremely well with the "what am i gonna play today" vibe when selecting match options
Tark  [author] 6 Nov, 2022 @ 3:29am 
@sirnori

Giving each nation a unique track wouldn't be a problem, however letting it only play at the start is another thing. There seems to be no way to do this through the usual means of modifying the sound.xml, but maybe a script could help with that? I never really tried triggering sounds through scripts though.