Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Rise of the Moderns (cap 2) Forge of Storms
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Update: 30 Mar, 2022 @ 7:23am

Horse Rifles, Troopers and Regimental Lancers now have assets ready.
WARNING: Insurgent Guerilla is missing!
I will assign Horse Rifles and Troopers to the British faction - and leave it at that, until someone complains.

- Life Guards may well be inserted into this mod, as an upgrade for factions that don't get Regimental Lancers. Probably.
- They are probably going to have tunics, but wear Picklhaubes (very popular across Europe).

MAYBE,

- European Life Guard - uses Colonial Lancer, but uhlanlancer.tga is the main skin.
- Asian Life Guard - probably a Japanese variant. This means Fr_Hussar is most likely going to be reused in some capacity, but the unit has a spear and a neat-looking kepi.
- Indian, Muslim, Malay Life Guard - probably a spear-armed version of the African Cuirassier.
- A variant using service caps (ambiguous by design) seems to be the main sort of unit used for [5].

Suggest we need the following:

- Life Guards, with swords (for use with Level 3 Red Patriot that uses service caps (see above)
- Life Guards, with flags (for the same)
- 2 versions for Muslim and European Life Guards.

Suggest we re-rig the Colonial Lancer to use the same animations as the French Gendarme from Rise of Kings.

For now our main priority is the Italian carabinier.

Update: 30 Mar, 2022 @ 6:32am

Update: 29 Mar, 2022 @ 10:44pm

- Assets for Regimental Lancer and Marksman (replacement for Fusilier) uploaded. These files are now present but not implemented. Marksman rigged to use vanilla Fusilier animations.
- Fr_GeneralC.tga is being reserved for possible Chinese (Republican) patriot.
- PENDING: Carabiniere. Still looking for an appropriate skin.
- Extra music added.

Update: 29 Mar, 2022 @ 8:25am

As a precaution - new and revised animations have been added for 2-wheel small cart type units. This decision was taken in light of the previous crashes (caused by corrupt animation used by Patriot vehicles and Baggage Wagons).

In addition, more sound effects added, and assets for Regimental Lancers have been inserted, but the unit is still not playable.

Update: 29 Mar, 2022 @ 12:57am

Assets for Regimental Lancers are now part of this mod but are not fully implemented. We expect them to be made available to the following factions:

Austria, Prussia, Savoy, Iran, UK
Turkey (later editions)

Update: 28 Mar, 2022 @ 11:56pm

LATEST UPDATE:
- Icons updated
- Unit slots checked and updated as per request by declan 1542. Issues were found affecting warships, the issue has been settled.

MUCH, MUCH LATER...
- 3 units required - Carabinieri, Bekchi and Reg Lancers.

Update: 28 Mar, 2022 @ 4:04pm

Update: 28 Mar, 2022 @ 3:53pm

Update: 28 Mar, 2022 @ 2:01am

Update: 27 Mar, 2022 @ 4:09pm

This mod is in the process of being tested, and there are rumours of bugs. We need you, dear players, to try this mod out, and to record down any bugs that take place during gameplay.

For now, it is in effect a playable fork of Rise of the Moderns: Ultima Ratio, which can be accessed at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1437322150

No major changes, ie no new units or structures have been added beyond what is currently available with Ultima Ratio. But that may change between Chinese New Year and Easter 2022.....

[28-9.3.22]
After a gruelling 9 nights where we did all sorts of things - data corruption checks, verification and reinstallation, this mod is back in business. We looked through various files, and in addition to restoring several files, we also edited anim_graphics.x and transferred legacy RKC and AXP files to their appropriate location.

Thanks to declan1542 (and a very good stroke of luck) we figured out that the crashes were being caused by corrupt animation data. I've since figured it out, through a good deal of brute force, and replaced the data. The game seems to work fine now.

[26.3.22]
Rewrote the entire core from scratch. It is still incomplete and untested, in that I wish to flatten unit tech trees for [3] and [4] further to prevent the probability of a crash.

Fort and merc units have been purged. I have long suspected that a flaw in unitrules.x has been wreaking havoc on people's games and I want to find out what it is before I start adding units back in.

Unfortunately, the bug is still around but thanks to a Papal States/Lakota matchup, I noticed that the game began to freeze the moment Rifle Infantry opened fire. I must investigate to see if this is the case.