Developing and polishing a mod for Age of Empires II HD: African Kingdoms called Age of Bloodshed. Developed the Arnor Precursor Race mod for Galactic Civilizations II.
It could be under "Games" or "Program Files". You can use the search box if you forgot where you installed yours.
Use the Readme files for installation. They will guide you through the process and the game directory.
Hahaha. Appreciate it. Feel free to comment on some of the music I uploaded for the next release of Age of Bloodshed!
You can view the readme file within the mod when you download it. Previous versions will have different readme files.
Thanks. You should see some of our newest ones.
I haven't attempted to use the mod in combination with any others. It's safe to say that because this mod is an expansion and that it is very comprehensive, no other mods may be compatible with it. If you do find one, let me know.
That's an interesting idea. I'll look into it.
The Korean Turtle Ship is an earlier version of that. But what I've done here is added more projectiles and cannons when firing. Increased the armor as well.
That's what I said. People are still visiting this page for nostalgia reasons.
I've been trying to code one, but African Kingdoms is having a hard time accepting new civilizations.
I just woke up to activate the download. Let me know if you have questions, comments, concerns, etc.
Thanks man, I hope you guys have a lot of fun with this. Feel free to spread the word that it releases May 1st.
Nope. This mod, game, and franchise is long since dead.
I am on the verge of launching my newest project though.
I invite you to come visit.
I will be releasing a new mod, the first for this game in years.
The first major expansion that builds on African Kingdoms.
Age of Bloodshed.
I invite you to come explore it.
Would still like to see this released.
The main problem with having to get to Tier 2 faster is the fact that the other factions have T1 anti-air units and the Cybran do not. So that's not fair. Also, is it just me or do the Aeon Mass Extractors have no line of sight?
To the mod team,
I just gave RVE 2.0 Alpha several hours of game time and I think it’s awesome that you guys are still working on improving this game and I see that you’ve done extensive work on the research trees and upgrades. This is the only mod I know of that brings the sheer scale of the first SupCom game to the second. I’ve played this game since its release and this mod encourages me to play it long after.
Now to address an issue:
So I’m playing as the Cybran faction and I’m rushed by a great mass of Tier 1 bombers. My problem with this is that my engineers are getting massacred because they either have low health or are too slow. I know that I can attempt to build as many anti-air towers as possible in the early game but I can’t build them at the rate that enemies can spam T1 bombers. My issue with this is that I can’t construct anti-air interceptors or AA-tanks until Tier 2. By then it’s usually too late. I am aware that this is an Alpha release, but a lack of early game T1 Interceptor for the Cybran faction makes it very vulnerable to early game T1 bomber spam. It’s not a serious issue for normal gameplay, but a T1 Cybran Interceptor is necessary to counter early bomber spam that I won’t survive to reach Tier 2. Another reason for the necessity of a Tier 1 Interceptor craft would be to deal with early game bomber raids of my armies. I stage an early attack against an enemy base that has spammed T1 bombers and my army is crushed because I have no T1 Anti-Air tanks or interceptors to accompany my early game force. I haven’t played the Aeon or UEF factions with RVE 2.0 yet, but if all factions can produce and spam T1 bombers then it is absolutely essential that every faction should be able to produce T1 AA tanks and T1 Interceptors to combat early T1 bomber spam for both defensive and offensive purposes. Otherwise there is a serious early game imbalance. Thanks for reading and good job on this really extensive mod.
If people request unused assets then they may have some of them, alot of TE's assets are still in private hands so if there is a model you like you may want to contact the modder.
It's been a great ride but we all did see this coming at some point, one of the main issues that I didn't want to go on with this mod was because I got tired of trying to "fix" or "replace" something that was there instead of just focusing on the new direction. Who knows, I might contact some of the ex-members for a smaller and much more manageable mod for the next C&C game.
Making more factions for C&C is very easy. A Boss General wouldn't be that hard to do since it uses units from all factions so think about it. Btw if you are going to be making sub-factions you might want to call it Zero Hour evolution or something similar. Good Luck on your mod
To be honest, I kinda gave up on them but good job anyway. What happened to JPnyt?
lol... I think I took a picture just like that a while ago
Yes mod the mod is back but im not, the mod moved to FPS/RTS and that was right after I left, thanks for supporting us though its been fun
Jay, if your not going to continue with the mod give it to someone who will, like I thought I did, thx.
Actually, I left over 2 months ago because I don't have time for this anymore, and yeah, JPNyt wants to make this an FPS game, if you don't like it take it up with him, btw Jay, hook it up with some updates, yeah?
hey look, I made a post
but seriously, grats on ur 8th year of being inactive
btw, if you send an email to firstname.lastname@example.org you might not get a reply for a while since only one or two ppl know the password to it, just fyi
PM PizzaAtomica, I don't have the file
lol why, its ur profile
how about taking some tutorials on how to code C&C3, all you need to do is download it and read the documentation rly
when we release a beta it will be public and you will only need to register on the site to download it