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.

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:
(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.
  • AXP2: 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.
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0 comments by Beelim on Dec 26th, 2014

Some good news!

As you know, I have been struggling with Rise of Kings for a long time, and to be honest it has been somewhat of an uphill fight. Nevertheless, I believe that this new version of Rise of Kings is clean enough to be used as the basis for Age of Darkness and work is expected to commence pretty soon.

The first unit skins to be prepared for Age of Darkness will be villager skins. Generally, we have the following in mind:

EURO - this is the generic version, and watching War Horse with my sister has given me some ideas what they ought to look like.
AMERICAN - meant to represent the southern nations of both Europe and America
ARAB - held back in reserve for African rebels
ASIAN - covers China and Japan. May cover parts of Africa or the Pacific depending on use.
INDIAN - covers the Middle East, may also cover India. May cover parts of Africa or Southern Asia depending on use.
A secondary group of villagers is possible, and will most likely cover the Russians as well as the Islamic nations of the world.

Post comment Comments  (20 - 30 of 86)
Beelim Creator
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 Mar 29 2014, 5:17pm replied:

when do you think the mod will be finnished

+1 vote     reply to comment
Beelim Creator
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 Creator
Beelim Dec 1 2013, 8:38pm says:

Another news flash:
Age of Darkness will have to be postponed again. The reason is because we are working on Rise of Kings and using it as a testing ground for a new rig we have developed for our own use. If it is proven that it can be used, then it will be applied to Age of Darkness.

+1 vote   reply to comment
Beelim Creator
Beelim Nov 17 2013, 8:08am says:

More news:
Unit meshes for the French, Germans, Russiand and Poles and Italians are done, but without infantry rigging Age of Darkness is going nowhere. If you can, please help as I am unable to rig infantry due to system issues.

+1 vote   reply to comment
Beelim Creator
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 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 Creator
Beelim Nov 17 2013, 5:04pm replied:

Oh, no worries. Can you actually help with the rigging? if what you say is true, then I don't have to worry too greatly - I will just give the Finns and the Argentines the same skins but to make this mod work, really work, I need rigging and all bipedal rigging I've tried to do has resulted in disaster :( if you agree, can you send me your email so I can add you to DropBox? we have about 33 infantry-related meshes that need rigging right now.

+2 votes   reply to comment
JeluArg Nov 19 2013, 5:23am replied:

Sorry, i cant rig bipeds, but i can tanks, planes and helicopters.

+1 vote     reply to comment
Beelim Creator
Beelim Nov 19 2013, 7:22pm replied:

Can you rig biplanes and automobiles too? Although I can do it myself, it might lighten the load for me. Also, if you still have a Nahuel, keep it on hold for me. I may update my Nahuel model, so that each Argentine player has 2 versions of the same unit at all times, each with different customisations.

+1 vote   reply to comment
JeluArg Nov 20 2013, 9:18pm replied:

yes, biplanes and quadplanes (4 rotors) i think I can automobiles...ok you tell me and i send you the Nahuel.

+1 vote     reply to comment
Beelim Creator
Beelim Nov 26 2013, 5:19am replied:

What do you want in return? do you want a custom biped rig?

+1 vote   reply to comment
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Age of Darkness
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