ROP v2.2 Release


ROP v2.2 Release
After months of anticipation from both you and us, we now present to you ROP v2.2, our first version to use the praised -mod switch! Apart from the -mod switch, features to be noted are the 4tpy mod, our own governments system, new temples for all factions, new campaign map textures and not to be forgotten: Makedon and the mighty Median Empire are now playable! For a full list of changes, click Read More!


The Rise of Persia Mod is set in the 6th century BC, a most fascinating era of mankind’s history. It was the time of four grand empires having divided the known world from the Mediterranean Sea to the River Oxus in the east among themselves after the seemingly invincible Assyrian might had been broken. All of them had ventured through great struggles in their past for becoming the dominant superpower deciding the fate of all mankind.
In the east lay the vast dominion of the Median lords, the undisputed masters of the Iranian Plateau, ruling territory from Asia Minor to the most distant places of east Iran. These dreaded Iranian warriors had overcome the mighty Assyrians, the Kimmerians and the Skythians, they had forged an empire by the means of war that nobody could match in size or power. Yet their wise kings had now been avoiding open conflict on all fronts, making alliances with the Babylonian heir of the Assyrian realm.
Babylon, located deep in the cradle of civilization, had finally revolted successfully against the Assyrian murderers and flattened their seat of power, utterly destroying their capital Niniveh in retaliation. Babylon’s Great Kings took most of their territory including that of the rebellious Judah kingdom in the Levant. Brute force had made them submit, but clemency – and captivity – ensured their loyalty. Babylon and Media had been friends since the Assyrian Downfall, but there was enough space left to conquer.
The shadow of the Assyrians was long and their final end had also freed the time-honoured Kingdom of Egypt. The 26th Dynasty had successfully reclaimed its inherent place among the super powers again. Although their great Pharaohs had to face severe problems due to growing mercenary influence and also from the threats posed by Libyans, Greeks and Babylon, they were able to prevail over all these.
An ally of Egypt was Lydia, the most powerful Nation of Asia Minor. Their war-mongering kings of the Mermnads’ Dynasty hold sway with an iron fist over the lands between the Black Sea and the Mediterranean Sea. Nobody had ever defeated them and their lance-wielding cavalry is as feared as Iranian archers or Greek hoplites. Even the gargantuan Medes could not defeat them and the Greeks of Ionia suffered the same fate as the rest of Asia Minor.

These four super powers came to terms of trade and co-existed more or less peacefully, despite some grim tensions between them regarding their bellicose past. Now was also the time when the Greek city states grew to a potentially serious contender for these powers. If an ambitious city state managed to master all of Hellas then a new and dangerous power would threaten to unbalance the tense equilibrium of the four empires. But while the colony of Kyrene in north Africa could hold their own even against the Pharaoh, the Ionian Greeks were in submission. However, the true reason of their rise was not war, but trade making them rich.
On the other end of the known worlds were the Indians, not yet involved in any of the others’ business. The heavy incursions of the northern nomads, which had devastated Asia and Europe in the past were over, nevertheless everyone needed to watch them carefully. In the south, Nubians and Arabians were in danger of being conquered by the expanding powers, who had decided not to engage each other.

Nothing seemed to stop their tetrarchy, but the world changed forever, when one man stood up against the Medes. His name was Kuruš and he was the leader of the ignominious Persian tribe. He vanquished the Medes, crushed the Lydians and conquered Babylon. He created the Persian Empire, one of the most splendid the world has ever seen. However, at the beginning of our mod he is just a tribal leader, alone against the super powers.

The year is 559 BC and the Rise of Persia is about to begin!



Guide: Download and Installation
We are now using the -mod:mymod switch to make ROP more user friendly, by preventing the overwriting of original game files. ROP still requires the RTW folder to which it is installed to be unmodded (not on top of old versions of ROP!), and of course it should be RTW v1.5. Due to the many new features, saved games of any earlier version are not compatible with v2.2.

Download ROP v2.22

Install Instructions

    -Download ROPv22_final_b.exe
    -Install ROPv22_final.exe to the root of an unmodded installation of RTW v1.5. Vista users should install ROP using Administrator Mode (right click, execute as administrator)
    -Download and install ROP v2.22 patch to the same folder. Check this thread for changelog
    -Play ROP by clicking the "Rise of Persia" shortcut on your desktop.

Gameplay Guide: 4tpy mod
We have implemented the 4tpy mod into our campaign, to stretch the number of turns available to build your empire, which is now more or less comparable to vanilla RTW rather than half the turns. There are three summer seasons, representing spring, summer and autumn respectively, and the winter season. As in any other mod, 4tpy has to be activated when starting a campaign or loading a save game.
On campaig start, the popup shown below will appear automatically. When clicking the Show-me-how button, the script is loaded.
When loading a save game though, you will have to click on a settement owned by your faction, and then open the advisor and click the show-me-how button, as is shown in the screenshot.

ROP v2.2 Full Changelog

Campaign Map - Gameplay Features:

    -4tpy-mod implemented
    -Added Governments: Monarchy, Oligarchy, Democracy. See special topic on this, will be posted tomorrow
    -Rewritten units code so:
    -There are no weird duplicates of the same unit in camp mode anymore, which couldn't be retrained.
    -The barracks buildings don't have the innecessary double trees anymore. Doesn't really affect gameplay, but does make the code better
    -Added most Temple descriptions (more to follow)
    -Rewrote temples code to suit ROP deities lists
    -Added Median and Makedonian units properly to the campaign and battle modes
    -Pirate Spawn level decreased - less pirates
    -Victory Conditions redone
    -Strategy map models/textures implemented for all factions

Campaign Map - Map Features:

    -Wonders: Pyramids and Hanging Gardens added
    -Added rebels in the Balkan area
    -Connected Halikarnassos, Miletos and Phokaia by adding fords in the rivers between them - better for Ionia-Lydia relationships
    -Gave Mytelene port at gamestart, stops Ionians getting stuck in case the Asia Minor settlements are taken
    -Terrain and Climates hugely revamped by Uranos
    -Lots of new and/or improved rivers by Uranos
    -New campaign map textures by Uranos
    -Changed Illyria to Autariatia - new starting position, edited family tree
    -Faction colours on camp map edited so borders and regions are now the same colour
    -Fixed CTD bug with Lydian family member outside family tree
    -Sinope port now buildable
    -Sparta really can't build walls now
    -Rewritten victory conditions
    -Chariots no longer recruitable without necessary AOR resource
    -Much more starting armies, for all factions at least one outside city now - will make the first few turns significantly more interesting
    -Larger garrisons for many settlements, rebel and non-rebel
    -Assur region is now Babylonian
    -Tushpa region is now Median

Battle Map:

    -Battle CTDs fixed
    -Quick battle CTD fixed
    -21 new custom battle locations
    -Various fixes to textures/models/skeleton definitions
    -Highly improved Hoplite warfare - much more orderly and realistic now - thank you TW community
    -Night battles enabled
    -Bloody routing unit banners
    -Median units implemented
    -Makedonian units implemented (Big thanks to Hegemonia CS)
    -Rebalanced all units to make battles last longer and more realisticly


    -Using the -mod:mymod command now; ROP is now contained within its own folder and doesn't overwrite vanilla files anymore
    -New Intro Video
    -New Unit Cards for all units
    -Thrace/Sparta settlement icon mixup fixed
    -English names for Kemet units added, putting the native names in brackets
    -Fixed various typos in the quotes and other areas
    -Improved loading screen faction icons, edges are better
    -Added new barracks descriptions
    -New loading screens
    -New faction maps for Makedon and Media, as they're playable now

Thanks to:

Current/Previous Team members:

    Nero666 - Lead Developer
    Rez - Lead Historian, Texts
    FliegerAD - All round Historian
    Zenith Darksea - Greek historian
    Faeghi - Rise of Persia founder
    Spurius - Jack of all trades
    Celtic Man - Musician
    Roofie - 3D artist
    Vikrant1986 - 3D artist
    Kallikratis - 3D Artist
    Goscinio - Lead 3D artist
    Swampthing - For his stats balancing system
    King Louise Assurbanipal - For skins/Models
    Alxcruel - For Skins/Models
    TheLordskinner - For original Forums
    Julius caesar - For coding
    Irish Lord - For Skins
    Bananafish - For research
    Swordfish - For early Website development and Music
    Darkragnar - For Indian Music
    Mr Jones - For research
    VandalCarthage - Historian
    wipeout140 - For coding
    Antiochus Epiphanes - For skinning
    Lentonius - For skin/model

Special thanks:

    Hegemonia - for the Makedonian army
    Rome Total Realism - For allowing the use of several models
    Europa Barbarorum - For the animations pack

    Professor420 - for work on the Median King model
    Halie Satanus - for work on the Median army
    Uranos - for work on the campaign and the camp. map textures
    Xfire - for camp. map textures
    Malrubius and the TTO - for creating the GAFH (Genetics, Aging, Family and Health) mod
    Fourth Age TW - for their double horse model (four-horsed chariot)
    Dark Fenrir - For several models and skins, such as the
    Lupus_Gr - For several faction Icons
    Pinarius - for his horse models

Conditions of use:

This mod is for personal use only, anyone who wishes to use parts of our mod in a non-ROP modification of their own must obtain the express permission of the Rise of Persia team first.
Update 2013-02-02: If you wish to re-use (parts of) Rise of Persia itself, attribute the Rise of Persia team. If you want to re-use content not created by Rise of Persia itself (see list under Special Thanks), limitations might apply and you're recommended to contact the listed creator(s).



The site software is now updated, so that we're running Joomla 2.5.x and the latest version of phpBB3. This should ensure that the site keeps running fine the next few years.

Riseofpersia.com has just started using the content management system Joomla! and integrated its forum with the rest of the website, for easier access and better visibility of our website content.

You are here: Home Home News ROP v2.2 Release