Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

Kings and Conquerors - Temujin
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Update: 3 Aug, 2024 @ 9:33am

Shri Somnath added to this mod.

That means,

- Royal Necropolis is pending.
- Observatory is pending.

Unfortunately it means, another skin must be developed using 3ds Max 5. Also the unit roster of this mod is far from complete although we have been gradually fixing it. How we're gonna do it is anybody's guess. Oh well.

Update: 2 Aug, 2024 @ 6:12pm

Sound issues for Zoloti Vorota fixed:
- 2 files meant for project JayBean got integrated, one of them has been assigned to ZV. The other one is meant to be used for Shri Somnath.
- But another sound file is outstanding although I have made allowances for it to be remixed using Audacity.

Islamic architecture for Khwarazam, Hindustan and Seljuks updated.

Unfortunately, it leaves us with very little room to work with as far as tombs go since we now have the following:

Mongols: single Nomadic.
Song, Jin, Xixia: compound with KOREAN being dominant but ARAB and DEFAULT used for Xixia and Jin.
Selcuk: single ARAB

This means that Song, Jin, Xixia and Mongols all may be forced to use a single form of tomb architecture. It's not something I enjoy but it may have to be done.

Ahmad Sanjar turbe is probably the best condidate for the Selcuk faction.

How about Meet Houses, Palaces?

reverse the buffers for certain buildings, then build stuff on top of them. For Egypt / Crusaders you can have a single palace, but 2 separate designs - the Crusaders naturally use a white daub meet house while the Egyptians use their usual mud brick / Arab version. But this version should look like it was based on Masjidil Aqsa since historically the Crusaders used al-Aqsa as a palace!

Update: 2 Aug, 2024 @ 5:50pm

[24.3/8]
- Stockpiling of audio for Wonders, but Royal Observatory - requiring use of Audacity - is not done.
- Royal Cemetery - a Wonder later found in Bronze Dawn, and built chiefly by Asian nations (and Seljuk Turks) is also not done.

So what other buildings are required?

- Fortified Barracks, Armoury - never truly done, still trying to figure these out especially since these buildings must be recycled into Project 1400.
o Armoury buildings have been done for Project 1400, might need to look into using those.
o But Fortified Barracks are clearly trickier.
o Fort. Barracks clearly meant for major factions - HRE, Seljuks, Egyptians, Song China, Khwarazam, Russia, Hungary, Byzantines.

- Royal Cemetery is not done, and different versions -Xixia (DEFAULT), Jin-Song (ASIAN), Mongol, and Turkish türbe (????) are all required)

Update: 2 Aug, 2024 @ 5:08am

Refurbished the rosters for ships, to reflect the addition of Venice and the removal of Mergéd.

- War Galley restored and given to Venice as a UU.
- Ship rejigging - done to also reflect changes to Poland, Bohemia, and Rajputs.

Next in like is Trebuchets - been reading on them, may have to give Trebuchets to everyone. Maybe everyone except as always, India, Chinese factions and Khmers.

- It is theoretically possible to strip out the Onager appearance of the Mangonel and have it replaced with the Chinese hudunpao.
- This means replacing the attendants, generally.

Update: 1 Aug, 2024 @ 8:28am

Still not happy with unit rosters.

So far we have the following resolved:

City: Angry mobs, Skirmisher Levy
Peasant Hovel: Peasant Levy, Levy crossbows? dogs?
Barracks: Spearmen, Militia?, Archers?
Stable: Horseman, Retinue Horse, Horse Archer.

Mansion: War Elephant/Mailed Lancer? Lancer? better dogs?

Senate: Cataphract/Knight?

So ...... how do Reforms and Polcies interact?


Archers:
- Purely based on reforms. Research Reforms I to get Crossbowman, Reforms II to get Pavise Arbalest or better (most factions)
- Warships. Roundship, Heavy Galley, Fireships (?) and Barque and War Galley definitely do need Reforms.

Green techs: Green mainly deals mainly with republican government so expect stuff, like.....

- Spear Sergeants, Sergeants?
- Light Cavalry - replaces Horseman, Retinue Horse
- Urban Militia? Lancers?


And Red?

- Swordsmen
- All cavalry units, Knights included.
- War Elephants, eg, Khmer War Elephant, Imperial Gajah? Cataphract Elephant?
- Probably un locks Horse Archers (Khorchin, Noyan, Mounted Ranger, Palace Gamekeeper) depending on the factions

Islamic units are a pain in the neck, because we need to import the old system used for the different units in Rise of Kings back. This means, Ahdath, Ghilman, Mamluk Faris, Mamluk Pike, Ahdath, Bedouin Chieftain - and no access to other units here.

Update: 1 Aug, 2024 @ 8:21am

Islamic units are a pain in the neck, because we need to import the old system used for the different units in Rise of Kings back. This means, Ahdath, Ghilman, Mamluk Faris, Mamluk Pike, Ahdath, Bedouin Chieftain - and no access to other units here.

So what happens?

- Egypt - being predominantly Arab gets all of these, no surprise.
- Selcukulker: No Ahdath, no Bedouin Chief
- Khwarazam: Ghilman only.
- Hindustan: only Mamluk Faris, Ghilman available. As are Ghuzat Volunteers,

Tabardiyyah is being excluded.

BUT?

Zanji Bowmen, African Skirmisher available to Egypt!
Zanji Bowmen also wexist as merc for use from Castel del Monte!

Update: 1 Aug, 2024 @ 8:17am

help.x moved from Project 666 to this mod. Wonders need descriptions.

Update: 1 Aug, 2024 @ 5:10am

Zoloti Vorota of Kyiv added as a Wonder. No sound yet, still haven't figured it out.

Still thginking of how to deal with RoN's other buildings, most notably the following:

Peasant Commune - could possibly retain.

Munitions Ministry, Naval CAntonment, Constabulary, Chapterhouse, Eununchs' Court? unsure. May need distribution.

And then, what about other buildings?

Some thoughts - Zoloti Vorota should function like a Eununchs' Court for Russia. Maybe.

Update: 1 Aug, 2024 @ 1:48am

Update: 31 Jul, 2024 @ 9:21am