Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Kings and Conquerors - Temujin
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Update: 12 Feb @ 12:35am

Update: 11 Feb @ 2:43am

First wave of updates incoming for this mod........

A rubric for determining how many HP, att, armor, etc has been decided upon and is being impelemented for this mod, however there is a unit class that needs to be amended - archers and siege.

This update has had the stats of archers and crossbows buffed, so that they are now more powerful than originally in RKC. The new stats changes will be carried over to Project Skarn, as Temujin is completed and its assets and parameters are repurposed for this mod.

Update: 8 Feb @ 8:40am

REvisiting Crusader states........

Refreshed my memory with mentions on ancient.eu of Chivalric Orders going bananas and attacking everything in contravention of the secular rulers of the day. So,

- Religious Fanatics, Clergy, and NC UUs ought not to be allowed to be disciplined.
- These last units should be some of the best units - with damage bonuses, on par with Jurchen Tiefutu. However they train slowly, and are also undisciplined, so there's that!

In other news......

Only Goryeo, Seljuks and Jurchens need checking.

Whaet are our concerns? that Goryeo is unbalanced.

We should check Korea one more time, as well as the Crusaders, before we finalise this mod and start assigning stats and balance rules.

Byzantines also need a rechecking. Note that tech requirements aren't properly done.

Update: 8 Feb @ 5:40am

Midak cavalry was found to replicate assets used originallly for Turco-Mongol Baatur. The issue has been fixed with Midak receiving a new skin to replace this one.

Update: 7 Feb @ 1:35am

- Lineup for Khawarazam finalised.
- Mansion units finalised. Khwarazam, China and Vietnam and Hoysala and Venice and Byzantines make a lot of use of the mansion.

Update: 7 Feb @ 1:30am

NOTICE (24.2/4)

As the Middle East burns once more, people aren't just being robbed of their livelihoods and possibly their future, but also of the cultural patrimony that is their birthright as well as their historic heritage which forms the bulk of source material this mod was based on.

IF YOU do ENJOY THIS MOD, PLEASE SPARE A THOUGHT and DONATE TO THESE CHARITIES.

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INTRO

LIST OF EVENTS COVERED BY THIS MOD:

- Genghis Khan's conquests of Northern Asia - Qara Khitai, Jurchen Dajin, Minyak Xixia and Khwarazamshah are all in the firing line.
- Jurchen Dajin wars of aggression against Korea and China
- Guelph and Ghibelline rivalry in Italy
- Adriatic Wars between Hungary and Venice
- Russo-Polovetsian Wars
- 3rd, 4th and 5th Crusades
- Rise of Poland, Bohemia, and Hoysala
- Korean civil wars
- The birth of firearms: Jin and Song are proponents of firearms, with Song having a slight edge by being able to recruit grenade infantry. We expect, however, the Mongols to also be able to recruit a mercenary version of the Huoqiangbing for use in the late game.


[25.7/2]
Khwarazam done, sorta, along with Egypt,
- Very weak infantry for Khwarazam. The main draw for Khwarazam is early cav rushing, which is facilitated by her vast economic and technological bonuses, allowing for the use of Transoxanian cavalry, as well as Retinue Horse early on in the game.
- Much later, Khwarazam can get Heavy Daylamiyan, which considerably shore up Khwarazam's foot component with heavy hitting heavy mace infantry.

[24.22/9]
- Feudal Retinue being retained at Senate.
- Knights have been given to 4 Latin powers, but Venice has the ability to raise Freelancer Knights from the Mansion.
- Baatur now replaces Cataphract/Retinue Cavalry for Qara Khitai and Mongols but heavy cavalry is still very much required.
- Rejigged medium infantry (bad coding for Vietnam found, causing unit overlap. Steppe Warband finally given back to factions that use them).

Started reintroducing Asassins but so far no dice.

[24.21/9]
After a long hard reshuffling exercise Hungary finally loads up with no problems. But we still have problems:

- War Elephants are still missing - take from Hong.
- Hungary and some other factions need nerfiing, and Siege Towers are missing.
- Javelin Cav as secondary unit for cav archer civs is not done.
- Fortified Barracks is missing, probably needed by Korea, Egypt, Crusaders, HRE, Byz, Song, Vietnam,, Russia, and Venice and Khmers.
- Chinese cavalry issue. Household corps (细军) issue is not done and don't know how to get it finished.
- Building and unit perks from politcs not implemented.

ALSO: Warrior hall units has not been satisfactorily addressed.

[24.19/9]
Mercenaries revamped!

Due to ongoing crashes, we have revamped mercenaries.
- Coordinates for some at Lookout rejigged.
- Daylamis, Normans, Tatars, Cumans, Caucasus Mountain Men amended and removed to other buildings.
This means that aside from some nations like the Khwarezmians and Byzantines, Cumans are now a major user of mercenaries, and should be merc-heavy. Nations like China and Mongolia need more teching up.

[24.17/9]
- New song added for default set of nations (mainly for Mediterranean factions, but also for Crusaders)
-New scout with Budenovka created for Rise of the Moderns. Not sure how this will work but I think I want to test any and all factions, before I started working on this mod. This means testing each faction, one after the other, to tell who is crashing and who is not.

[24.15/9]
CATAPHRACTS:

Project 666 Cataphracts will be reabsorbed into this mod but with several exceptions:

- Asian Cataphract: bog standard cataphract trained from Mansions that sits between Knights and Hospitallers. Only trainable from a Senate. Details still very much unknown at this point.
- Dajin Iron Tower Cavalry: Best cavalry unit, but also very expensive and difficult to train.
- Chinese Silent Fortress Guard: available only from the Senate like European knights. Cost structure expected to be similar to that of Votchina.
- Sparrowhawk Squadron - shared between Qara Khitai, Minyak. Trained from Senate, and can be recruited only if Warrior Halls are made available (eg you research expansionism)

MINYAK units:

Tibetan Midak graphics absorbed, but issues still remain:
- Armed civilians not properly distributed.
- Startup crashes still affect this mod: see reports on which factions cause crashes.
- Slaves not done either. Expect to fix this problem over the next coming weeks.

[25.26/1]
Angkorian units done, but still horsman for Hoysala and Khmer not done.


Update: 7 Feb @ 12:54am

[25.12/2]
Thinking of reviving certain units for this mod:

- Pavise Arbalest: recruited by four nations: Germany, Venice, Hungary, Bohemia. Ought to consume all crossbow units as a penalty. No defence penalty versus horses.


Egyptian units finalised - but the reintroduction of the Mansion to Khwarezmia is not going well.

What do we want?

- Khwarezmia should get Fedayeen. DONE
- Ghilman, Transoxanian, Daylamiyan need checking. DONE

Update: 6 Feb @ 8:10pm

- Had to adjust and re-adjust attack animations for Crossbow Cavalry
- 3 new attack animations created.

So whta's next?

Update: 6 Feb @ 5:37pm

- New Chinese Crossbow Cav skin added.
- Unfortunately, animation for crossbow cavalry found not to be acceptable, should replace.

Update: 6 Feb @ 12:17am

CHINESE UNITS:
Mostly done but unit stats have not been handed out properly.

XIXIA, others.

- Xixia still needs checking. Most unit assets added but faction has not been audited.
- Mulling removing Asian elephant from Lookout, and sending Elephant Archers to the Mansions for both Hoysala and Vietnam.

One unit remaining for Indians and Vietnam: Cham swordsman - how?

- Hong has a unit in parts.
- 2ndary unit should be based off Cham culture, with a scale helmet, a short shirt and a loincloth.