Rise of Kings is a revolutionary total conversion modification for Rise of Nations: Thrones and Patriots that recreates the Medieval era. Set across 3 ages and with 24 factions to choose from, this is one of the largest and most ambitious mods for Rise of Nations.
Patch for Rise of Kings, the medieval total conversion mod that brings many new features to Rise of Nations: Thrones and Patriots. Credits, installation instructions and a full list of features can be found in the readme.
In fact I have matters in running this mod. the game even cannot start properly
Hello, I've just checked it and it appears to be working. Have you followed the instructions exactly? Also be aware of the following:
- The game will most likely crash if you try to play a sea map on big huge, since I enlarged the map sizes. Land maps on the other hand work fine on big huge.
- Make sure that you entered the Rise of Kings 1.1 folder and copied over the 'Rise of Kings 1.0' folder contained inside it to the mods folder. So copy the contents of the Rise of Kings 1.1 folder into the mods folder, but not the Rise of Kings 1.1 folder itself.
Thanks for downloading, and I hope this helps solve the problem you are having.
Finally this mod works. I find that 1.00 version is needed.
That's strange, 1.1 should work by itself without 1.0 being installed. Sorry about that, and thanks for mentioning it. I'll check a bit more carefully to see what is wrong with 1.1. Is anyone else getting a problem when they install 1.1 without having 1.0 installed?
Is there no longer a unique unit that spawns from building the government building? I play the Chinese and also i cant seem to get the unique gunpowder unit from the keep, all i get is the standard gunpowder unit...i thought the mods gives a new gunpowder unit to the Chinese
You mean patriots? For now they have been disabled until accurate models are made for them.
The Chinese will get their fire lance unit in the Castle Age and then their unique musketeer in the Imperial Age in a later release. It's just that so far, focus has only been on the English, Holy Roman Empire, Byzantines and Turks. With these nations more or less complete, and since the Chinese units will be easy to implement, those Chinese units could very well appear in the next release.
Nice! looking forward to it :D
As a matter of fact, Chinese units were released under the Azure Dragons x-pack for Rise of Kings. You can download it here now: Moddb.com
Hey,
I did my first test run last night, and I noticed the following problems in a HRE vs Portugal game :|
- tech and upgrade graphics are totally distorted!
- building graphics for the peasants' communes didn't show up right.
- you start off in the Ancient Era, which then evolves to the Dark Age
- to add insult to injury, when I tried clicking the buttons to train 3 units, the game crashed wht a MISSING GPIECE VERY BAD error. Any idea what might be causing it?
I'm pretty sure that you didn't install it properly. Note that 1.1 may be needed, according to the earlier comment, though it should contain everything from 1.0. Also, make sure that you enter the Rise of Kings 1.1 folder that you download and copy over the 'Rise of Kings 1.0' folder into mods folder. So copy the contents of the Rise of Kings 1.1 folder into the mods folder, but not the Rise of Kings 1.1 folder itself.
Alright, RKC 2: Azure Dragons is now ready for download from Moddb.com
This pack contains the following expansions:
RKC 1 - Mare Nostrum (most basic naval units)
RKC 2 - Azure Dragons (eastern cavalry and shared naval units - this is the one with the Viking longboats)
We are currently working on a patch to fix the graphics for RKC 1, but we do not know how long it will take. It seems that RKC X will consist mostly of unit reskins. It is most likely that RKC 3 - Warriors of Allah won't be coming out after Christmas, once we figure out how javelins work, and even then we still have to get War Wagons to animate.
The latest update, RKC 3: Warriors of Allah is now ready for download from Moddb.com
This pack gives new units to the Saracens, Siclians and Moors and also has 3 new mercenary units. In addition, mainstream naval units are now mostly complete, although we have failed to find a way to get animated naval units into the game.
We are slowly working towards RKC 4, although it will be some time before we can bring out the new units which will render complete Spain, Portugal and the Moors. At least we can say that the Slavic heavy cavalry units will be experience a change in appearance too, now that we've managed to give them custom cavalry attack animations.
The File says i downloaded 1.0 not 1.1 ?
After long absence, we have finally complted RKC 5: Legacy of the Northmen. Download it now from Moddb.com
I admit that ships and some siege weapons continue to behave in a fairly derpy manner, but Scottish culture fetishisers will now be able to engage in some Braveheart-styled action now!
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