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Age of Darkness is a mod set in the historical period spanning the two world wars of the 20th century. Unlike most WW2 mods, it is meant to place great emphasis on the following:
What Age of Darkness is not:
PRODUCTION SCHEDULE
Age of Darkness 1.0 - covers the British, French, and German factions of WW1 - simple units, consisting of rifle infantry, cavalry and artillery as well as the conflict's signature armoured units added. Buildings to be introduced are the armour plant and the arsenal, and the very first wonder, the SIGINT centre [1].
(18/2/13) This year's Chinese New Year has left me in a thoroughly existentialist mood. I might go forward and finish off the German LK model which I created 3 months ago. I might even create some mockups, but do not expect anything so soon.
On the other hand, Rise of Kings continues to grow from strength to strength. One of our rejected units is being recast as part of the cavalry for Age of Darkness. Hopefully that is a good sign.
(1/2/13) Went through some vids online by players of Men of War. Makes me feel that tanks and artillery will be having their range increased, but their rate of fire nerfed.
Meanwhile, we have started compiling a Bahasa Malaysia version of Age of Darkness Wiki, which is to aid us in developing a Malay version soon.
(25/1/13) Despite having failed to create a model from scratch to service Rise of Kings and Kings & Conquerors, I feel confident that I have discovered a means of creating cavalry units without a distorted texture. It remains to be seen, though if the new models we have envisioned for Age of Darkness can really fall through, as one of the largest problems we face is deciding what units to be added, since up till the end of the Second World War, a wide range of weapons from pistols and carbines all the way to lances and swords were used from horseback.
(10/1/13) Much to our delight, we have managed to create not only a working cart, but one with movable wheels as well. For more information, see Moddb.com
(28/12/12) 6 "Ages" are being inserted - they are not ages, but are now technologies - the Spring community hates Age of Empires, so we have to do away with ages. Instead, players now begin with Industrialisation, and have to work their way out towards Mass Manufacturing, Mechanisation, Electronics, Synthetics, and finally, Nuclear Power.
(27/12/12) German units and some artillery units are now fully modelled but not skinned yet. All that's left is a horse-drawn supply cart but until Rise of Kings progresses we might not be able to provide anything yet.
(22/12/12) We are currently developing some tank units for Germany to round out Age of Darkness 1.0, but it might be some time before it can be released.
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there is no download link anymore :(
Very good news:
Rise of Kings has progressed smoothly, and we have proven that wheeled units can be created using the simplest of means. I will probably spend more time on Age of Darkness soon. Expect something after Qing Ming (the day Chinese people go to have "picnics" in graveyards) this year.
Okay, a new question:
I've been considering the many tank skins that Rise of Nations comes along with - Chi-Ha, Sherman, Churchill, T34, Panzer and Tiger - as well as the usual FT17 and MKIV. I have a question for you guys - would you like to see more realistic tank animations? we currently could do the following with the current Churchill unit:
- A secondary machine gun which fires occassionally, although the tank will use shells most of the time.
- Tanks will come in different variants, for instance, Shermans come in armoured and Jumbo versions, while you can get Panzer IVs in different versions, the Argentian Nahuel comes with optional fuel tanks.
We are currently having a horrible time with Rise of Kings. Wheels and harnesses were oversized; we haven't even figured out how to get horse and carriage alike properly aligned, but we are going to keep going until we have a proper horsedrawn unit.
o these mod sounds great!!! a huge campaing at last!! and all with new caracteristics... but yust a question.... will these mod have a combat realism where the units dies so quikly.... or the combats will be long like in the original Ron???? (sorry my bad english)
Um....
I am afraid to say that the answer is yes, but to make things easy highly technologically advanced units such as machine guns and tanks are costly, so you have to be careful. So that means in the early game, swarming machine gun nests is a possibility, but you will have to be prepared to face horrendous losses. So for instance, a machine gun will pick off 50% of your unit's health. I might have it on my mind to increase the sprite count from 3 to 5 for more realism for gun infantry, but I am unsure if I really wish to do that. On one hand it is a massive drain on resources. On the other hand, it will allow us to keep some of the arcade-esque nature of RoN's stats for industrial age warfare without skimping on historical accuracy.
Once you get some tanks going, however, it is different. The 2 heavy tanks you will be receiving - the Mk V and the A7V - are actually slow-moving meat shields with poor LOS. Their main task is to take out enemy machine guns and/or eat their fire for your infantry, although artillery will easily bust a hole in them. I am making tanks in such a way so that heavy tanks are highly subceptible to artillery.
We have started determining what models to create, because currently for Rise of Kings (a mediaeval mod) we are going to create our first units of infantry. Infantry for France, Germany & Co will also be created after I finish off RKC-related stuff. I am pretty much sick and tired of mediaeval fantasy/fetishist stuff for now, and have been gunning to do something different.
Meanwhile, I have been trying to arrange for uniforms, but the limited number of slots on Rise of Nations has been hampering me. I have drawn up a schedule here: Interbellum.wikia.com"Races"
Feel free to view it and make your thoughts known.
for the races is very good that you will make diferents looks for diferents etnics and factions, but the ron let you only a limited space of a certain number of units??
mmmm.... great so the combats will be more like in the end of days than the normal ron??? aaaa and i was forgeting.... the campaing will be start in de WWI or after??
It covers the tail end of WW1 (Think German stahlhelme), and reaches on towards 1945. I originally wanted to cover 1920-1950, but soon discovered there were complications.
Then one of my contacts working on Spring said he didn't like WW1 warfare, so I decided to reshape Age of Darkness, so that it covers WW1 and WW2 now. So my answer is this: you will be covering 19th century combat (think Bulgaria and Greece), while at the same time you can choose to leave that era to move into more mechanised warfare (like Germany, Poland and UK).
You are correct in your observation that RoN has a limited space for units. However, what you might not realise is that there are two slots for villagers and scholars, so unit races are pretty much a non-issue. Also, because one unit can have as many as 6 different textures, so I feel confident that we can create a sufficiently immersive atmosphere. I'm just worried about the anal-retentious fascist grognards out there who will stop at nothing to point out minute little details which Age of Darkness simply cannot cover.
As for me, I am still working on Rise of Kings, but fret not. Tonight (since I have no balls) I will be working on a war wagon to test my abilities in modding multicrew units.
Also, have you guys checked out the ENB mod for RoN? you can download it from Moddb.com - check it out.
great.... you covers diferents warfares totaly present on these times, and for the textures and the critics they must understand that thats are great jobs and that you share them without ask nothing back.... and also congratulations for your good job on rise of kings
Thank you for your support, but unfortunately what we need most now are infantry, horse-drawn and WW1 airplanes. Tanks are not an issue because they are easy to make. It's the infantry, cavalry and propellor-based airplanes which are the hardest part regarding this mod. Horse-drawn artillery units are the most annoying since for Rise of Nations, you need to create a couple of infantry, then the gun (and its limber if horsedrawn), and finally a suitable vehicle or a horse unit. This is why Age of Darkness is taking so much longer to produce because we haven't even figured out to do this although I am doing some experiments with Rise of Kings - we will be inserting a new unit, a howitzer as practice. Remember, Age of Darkness isn't just about WW2 in general - it also covers the conflicts from the First World War and others as well.
In the meantime, we have started creating a wiki for Age of Darkness in Bahasa Malaysia, Ms.zaman-perang.wikia.com ("Zaman Kegelapan" simply makes it sound worse than an attempt to translate verbatim any title of a Hong Kong TV serial). Anyone who is a Malaysian and has a respectable command of official Malay is encouraged to join up as a translator - we have covered articles on Spain, Japan, Britain, China, Iraq, Russia, America and Iran...but more still needs to be done.