Rise of Kings 1.2



  • Greater emphasis on historical accuracy and the role of political systems, naval forces and religion in the Medieval era.
  • A new outpost building that can train scouts and mercenaries - mercenaries are costly and weak, but can be summoned to break rushes.
  • More realism! English longbows can no longer outshoot or out-power arbalests, but can deal splash damage against opponents!
  • The Noble's Court, a powerful defensive building that can perform special upgrades and train elite warriors.
  • Regional units are units that are like unique units but are shared by multiple nations such as the Muslim Ghazis, Asian conscripts, Germanic feudal retinue and the Scandinavian longships.
  • The castle can train gunpowder units like arquebusiers and bombards: gunpowder units hit harder but less further than their wooden counterparts, and are also created faster.
  • Technology's importance is increased. In the past players often neglected research. Now, with various technologies and upgrades feeding into one another, research has an even more vital role to play. Some naval units can only be built if a nation researches a certain government type.
  • New wonders like the Tower of London and Chartes Cathedral. Also we are introducing a system that makes sure nations only have access to wonders that suit their region but still gives all nations access to an equal number of wonders.
  • Many new textures and models for units and buildings across the mod. Plenty of new units too, from English knights-sergeants to Hussite War Wagons to the mighty Venetian Galleass!
  • Over twenty newly retooled factions, representing the powers of the Medieval Old World: join the quest of the Holy Roman Empire for supremacy, defend your home with the erstwhile Armenians, or conquer the world with the Mongols.
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http://media.moddb.com/images/articles/1/189/188077/Screenshot_2015-06-06_21.55.44.png


Rise of Kings could well be one of the longest-running mods on Moddb, and has proven its worth thus far, but to be honest, we always felt that it would never be finished.


CENTRALISATION
AND MERCENARIES


One of the problems with adding mercenaries to Rise of Kings was that due to how Rise of Nations is constructed, it's not easy having mercenaries shared over various different factions. In fact, some would say that the mercenaries of Rise of Kings are its main selling point. Moreover, it also felt ahistorical that as factions progressed socially and militarily, they would still be stuck using units which were woefully underpowered.

With this regard, we have started to introduce the concept of Obsolescence. Obsolescence is when European mercenary units cease to be as powerful as they ought to be because they are facing newer and more dangerous armies, and will have to be re-armed and integrated as the centralisation of civic and military administration takes hold.
With this regard, we formulated the following rules:

1. Only Catholic factions will suffer from Obsolescence
2. Dark Age and Castle Age infantry mercenary units are affected by Obsolescence
3. If a mercenary unit has a common weapon type that correlates to a Centralisation-based unit, they will be converted to the new unit once you have researched Centralisation at the Nobles' Court.

About five units to be affected by Centralisation have been identified:

The upshot of obsolensce by Centralisation is that if you still have any survivng mercenaries, they will receive the new training and provide you a one-shot group of modern infantry for use. This is useful especially for Venice, since Venice requires infantry to support its mercenary Stradiot cavalry.


GRAPHICS UPDATES:
SIEGE AND NAVAL UNITS



Previously there was an issue with custom units where they would suffer from a darkening bug whenever they were made to turn about. We finally figured out what this issue was, and would be fixing it shortly.

At the same time, experiments with Age of Darkness have also yielded up secrets regarding how warships operate and how they are to function. We will also be fixing the animations for warships, which is something that many of you have frequently complained about previously.


CTW:
RISE OF CHIVALRY



Rise of Kings was always created with CtW in mind. To this end, it was decided to have two different CtWs, the Rise of Chivalry scenario that covers the period between the Treaty of Verdun and the First Crusade, and the Renovatio Europam campaign, that covers world history after the Black Death.
Rise of Chivalry is currently still in WIP as we are studying the feasibility of scripted events.
For more updates, visit Rise of Kings Wiki and check the "Campaigns" tab at the top of the page.

News Flash: Rise of Kings 1.3 imminent

News Flash: Rise of Kings 1.3 imminent

News 2 comments

New infantry sprites, a couple of new units and an all-new mechanic utilising politics.

Rise of Kings - A New Direction

Rise of Kings - A New Direction

News 4 comments

With my return back to Rise of Kings, I can safely say that some new projects are afoot.

Rise of Kings 1.2 Released

Rise of Kings 1.2 Released

News 9 comments

We are proud to announce that version 1.2 of Rise of Kings has been released! All 24 factions have been completed and most features have now been implemented...

Rise of Kings features

Rise of Kings features

Feature 2 comments

List of new nations and who they replace, list of new buildings, wonders and some other features.

Rise of Kings 1.1

Rise of Kings 1.1

Patch 14 comments

Patch for Rise of Kings, the medieval total conversion mod that brings many new features to Rise of Nations: Thrones and Patriots. Credits, installation...

Rise of Kings 1.0

Rise of Kings 1.0

Full Version 11 comments

Older version of the mod, download Rise of Kings 1.1!

Comments  (0 - 10 of 211)
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Beelim
Beelim

After much reworking and rethinking, I have finally discovered why the Rise of Kings script is NOT working and I can happily say that I am compiling a new script that ACTUALLY does what it is supposed to do!

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Santa645
Santa645

Asi se habla <3 , puedes terminar la mod era helistica? , a la gente le encantaria revivir las batallas de los macedonios, espartanos , romanos y los poderosos barbaros.
Seria bueno que lo completaras o hicieras un nuevo mod referido a lo que te digo.

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Beelim
Beelim

Okay, no tengo lido todode tu post — y lo siento yo — mais lo que puedo dicer, en este momento, que el principario Super7700 es indispuesto, y no puede volver para que se completa Kings & Conquerors.

PERO......................

Ya tengo en mi plan la completacion de K&C, y si me puedes ayudar sera una contribuicion muy grande desde tu parte para nosotros. Visite kings and Conquerors wiki y pone una respuesta se te gusta ayudar, y podemos te treinar como hacer tua misma mod. ^^;

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Beelim
Beelim

Ya existe una mod para ese: moddb.com/mods/kings-and-conquerors mais la mod no es completa como esa.

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Beelim
Beelim

Rise of Kings 1.5 update is now ready and up for grabs. Feel free to download from www.moddb.com/mods/rise-of-kings-chronicles

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VesuviusXXVII
VesuviusXXVII

Hi! Just have a couple of concerns here,

Is it a bug that the Japanese lose the ability to create forts past the Castle or Imperial Age? and also the Forts do not upgrade to Castles after reaching the Imperial Age.


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Beelim
Beelim

Unfortunately yes, it is a bug. We wanted to keep the Japanese from building castles because they were ahistorical but it seems our hand has been forced.

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TheLarruxX
TheLarruxX

the max units cap is 200? can you bump it? 10/10

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Beelim
Beelim

Technically yes but because of the high poly count of some units we decided that it was not advisable, Rise of Nations was NEVER meant to host more than 400 max per faction with an oversized map.

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