You can make your own mods
There are 3 ways of making a mod: providing a replacement file or for xml files a small diff with just the changes
First you have to determine which file to edit, say you want to change a value of a unit in the gamesettings file.
As you're reading this file you are in the mods directory. There are 2 mod directories, in the install folder and in the my games folder of this game. Currently the active-limited-edition mod is present as as mod. This allows being able to use these units while they were only obtainable in a specific time period a decade ago.
For this you see:
├── mods
│ └── mods.conf
│ └── active-limited-edition
│ │ └── assets
│ │ └── 29oct2012
│ │ └── gameSettings.xml.xmldiff
The file mods.conf
needs to be modified in order to activate the mod e.g. active-limited-edition = true
.
This will apply the differences to the gameSettings.xml
file, another mod could add a different thing which is why it important to use diffs so multiple mods can work together.
You need to create an .xmldiff
file for the xml you want to replace
The flash client reads the xml, the server reads a json that is converted from a xml. For a lot of things this file needs to be edition too.
For this there is a .jsonpatch
possibility.
At https://json-patch-builder-online.github.io/ you can easily generate a patch online which would produce
[
{
"op": "replace",
"path": "/settings/items/item/3577/unit/-strength",
"value": "3000"
}
]
This would change the strength of a Cadet Soldiers. note that it tries to locate the 3577th item, if any mod that precedes your mod tries to insert a unit between those numbers, this will try to change a diffenent item.
Save as gameSettings.json.jsonpatch
directly in the mod's folder.
Other files could be replaced immediately e.g. by creating a mods/mod_name/assets/sol_assets_octdict/assets/game/buildings/Buildings_Icons.swf
If you have mods you can add them to the mods folder in your My Games\RaiseTheEmpires\mods
folder. Mods should be unzipped so it's like the folder structure above.
Mods can be enabled and disabled in the mods/mods.conf
file by setting its folder name to true or false e.g. folder_name = true
for enabling the mod inside mods/folder_name