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  (20 - 30 of 74)
Beelim
Beelim Nov 15 2013, 2:18am says:

A quick announcement.

We have started created infantry for Age of Darkness, but we have 2 factions with very problematic uniforms - Argentina and Brazil. Once we have infantry units for Age of Darkness reflecting all versions of units, we will start a survey asking things like, what kind of uniforms should be given for normal units, types of helmets, etc.

+1 vote     reply to comment
JeluArg
JeluArg Nov 17 2013, 1:30pm replied:

I can say Argentine troops dressed in the same way German troops did in early XX century (to the fifties). I can give you a skin with just a little modification (just a cockade in the helmet).

+1 vote     reply to comment
Beelim
Beelim Nov 6 2013, 8:06pm says:

Started work on artillery, as well as some Russian machine guns - namely the Maxim 1910, and the Goryunov light machine gun. Both will be using our animations for artillery ... at least while moving.

Staff cars are also being created for patriots, particularly for liberal patriots. I however am unsure if it'd be possible for us to have only 4 patriots, but I'm willing as heck to try anything right now, including trimming the front section of Asian rifleman helmets to create ersatz stahlhelms (until I can send Super7700 something his way).

By the way, have any of you tried Planet Explorer yet?

+1 vote     reply to comment
Beelim
Beelim Nov 2 2013, 11:03am says:

Seems like all these delays with Age of Darkness actually have some worth in them.

Last night, I managed to crack how RoN creates units that move and attack at the same time. While wondering how to get them to benefit us, I decided that apart from armoured cars, tankettes and cruiser tanks will all benefit from this new development.

+1 vote     reply to comment
Beelim
Beelim Oct 8 2013, 10:44pm says:

No more images of renders will be posted to this site any more, what will follow will be images of the mod in action as it comes along.

Meanwhile,

- France now has 2 medium tanks, the D2, joining the S35, and 2 antitank guns (which are now separate from light artillery).
- Italy will make an appearance in Age of Darkness 1.0, but will only have 2 units - the Ca5 light bomber and the Arditi assault infantry.
- Submarines now are no longer sinkable, but function as "stealthed" torp-boats which take minimal damage from surface craft, but are vulnerable to all aircraft and destroyers. Only the German Type XXI U-boat will function as a true submarine.
- Infantry tactics have been enhanced, with antitank units being slower, having a minimum range, but remain costlier to build, and easy prey for units such as assault infantry and riflemen
- All artillery, light, medium and heavy tanks have a minimum range, ranging between 2 and 4, making assault infantry and commandos useful for attacking them - that is, if they can even get close enough!

+1 vote     reply to comment
Guest
Guest Sep 22 2013, 3:49pm says:

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Beelim
Beelim Sep 22 2013, 9:21pm replied:

We are trying that out, but you have to realise that doing that is going to make the Augean Stables look like child's play. While we would like to see units have different appearances (especially for the less developed factions like India, Iraq and China) it is not going to be easy.

+1 vote     reply to comment
Beelim
Beelim Sep 22 2013, 8:09am replied:

Well....
I'm not sure how to answer this, but generally the first units you will be using will be light artillery, infantry (cavalry now counts as infantry) and machine guns. Machine guns mow down infantry, which in turn can be used to mob artillery, which are primarily used to destroy machine guns. Most units will retain their vanilla stats, although it must be noted that infantry sizes will be increased to 5, and cavalry to 3 so the carnage will be much greater.

Information warfare is a vital part of the game. Tanks have fairly poor visibility (because our assumption is that they are forced to fight "buttoned up") so tanks, while quite powerful, can be easily ambushed by infantry because of their poor LOS. The only factions who don't suffer from this are the Brits, whose units have good LOS and can also detect hidden units.

+1 vote     reply to comment
Super7700
Super7700 Sep 23 2013, 2:11am replied:

Just to let you know, unit sizes greater than 3 are glitched, as extra soldiers will all occupy the same space as the third soldier when staying still.

+1 vote     reply to comment
Beelim
Beelim Sep 27 2013, 1:28am replied:

Then infantry will be fairly easy to come by, so that most of the times you won't be short of men but they fall easily in droves to machine guns.

+1 vote     reply to comment
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