I have fixed the bug that was holding up the release of v2.0. I'm going to spend the next few days cleaning up the files and making sure not major bugs remain. If all goes well Rise of Kings v2.0 Beta 1 will be released sometime next week.
I have also (as you may have noticed) changed the name of version 2.0. This is because v2.0 will cover the timer period between 1085 and 1300ish. To make up for the turns that will be lost, I will be adding a four turn per year script in future betas/final release. I also will be adding other starting dates. Future version of Rise of Kings, 4.0 and above will focus on specific regions/conflicts.
Rise of Kings Beta 1 Download
LINK
Rise of Kings v2.0 Beta 1 Features:
- Anno Domini Map
- BBB v2.0+
- Real Combat
- Ultimate AI and Ultimate Battle AI
- Burreks Knights and Knaves
- Ghost Helmets Fix
- Sky + Blood Mod
To Do:
- Overhaul recruitment and units
- Misc fixes/changes
Recruitment:
So I have been going back and forth on how to accurately simulate medieval recruitment. For awhile I was thinking of an EB type (goverment/MIC) system. But the more I thought about it I realized that A: A system like it would be to complex and B: More importantly, wouldn't accurately reflect medieval recruitment.
I have decided to use a system similar to RTRs original ZOR. Factions will only be able to recruit units from inside there homeland ZOR. Outside of this they wont be able to recruit anything. The reason for this is both gameplay and historical. For the most part, armies were raised inside of an Empires "home" territory. Exception to this would be the Byzantines, who set up the theme system, which I hope to represent in its own way. From a gameplay point of view, in RTRs ZOR the AI tended to recruit armies of useless units rather then the better units from inside its ZOR, so by not letting anyone recruit outside of its ZOR the AI will hopefully raise units then send them to the front.
I would like to thank everyone who has let me include their mods in Rise of Kings. As well as all the fans who have stuck around during the long awaited arrival of v2.0.
Thanks,
Kushan





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