Our aim is to bring the Hellenistic period to life.
We can use the help of any experienced modders who are willing to make a contribution. We need modellers, animators and scripters especially. Please send a PM here if you are interested.
If you have any feedback or issues, please post in the mod forum here: Moddb.com
The Hellenistic 0.11 has now been released! This version features several small additions and fixes to make the Roman and Macedonian factions more complete.
The Hellenistic Era 0.11 is now available on the Steam Workshop! You can subscribe to the mod here.
IMPORTANT: This mod will crash if it's priority is set below certain mods, notably the Terrain 5 Extended mod. To fix this, go to Tools and Extras => Steam Workshop, select the Terrain 5 Extended mod from the list and move it to the bottom by pressing "priority down". Then, just to be safe, move The Hellenistic Era to the top of the list by pressing "priority up".
- Atlantic Sea Power
- East Meets West
- Nile Delta
We hope you enjoy Kings and Conquerors: The Hellenistic Era! Please let us know if you come across any problems with this mod, and don't hesitate to give us any feedback you might have. There's also a forum where you can post your thoughts: Moddb.com
We are proud to announce the release of Kings and Conquerors: The Hellenistic Era 0.1! This release comes with two playable factions and a range of features...
Kings and Conquerors: The Hellenistic Era will be compatible with the Extended Edition as well as the original Rise of Nations.
The second part of a preview covering The Hellenistic Era's Macedonian faction.
The first part of a preview covering The Hellenistic Era's Macedonian faction.
This version is for those who have Rise of Nations: Thrones and Patriots (i.e. not the Extended Edition). Make sure that you read the readme (included...
This version is for those who have the Rise of Nations Extended Edition.
This version is for those who have Rise of Nations: Thrones and Patriots (i.e. not the Extended Edition).
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
After several months (sorry for the long delay) I can confirm that a new patch is being created for Kings & Conquerors. This patch is also meant to be promo material for the next update for this mod which will be massive and diverge greatly from the original.
We urgently need help. If you have a copy of FOXE or Sublime on your computer, and have some free time, please volunteer to help debug buildings for Kings & Conquerors. My hands are full trying to trick out the ships and infantry for the next update.
So far .....
Moddb.com
And this too....
Moddb.com
Latest update:
Moddb.com
Are you still working on the mod? And when is it complete?
I cannot say, I have done a number of warships, and have several infantry ready (not animated). What I desperately need right now is someone who can take over the task of coding, because I need someone who can write in all the models, textures, animations.
Some really, really, really bad news.
Tests with Blender show that models created using Blender 2.7.9 end up with messed up UV mapping. I am not sure what is causing the issue, but I have tested Ryder25's Blender exporter many times, and it's proven that his plugin is defective. Any models created with UV coords edited in Blender end up with this defect.
As of now, Kings & Conquerors is as good as dead :(
I am now gunning for a workaround that may ensure that my models will export into RoN well. It's difficult, but I will let you guys know if I get it right.
Just thought I had to share this with ugaizzz
Scontent.fkul13-1.fna.fbcdn.net
All sword units are now ready. All that's left is to export, pack, market, and then wait before bragging. Of course that leaves the issue of spears, pikes, bows and skirmishers...not to mention cavalry.