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:

  • The role of oil in the first half ot the 20th century (modern weapons such as tanks and battleships consume a fair deal of oil. Oil-producing regions produce additional armies on CtW)
  • The struggle for supremacy between liberalism, socialism and reaction
  • Psychological warfare and propaganda (the wrong political choices may result in successful infiltration and riots by enemies in your cities)
  • Mechanisation vs "horse & bayonet" armies- rifle infantry and cavalry will still be around, but their position, secure in the early game, will be increasingly challenged as the game goes by.
  • Better atmosphere - buildings and units designed are to lend an atmosphere more appropriate for the period, spanning over twenty factions based in every continent of the modern world.

What Age of Darkness is not:

  • A glorification of militarism or war - All wars are, regardless of who wins, evil. The only thing that can be found good in war is the individual will to survive and excel and to improve oneself, but Age of Darkness will involve a much edgier experience: tanks will appear battle-scarred, human soldiers will look exhausted and grubby, and the technologies all revolve around repression and treachery.
  • A feel-good Americanocentric game - the fact still stands that it was not a simplistic contest of "good versus evil", but the result of several political blunders and outright naked imperial ambition of those who fought on the winning side. In the fight to defeat Nazi Germany, the Western Alliance had to make many decisions whose side effects are still being felt today, such as the annexation of Iraq and Iran during the war, or the muzzling and internment of ethnic minorities deemed a threat.
  • Another generic WW2 mod for Rise of Nations - less emphasis is being placed on the Western campaign of the Second World War - or the weapons used (we are not Age of Tanks and never will be), and more into exploring how it all came about - from the humiliation of Germany to competition between European and Asian nations in the aftermath of the First World War, resulting in the 2nd Sino-Japanese War, the winter War  and the Spanish Civil War, which definitely set the stage for a greater and more escalated international conflict. A CtW detailing events such as the Gran Chaco War and American occupation of Latin America is also being envisioned.

PRODUCTION SCHEDULE
Age of Darkness 1.0 - covers the British, French, and German, Italian, Russian and American 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].

(12/12/2013) Tests for new skeletons are underway. Results will be published at: Moddb.com
(8/3/2013) History_Soldier has offered to help us with buildings, giving us 15 buildings for Iran, Iraq and India.
(25/6/13) With artillery all done, we are now looking at how to introduce 4 new models - two biplane bombers, and 2 different balloon units.
Meanwhile, we have also increased the number of black-and-white images being used for unit and building icons. We have managed to download a whole archive of building icons, I will be getting a friend to look at each icon to guess what it can be used for.
(21/6/13) Artillery units are still being modelled. Although the French 1917 Schneider is done, we are still struggling with the German 17FK and haven't even started off on the British QF18lber. It doesn't help that previous modellers have complained about strange bugs resulting from the structure of nodes for airplanes ....
(3/6/13) After a long, long delay, we have finally kicked off working on Age of Darkness. Techs and upgrades will be hit first, followed by the first few units for Britain, France and Germany.
(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.

  • AXP1: Trianon - Hungarian and Romanian troops featured, covering all pre-Fascist units. Politics changed. Some tanks inserted.
  • XAP2: White Terror - covers Finland, Nazi Germany and Russia. Spain and Portugal introduced [2-4]
  • AXP3: Apres Moi ...  - German and British air units added, this covers most "mainstream" units.
  • AXP4: Blitzkrieg! - Germany and several other Western factions, this should include France, the Oslo Group and the Netherlands, as well as armoured units of this conflict [2-3]
  • AXP5: Northern Expeditions - China and Japan added. Technologies should be complete by now.
  • AXP6: Days of Infamy - Japan, USA expanded, consisting mostly of infantry and armour.
  • AXP7: Powder Kegs - Introduce Turks, Iranians and Iraqis.
  • AXP8: Pax Versalica - Complete any and all WW1 units for all existing factions. We officially declare Age of Darkness to the world.
  • AXP9: When Cobras Smoke - Brazil is added to the game. American armour added.
  • AXP10: Black Dragons - Japan and China introduced. Japanese armour added.
  • AXP11: Alamein - Italian armour added to the game. German and British armour further added.
  • AXP12: Triumvirs - effects of politics expanded. Some wonders. Argentina, USA and Spain added and expanded.
  • AXP13: Red Christmas - Soviet units expanded, and Germany is further expanded. Another wonder. Perhaps we need to introduce a wonder one step at a time.
  • AXP14: Marte - Italian army, pre-1943. Greece enters the game. Possibly either Bulgaria or Romania make an appearance.
  • AXP15: Battle of the Atlantic - naval forces are revamped in full. Introduce the E-boat and Argentina
  • AXP16: Overlord - further expansion of USA and Britain. British faction should be fully skinned and ready.
  • AXP17: Rise of Quisling - expand Oslo Group, Romania, Bulgaria, Austria and Argentina. Introduce the Nahuel.
  • AXP18: ... Le Deluge - rebalance and finish off any other loose ends.
  • AXP19: Atomic Age - introduce the Domination CtW. Age of Darkness is finished.
Image RSS Feed Latest Screens
Bismarck-class super battleship Gotha G-3 "Beetle" (armoured transport vessel)
Blog RSS Feed Report abuse Latest News: Light tank clearance imminent

0 comments by Beelim on Aug 18th, 2013

Looking at Interbellum.wikia.com I realised that I have finished off nearly all the light tanks - a series which modders seldom pay attention to. We only have but a handful of models left to work on, so I think I will try to clear them all.

At the same time, we will also be dealing with a rather touchy issue: tankettes.

Tankettes are meant to be poor-man's tanks, built at the foundry and not a heavy engineering facility. Over time, however, once the HEF is up and running and producing light tanks, tankettes will be taken out of production because they are rather obsolete.

Generally speaking,

- Tankettes are faster than light tanks, cheaper to build but not as hardy
- Tankettes have poorer accuracy compared to most tanks, although they may deal similar amounts of damage or have similar weapons.
- Tankettes don't require the HEF to be assembled, and are built at your foundry.

Post comment Comments  (0 - 10 of 73)
germanbacondragon
germanbacondragon Aug 3 2014, 10:26pm says:

Any chance you would be able to add Zeppelins?

+1 vote     reply to comment
Beelim
Beelim Sep 13 2014, 2:05pm replied:

Yes, but right now only naval units are being worked on, zeppelins and barrage balloons will be worked on once I figure out how to create effective air units.

+1 vote     reply to comment
NeighborKid
NeighborKid Jun 26 2014, 2:25pm says:

this looks awesome!.. I love your models! I hope you make ships models too!

+1 vote     reply to comment
Beelim
Beelim Sep 13 2014, 2:07pm replied:

All I can say is that if I can get them in, the first release will contain ALL naval units (but not all land or air units).

I recently discovered to my utmost horror that the battleship model used by BHG is actually a Yamato-class vessel, so as a result I had to do a whole flotilla of warships. Fortunately however it has also given me some time to think of how to make naval combat in AXP really, really interesting. I can only hope that I can actually start coding and not just messing around with my 3d modelling software.

+1 vote     reply to comment
Kriegtooth
Kriegtooth May 3 2014, 1:20am says:

Haha, you sure make alot of mods! :D Sounds very interesting though, tracking it

+1 vote     reply to comment
Beelim
Beelim Sep 13 2014, 2:09pm replied:

Not really, I just do the graphics. Graphics are very hard unless you know what you're doing - but when you have models with a horrendous lot of polys, life can get very hard. I just managed to get halfway through my damned battleship list - only got the Italian, Japanese, and British ones to do now ....

+1 vote     reply to comment
Beelim
Beelim Apr 11 2014, 10:48am says:

Some interesting news - apparently, we can actually combine 3 different figures with similarly named nodes. I may use this to advance Age of Darkness further. It seems that tanks will have to wait since artillery will first have to be dealt with.

+1 vote     reply to comment
Beelim
Beelim Jan 2 2014, 6:37pm says:

Okay, sorry to say this but development of Age of Darkness has to be postponed again, because we are doing some experiments. Some serious experiments. So far they have proven to be 75% successful but they all have the potential of changing how we mod RoN - forever!

+4 votes     reply to comment
TheNewGuy69
TheNewGuy69 Mar 29 2014, 5:17pm replied:

when do you think the mod will be finnished

+1 vote     reply to comment
Beelim
Beelim Apr 8 2014, 11:23pm replied:

Not sure. At present it's just me working on this mod - I'm totally alone. Development has been held back because we are currently testing creating buildings in Rise of Kings to see how they should work. Further work has been postponed until we can sort out buildings, but if you know someone who can do prop planes with 3ds Max 5.1 for RoN, let me know.

+1 vote     reply to comment
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Beelim
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