Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

New World Empires - Alexander
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Update: 25 Dec, 2022 @ 8:35am

Update: 25 Dec, 2022 @ 1:47am

[NWELX0.1 25.12.22 (cont) ]
Finally reinstated all the changes I made 2 months ago, and then some. Unfortunately, some of the new merchant animals make the wrong sounds when moving. This needs to be changed.

Update: 25 Dec, 2022 @ 1:30am

[NWELX0.1 25.12.22 (cont) ]
- Illyrian Hoplites' apperance finalised.
- Also, Promakhoi, aka "Palaioi" also finally got their appearance finalised too.
We simply split apart the two archaic hoplite units we developed for this mod, then added the vanilla Phalanx to one to form Promakhoi, then added an Illyrian light spearman to the latter to get a pre-colonial Illyrian hoplite.

Update: 25 Dec, 2022 @ 1:05am

[NWELX0.1 25.12.22 (cont) ]
Brute-forcing tonnes and tonnes of bugs out.
- Gradually reinstating all my code from previous.
- Spartan Homoioi (old version) found to have no spear, because Uthum forgot (???). I have reinstated it.
- Thinking of pulling apart some units to create pre-invasion Illyrian Spearmen.

Update: 24 Dec, 2022 @ 11:59pm

Update: 24 Dec, 2022 @ 11:01pm

PLEASE READ IF YOU ARE GETTING CRASHES OF ANY KIND:
CURRENT ISSUES (NWELX0.0.3)
- Odd crashes have been noted especially late in the game. We advise players to take note of all the following data whenever they start a new game:
- Factions chosen
- Map size
- Presence of snow/water
- (if a crash occurs) what you were doing and what age you were in when it happened.

These are issues that are being looked at and which should be corrected in future.

In the meantime we advise strongly against the use of random players. For best results, you should take down notes on which games had snow or navigable ocean, and what factions were used. Why not use a virtual dice thrower to select the factions for you instead?

AFTER watching the goings-on in Ukraine I realised I could not sit still, and have decided to begin work on this mod, posthaste. Especially since I am receiving help on developing it.
Sorry to all my fans who are Early Modern history buffs. Rise of the Moderns will be put on the backburner unless someone wants a new faction.

NOTES:

This mod is intended to follow the same old format of New World Empires of expensive cities but cheap armies (because you can spam build Barracks and Corrals everywhere). In truth, it is actually an amalgamation of different mods - it uses Warbirth's system of units, but combines them with units from Kings & Conquerors: The Hellenistic Era.

Work on Warbirth is taking place, concentrating mainly on nomadic factions until Greek, Achaemenid and Indian buildings are ready.


TO-DO:

BUILDINGS
Warbirth 2 is being worked on to produce assets for Alexander. Otherwise, not much is going on.

SPARTA: All land unit skins have been sorted out but no units have been coded in.
PERSIA: Needs harma drepanephore but this has not been tested to see if we can replace the old Hellenistic driver with Persian ones. Achaemenid buildings of WBI2 not coded in full.
EGYPT: A list of official units has been compiled on Warbirth Wiki.
AETHIOPES: See above.
INDIA, THRACIANS: Medium, heavy chariots still remain untested to this very day. This is especially damning since Thracian and Indian factions need chariotry.

Update: 24 Dec, 2022 @ 10:38pm

Update: 24 Dec, 2022 @ 10:26pm

[NWELX0.1 25.12.22 (cont) ]
- slaves, civilians, DARIUS integrated.

Update: 24 Dec, 2022 @ 9:54pm

[NWELX0.1 25.12.22 (cont) ]
- Reintegrated Tier 2 patriots. Next step - slaves, civilians.

Update: 24 Dec, 2022 @ 6:52pm

[NWELX0.1 25.12.22]
- Replaced <GRAPH> for Spear Levy with Hoplites ....... fail.
- Removed stubs for future Warbirth content, and unneeded units ......... fail.

Don't know what is causing the issue. I'm going to head out for lunch -_-