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  1. #1
    Kushan's Avatar Artifex
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    Default Rise of Kings v2.0 Preview & Features

    See page 10 for a current feature list.

    Kushan
    Last edited by Kushan; July 01, 2007 at 11:39 PM.
    Under the patronage of Silver Guard

  2. #2

    Default Re: Rise of Kings v2.0 Preview & Features

    I dont think England should have acess to early period crossbow units, I would like to see them have a milita longbow unit which should only be recruitable in Wales to begin with. If that is possible.

  3. #3
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    I dont think England should have acess to early period crossbow units, I would like to see them have a milita longbow unit which should only be recruitable in Wales to begin with. If that is possible
    This is just a general outline, not the specific on faction by faction...yet.

    The longbow will probably be a milita/regional in the early era, then will become a main unit in the high era. Using events/resources, we have ALOT of leway on what we can do unit wise. We can instroduce events, such as the marius reforms in RTW that can totally change a factions available units. As for crossbows, the English wont get access to any CB units, except through mercenaries and maybe regionals. They saw it as unnoble....unlike the rest of Europe lol

    Kushan
    Under the patronage of Silver Guard

  4. #4

    Default Re: Rise of Kings v2.0 Preview & Features

    Excellent, If you want any help changing things Ill happily give it a shot, although I have never done MTW mods before.

    Only going for two Era's or the standard three from MTW1? Early, Late and High?

  5. #5
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Going to have 3 eras. but they wont coincide historically with the eras. If they did we would have to start the game in ~500AD and go to 1500, and thats just way to many turns. The eras will coincide with major events, each will last ~200-300 years. For this version I looking at a simple generic units list, with a few uniques, from there I will be going faction by faction (in later version) and redoing the list on a faction basis. I haven't decided exactly what events are going to change eras, there will probably be alot of smaller events that will add/remove units, instead of one big events.

    I should have the NE units done today or tomorrow, including the Spanish.

    Kushan
    Under the patronage of Silver Guard

  6. #6

    Default Re: Rise of Kings v2.0 Preview & Features

    Hello,

    Can you please consider adding burrek's "Unique pattern designs for each nation"? I am now adding this to your mod as I think it greatly improves the early skins.

    DF

  7. #7
    Civitate
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    Default Re: Rise of Kings v2.0 Preview & Features

    Great that you are adding new units, but cities should have access to professional units such as Pikemen, arounred pikemen, and halberdiers. And where are gunners?
    Under the patronage of Rhah and brother of eventhorizen.

  8. #8
    Civitate
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    Default Re: Rise of Kings v2.0 Preview & Features

    Erm, why have you removed the unit list?
    Under the patronage of Rhah and brother of eventhorizen.

  9. #9
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    I'm not gonna be uploading at the moment because its in a very confusing spreadsheet.
    I'll upload the spreadsheet when I'm done.

    Kushan
    Under the patronage of Silver Guard

  10. #10
    Dogma75's Avatar Civis
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    Default Re: Rise of Kings v2.0 Preview & Features

    Quote Originally Posted by Kushan View Post
    I will be continually updating this post with information on v2.0. If anyone has any suggestions, comments, etc please post them here.

    Start: 1087
    End: 1520

    I've finished the Northern European and Spanish unit list, although I still may make a few minor changes. I'm not gonna be uploading at the moment because its in a very confusing spreadsheet.

    Eras are have been reimplemented to a point there, but not in the 3 that previously existed. Instead of 3 eras, I will be using events to unlock units as the historically appeared.

    I should have the rest of the units finished tomorrow. Am kind of stalling for AD v0.9.2 :p

    Kushan

    Update 1 (010306): Updated post to include high era units.
    Update 2 (010706): Updated units.
    good to hear...can't wait for it . Did you include burreks mod for the units?


  11. #11
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Yes, Burreks mod will be included in v2.0.

    Kushan
    Under the patronage of Silver Guard

  12. #12

    Default Re: Rise of Kings v2.0 Preview & Features

    Kushan
    It seems you have mostly dealt with bugs,tech support and helping users sort them out.
    I just wanted to say I have been playing v1.1a for the past two weeks as the Scilians and have really enjoyed your mod the AD map and extra regions reflects the period well.I have a campaign with DLV...HRE ongoing as well but now prefer your mod over it.I have found RofK excellent and very historically accurate...I am very eager to try v2.0 and understand your hold out for v09.2 AD.
    So my thanks for all your great work ...despite a rocky start you have a excellent mod going.
    Salut

  13. #13
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Quote Originally Posted by GERMANICUS View Post
    Kushan
    It seems you have mostly dealt with bugs,tech support and helping users sort them out.
    I just wanted to say I have been playing v1.1a for the past two weeks as the Scilians and have really enjoyed your mod the AD map and extra regions reflects the period well.I have a campaign with DLV...HRE ongoing as well but now prefer your mod over it.I have found RofK excellent and very historically accurate...I am very eager to try v2.0 and understand your hold out for v09.2 AD.
    So my thanks for all your great work ...despite a rocky start you have a excellent mod going.
    Salut
    Thanks Germanicus

    As for v2.0, I've updated the first post again, with some generalized unit info. v2.0 will probably have a lot less units the vanilla, just because CA followed the tradition tech tree style game play, which isn't exactly historically accurate. Units will be generic by region so to speak. For v2.1, I'll go through faction by faction and narrow down the list a bit more accurately.

    Kushan
    Under the patronage of Silver Guard

  14. #14

    Default Re: Rise of Kings v2.0 Preview & Features

    Hello again,

    Have you evaluated mongolwarrior's Realistic Building Tree mod? It appears to be a decent idea and shouldn't be hard to merge.

    Also, Ultimate AI Mod is now up to version 1.0 and appears to have added some good updates. If I can't wait for your next release =o) how easy would it be to update your included Ultimate AI Mod 0.7 to version 1.0?

    Regards,

    DF

  15. #15
    DrIstvaan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Rise of Kings+UAI 1.0 = Total Awesomeness! Congrats to you Kushan for RoK!
    Oh, and I find the altered names of factions fine!
    Last edited by DrIstvaan; January 13, 2007 at 11:18 AM.

  16. #16
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    So I've decided to work a new patch while I'm waiting for AD v0.9.2. It should be up in a few hours.. Its focus is only to update a few of the included mods.

    The v1.2 Patch will:
    - Updated Darth Mod to v1.2 with Darth Mod Open Source 01-12-07
    - Updated Ultimate AI to v1.0
    - Updated Titles, Civil War, Princesses, Privy Council to v1.7
    - Updated Orientis's Vices and Virtues to v1.2

    If AD doesn't come out within the next few days, I'll use AD v0.9.1 as the base for this version.

    Kushan
    Under the patronage of Silver Guard

  17. #17
    DrIstvaan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Awesome! But... I suppose it isn't compatible with saves (Titles, Civil War... itself isn't), is it?
    Last edited by DrIstvaan; January 15, 2007 at 04:14 PM. Reason: Coorection

  18. #18
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Preview & Features

    Haven't tested it, but I would say no (AI changes, etc).

    Kushan
    Under the patronage of Silver Guard

  19. #19

    Default Re: Rise of Kings v2.0 Preview & Features

    Mate ure the best, been playin rise of kings

    heres some suggestion from a fella from the land down under

    1 add burreks early and high texture for soldiers, also the general and capt texture as well
    2 lates version of UAI and DARTH MODS
    3 Garisoon script from the russian dude cant remmeber somwhere in theese website
    4 wait for AD .92 official
    5 r u using horsearher blood mod ( I want gory blood)
    6 Add the Teutonic order by zelph
    7 probaoly the reskin of hre knights or the byzantine empire your chioce
    8 scripth like the one in LTC where the ai dont get bankrupt
    9 like your idea of local army for specific faction
    10 raise kings purses or faction start up money
    11 more splash screens
    12 2 turns per year

    I just like mods when there are all in one package mate

  20. #20

    Default Re: Rise of Kings v2.0 Preview & Features

    wait theres more

    13 mongolbuilding tree


    still looking for more suggestion

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