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
(1/5/15) As expected, Age of Darkness v0 is finally complete and ready to download. No further updates will be added however until I get feedback on how best to redo the stats of the tanks.
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 more tanks inserted. Maybe Bismarck super battleship will be included.
    The Trianon update is expected to see rebalancing of units, as well as the addition of antitank guns and wonders.
  • 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 further armoured and aerial units of this conflict [2-3]
  • AXP5: Northern Expeditions - China and Japan added. Technologies should be complete by now, with China being able to import weapons but thus far this cannot be confirmed.
  • AXP6: Days of Infamy - Japan, USA expanded, consisting mostly of infantry and armour. In light of AXP v0 this will most likely mean more tanks for the USA, and plenty of infantry - possibly machine guns too.
  • AXP7: Powder Kegs - Introduce Turks, Iranians and Iraqis.
  • AXP8: Pax Versalica - Complete any and all WW1 units for all existing factions. This will most likely mean that the Middle Eastern units for the Indian, Iraqi, Turkish and Iranian factions will be worked upon.
  • 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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A Portent Industrialised Colonial town
Blog RSS Feed Report abuse Latest News: NEWS FLASH: AXP 0.1 Imminent!

0 comments by Beelim on Aug 18th, 2013

With the addition of the finishing touches of AXP 0.1, we can expect Age of Darkness to be publicly released soon.

All that's left to do is the following:

1. Re-introduce missile silos and strategic weapons
2. Perfect sound engineering
3. Insert tech requirements for units and structures.

Currently, only sounds are being introduced to AXP0.1 as well as some last-minute graphic fixes (for some units but not all). We are expecting a 1 May release for AXP.

NB There are still some issues regarding AXP 0.1, being:

- Defensive structures are still incomplete
- Wonders are not ready, only the Decryption Centre and Eiffel Tower will be made available
- EXCEPTION errors are known to plague AXP 0.1. The cause for them is still unknown and there are many causes for them.
- Units are grossly unbalanced. Although we have done much to introduce units and insert blind spots for tanks, the stats for many units are still grossly underbalanced. We will be fixing this issue come AXP 2 or 3 once we get there.

BUT WAIT! THERE'S MORE!

Because of the demand for customisations and customised graphics for gaming, I have also opened a new site outside of Moddb, named Verrix Microassets. Currently there is nothing stocked there, but we should be adding stuff there pretty soon! see you there!

Downloads RSS Feed Latest Downloads
AXP v. 0 - Public beta

AXP v. 0 - Public beta

May 1, 2015 Patch 10 comments

(4/5/15) Complaints regarding missing gpiece errors have been investigated and dealt with! this public mod beta should now be playable!

Post comment Comments  (30 - 40 of 103)
Guest
Guest Nov 23 2014, 12:23pm says:

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Beelim Creator
Beelim Nov 24 2014, 10:10pm replied:

It's not going to well because I am still testing Rise of Kings for bugs, because I need to know what causes bugs and what doesn't. Only then can I know what can be implemented for Age of Darkness.
However, you are free to test units as you see fit.

+2 votes   reply to comment
Dethorath
Dethorath Oct 17 2014, 3:08am says:

Could you make a Guestimate percentage on how much you're done with the mod?

+2 votes     reply to comment
Beelim Creator
Beelim Oct 31 2014, 9:27am replied:

My answer: NOT A LOT.
HOWEVER, I can confirm that a new test release for Rise of Kings is coming out. If it works, then I will start work on Age of Darkness posthaste.
In the meantime, you can also help, see the Panzer II pic in the images section for more info. Naval units are complete, a few tanks and armoured cars are being rigged, and I also have some airplanes for the airfield soon. If you are lucky we should be able to make it by next year.

+2 votes   reply to comment
germanbacondragon
germanbacondragon Aug 3 2014, 10:26pm says:

Any chance you would be able to add Zeppelins?

+1 vote     reply to comment
Beelim Creator
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 Creator
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 Creator
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 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
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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