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February 21, 2006, 03:07 PM
#1
Miles
Ages of Darkness 1: Full Features List
Download - ACBI 1 Features List - in PDF Format from here
FEATURES LIST
16 playable factions:
Western Roman Empire
Eastern Roman Empire
Huns
Visigoths
Sarmatians
Saxons
Ostrogoths
Alemanni
Burgundians
Lombards
Franks
Sassanid Empire
Slavs
Vandals
Moors
Celts
New or improved banners for all factions:
New skins
-Especially for Western RE, Eastern RE, Celts, Franks, Sassanids, Moors which have completely new skins.
-Improved strategy map skins for all factions.
Expanded map
-Improved map, expanded to the northern Scandinavia, Western Siberia and Iceland, with small villages being used as colonization spots, especially for Germanic factions which may evolve in a Viking way especially if played by a human (the AI doesn't use this too much). New settlements added, unhistorical ones taken out or renamed to make them a bit more historical. Tried to make each settlement representative for certain regions so that I also leave free slots to add the eastern part of the map in the next major version.
-By expanding the map to the north I focused on allowing the player to do whatever he likes with his faction, which starts historical, but it is not meant to evolve historical!! It is meant to evolve to an empire.
New Music
-Menu and battle music is changed and improved, I hope (depends on tastes).
Faction-specific Barracks, ZoR+ system
-Faction specific barracks, also known as ZoR+. Each faction has to consolidate a settlement after conquering it before being able to recruit it's ultimate units and agents or generals.
Tweaks and balancing
Rebalancing In the first version I focused on a correct price/quality report instead on using same quality with different prices depending on factions. Hording factions are also at great advantage.
Units
1.Cavalry has a higher importance, this making a more realistic and serious game.
2.Unit numbers are now linear but realistic, I think: Infantry cohorts have 60/120 soldiers, missile cohorts have 50/100 soldiers, cavalry 40/80 horsemen thus it's importance is drastically increased.
3.All units have 0 recruitment time, allowing you to recruit up to 8 cohorts in 6 months if you have so much money.
4.Upkeep will give you headaches if you are not playing as a hording faction and will favor and encourage hording.
5.Even tough the time for recruiting units is short, you won't easily be able to fill up the queue after the first turn until you seriously consolidate yourself as a faction.
6.Mount mass and battle movement tweaked and edited. Cavalry speed fixed.
Factions
7.Factions now have historical starting positions and the number of settlements is chosen in order to improve the gameplay and difficulty for every faction.
8.More civilized factions, especially the Romans will have forts on key positions which will require additional thinking of the player what to do with them (maintaining the limes costs money).
9.You will also face more rebellious forts symbolizing small cities or strengths. And also a lot of rebel invaders and ambushing armies ... take care.
10.Forts have same price as watchtowers as well as agents from now on have same prices.
Traits
11.Rebellious armies will have traits to advantage them against others or to freeze the AI if it's to defend a city or fortification or... stay on ambushing position.
12.You will also have some beta triggers and marriage traits which don't influence the game too much at this version.
13.Included my movement ideas which will give additional movement for diplomats, spies, assassins and armies on foreign lands, such as hordes, but not only.
Map
14.Since the AI still doesn't handle this things good, I've created some land bridges to help the AI invading lands such as Spain, Scandinavia, Britain. The map not being expanded to the east in this first version I've also made a large bridge which stays instead of taking a roundabout way Caspian sea. This small tweak sacrifices the geographical accuracy for gameplay.
15.Remember! I give absolutely no guarantee that the faction will evolve in a historical way, just the starting positions and their objectives make them focus on a historical evolution but not the AI which doesn't know history.
16.As for objectives, I've made the campaigns much longer all factions being required 60 provinces and certain regions to win the game. Now the main task is to create a strong empire no matter which faction you play as or what that faction historically achieved.
Small Tweaks
But important enough to be mentioned. The smallest things are to be observed during play.
17.using BDH's aerial maps also including the original maps in the install
18.icons for all factions are included in the install can be found in the game folder
19.latin voices for Romans (only used those found in the RTR's install)
20.my edited version of RTR/SPQR's quotes
21.FileParser 1.0 & Xpak included
22.EDU Calculator included
23.Archer's SkyMod included
24.Civilised barbarian factions (e.g. Franks, Burgundii,etc) are now able to build large stone walls
25.added a lot of new custom locations of mine and darth's
SCREENSHOTS GALLERY
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March 01, 2006, 06:42 AM
#2
Looks great.
Have you added a bigger number of provinces?
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March 01, 2006, 08:25 AM
#3
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March 03, 2006, 11:26 AM
#4
Civis
Well, I'll try the mod, but I don't like the idea of adding more cities. The game cosists of enought micr-management now.
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March 03, 2006, 01:37 PM
#5
Miles
Mainly, I agree with you , so that I haven't added too many new regions, and only where they were needed for realism of control (islands can't be controled if you have a continental region for example). I've left ~70 region slots untouched since I need them in Asia (next major version - 2.0).
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March 04, 2006, 12:48 PM
#6
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March 05, 2006, 09:40 AM
#7
Laetus
First.
Thanks for the patch. Everything is running smoothly now.
I have just been attacked by a Vandal horde.
It was nice to see that some change has been made to the way hordes attack.
Before the armies attacked piecemeal making it possible to see off 4 fully staked armies with 2-4 units of mercenary veteranii as the ram never made it to the gate, ladders were not used, and units attacking through the tower came yired and usually heavily depleted from turret fire.
In this attack the units worked in unison attacking all 4 walls at once with all types of seige gear.
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May 15, 2006, 04:49 PM
#8
Re: ACBI 1: Full Features List
Don't listen to these people. MOre regions = more realism. I don't think there were nearly enough cities in standard bi. should have been another 3 regions in brittania / hybernia and an extra region in gaul, spain, itally, greece and egypt in any case.
On the other hand, I actually kinda like micromanaging. So there ya go.
Looking forward to 2.0. thanks
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May 18, 2006, 03:29 PM
#9
Tiro
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June 24, 2006, 01:22 PM
#10
Semisalis
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June 24, 2006, 01:22 PM
#11
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