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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https://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 3 comments

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

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.

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Rise of Kings 1.1

Rise of Kings 1.1

Patch 16 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!

Post comment Comments  (0 - 10 of 226)
juanmabissio
juanmabissio - - 2 comments

hey, i have a problem.
i cant create any generals and the senate doesn't spawn the politician units

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Beelim
Beelim - - 957 comments

New changes are afoot, enjoy:
Patreon.com

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Beelim
Beelim - - 957 comments

We finally have a Patreon page:

Patreon.com

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parkmallbaby
parkmallbaby - - 180 comments

Hope to see the updated ones soon and I hope there's for us playing the Extended Edition RON.

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Beelim
Beelim - - 957 comments

I have good news.
This mod has been undergoing some updating, and is being prepared for re-introduction back to Gold.

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parkmallbaby
parkmallbaby - - 180 comments

Great!!! Looking forward to it.

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Guest
Guest - - 689,545 comments

This comment is currently awaiting admin approval, join now to view.

Beelim
Beelim - - 957 comments

A new poll for users and players of Rise of Kings has been posted to faceBook:
Facebook.com

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Beelim
Beelim - - 957 comments

After careful consideration, Rise of Kings is now available as a Workshop download from Steamcommunity.com

Be careful though as there are still quite a lot of issues especially with icons as well as unit spawns not working as they should.

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Beelim
Beelim - - 957 comments

Finally got a Steam ed working. Its working site shall be
Moddb.com

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