Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Kings and Conquerors - Temujin
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Update: 31 Jan @ 8:12am

Indian horse archers, cataphracts are now in.
While new skins and new models for the heavy cav units are in, the horse archers all recycle material. I'm going to be moving this mod's files over to Google for safekeeping.

Update: 31 Jan @ 12:12am

Parts for Indian lancers added but not fully integrated.

- "Jagirdar", knights are now a thing, but appear late in the game for Hoysala. For the Rajput however they are available from the get-go as long as you have a Nobles' Court constructed.
- Not planning to do horse archers. As far as I know, Khmers and Indians are done.

Update: 30 Jan @ 7:23am

So,
KHMER UNITS

- Javelin units receive new appearance. We scrounged parts from New World Empires - Alexander to create Indian javelin cavalry,
- New spearman with longer shield, in Indian style and made of light wicker added. HOWEVER........

Not sure about how to keep going. Perhaps........

Because the Khmers now have 2 Phkek units, ideally perhaps.......

- Ballista elephant, springalds, scorpions should have a counter cav ability. Siege machines counter melee cavalry but ballista elephant destroys enemy ranged cavalry. However like all elephant units it's vulnerable to gunpowder weapons.
- Heavy Phkek - on par with Urban militia, but has a more potent and more powerful weapon. No defensive bonus against cavalry. Ideally a Red govt unit.
- Light Phkek - always available. Very much a militia unit which replaces crossbowmen. Not sure about the stats but this unit shoudl have the ability to cloak when not moving like Vietnamese units. This is to give the Khmer an advantage in hit and run tactics.

Update: 27 Jan @ 6:31am

New chariot unit for Khmers. Animations and whatnot for chariot given over to /BDZG folder as part of preparations for a new project.

Update: 26 Jan @ 12:33am

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.

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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.


[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.

[24.11/9]
- New castle, citadel for Muslim factions. Asian Muslims get a new Fort design.
- Bastion, Citadel installed for European factions. So as a result, this mod's build styles are mostly finalised.......for now.

[24.9/9]
- New castles for Christian factions.
- Byzantine factions got a new tower design (can be used by Crusaders, Byzantines, Bulgars, and Venetians.
- Retourched colour for Tower of David wonder.

Update: 25 Jan @ 5:07pm

[25.3/2]

So, we now have Jagirdars but how do the Indian faction units work?

KHMERS - Light Chariot, Horseman, Jav Cav
HOYSALA - Light Ellie, Horseman, Jav Cav => Horse Archer?
RAJPUTS - Ret. Horse, Horseman, Jav Cav => Horse Archer?
GHURIDS - Bek, Horseman, Horse Archer, Jav Cav

Infantry, cavalry, mercs need to be sorted one last time especially since we are divorcing Southeast Asian spearmen from Flemings, and giving them back to the Crusaders.

Update: 25 Jan @ 4:51pm

- New skinns for Hoysala-Khmer infantry integrated (but no clubmen yet for India).
- Audio amended. Chukchi now speak a mix of Korean and Jurchen, the best I can do. Repeating Crossbow no longer speaks Persian and Mongol, but now speaks Cantonese.

Update: 25 Jan @ 7:51am

Update: 24 Jan @ 12:32am

Update: 24 Jan @ 12:27am

Icons and artwork changes:
- Skin for one of the armoured elephant lancers was missing. It has been reintroduced with an eye to creating new spearmen for this mod, assuming we cannot find them.
- icons for armoured elephant and Asian elephant swapped. Asian elephant now has its own stats and has been assigned as a merc unit back to the Lookout.