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Rise of Nations Heaven » Forums » Game Modifications » new World War II mod
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Topic Subject:new World War II mod
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Nikox
Member
posted 04-14-10 04:46 PM EDT (US)         
Ok folks, ready to start a new mod.

host image
The name is "1939-1945 Second Great War" and of course it's focused on World War 2.

It will be playable as normal mod and in the CTW version.

The CTW version will be installed overwriting RON core files this to can play of Army of One's (Legend017) WW II CTW campaign mod and use of the editor to create scenarios for the mod.

Wadis10, Scorch6294, Army_of_One, Coldwar Warrior,the Great Valdemar, Edilberto, MrYaR and Smarty (Martin R.) are already part of the team.
Anybody wanna join the project is wellcome.

The idea is to use years instead of ages:
- 1939 (ancient age)
- 1940 (classical age)
- 1941 (Medieval Age)
- 1942 (Gunpowder Age)
- 1943 (Enlightenment Age)
- 1944 (Industrial Age)
- 1945 (Modern Age)
- 194? (Informatio Age - an ipotetical year with the developement of secret weapons and units what have never seen combat times as war ended earlier)

(Edited) Nations involved are:
- 1.Finland - (replacing Persians)
- 2.Netherlands & Dutch East Indies - (dutch)
- 3.India - (indians)
- 4.United States of America - (americans)
- 5.Bulgaria - (replacing Lakota)
- 6.Canada - (replacing Iroquois)
- 7.Poland - (replacing Mongols)
- 8.New Zealand - (replacing Koreans)
- 9.Imperial Japan - (japanese)
- 10.Republic of China - (chinese)
- 11.Soviet Union - (russians)
- 12.Nationalist Germany - (germans)
- 13.United Kingdom of Great Britain - (british)
- 14.France - (french)
- 15.Kingdom of Yugoslavia - (replacing Spanish)
- 16.Neutral Nations - (replacing Turks)
- 17.Egypt - (egyptians)
- 18.Regno d'Italia (tr: Kingdom of Italy) - (romans)
- 19.Norway or Scandinavia - (replacing Greece)
- 20.Hungary - (replacing Nubians)
- 21.South Africa - (replacing Bantu)
- 22.Romania - (replacing Inca)
- 23.Australia - (replacing Maya)
- 24.Brazil - (replacing Aztecs)

More edited:
- New Governments:

- 1.Finland - Despotism; Democracy;
- 2.Netherlands & Dutch East Indies - Republic; Monarchy;
- 3.India - Republic; Monarchy;
- 4.United States of America - Republic; Democracy; Capitalism.
- 5.Bulgaria - Despotism; Monarchy;
- 6.Canada - Republic; Democracy;
- 7.Poland - Republic; Democracy;
- 8.New Zealand - Republic; Democracy;
- 9.Imperial Japan - Despotism; Monarchy; Militarism.
- 10.Republic of China - Despotism; Democracy;
- 11.Soviet Union - Despotism; Monarchy; Militarism.
- 12.Nationalist Germany - Despotism; Monarchy; Militarism.
- 13.United Kingdom of Great Britain - Republic; Monarchy; Capitalism.
- 14.France - Republic; Democracy;
- 15.Kingdom of Yugoslavia - Republic; Monarchy;
- 16.Neutral Nations - Republic; Monarchy;
- 17.Egypt - Republic; Monarchy;
- 18.Regno d'Italia - Despotism; Monarchy; Militarism.
- 19.Scandinavia - Republic; Monarchy;
- 20.Hungary - Despotism; Monarchy;
- 21.South Africa - Republic; Monarchy;
- 22.Romania - Despotism; Monarchy;
- 23.Australia - Republic; Democracy;
- 24.Brazil - Republic; Democracy;


Research rules at the Library:
- except done for civic all other level research are limited by the age reached.
For example: you cannot research the military level "Nations-in-arms" before you reached the 1945 year.


More arguments to talk about:
- Buildings.
- Units involved.
- Researches names.
- Resources available.

You can download the last version of the mod at MODDB:





Waiting for your effort,
Nicola a.k.a Nikox

[This message has been edited by Nikox (edited 10-19-2016 @ 10:57 AM).]

AuthorReplies:
Nikox
Member
posted 07-02-11 09:24 AM EDT (US)     201 / 472       
Hi Wadis10, thanks for testing the mod
What I'm surprised it's that the mod doesn't crash on my computer, can you tell me how do you load it please..
I wanna try to give some tech level as prerequisite as most wonders were already built in 1939 and keep the option to set them in classical age (1940) as last solution.
Nikox
Member
posted 07-02-11 11:23 AM EDT (US)     202 / 472       
Scratch that actually, I've found the problem. I usually tested the mod with all human player. Now I updated the buildingrules files as follow:

- Great Pyramid prerequisite City State
- Stock Exchange prerequisite Barter
- Royal Society Academy prerequisite Written Word
- Colosseum prerequisite City State
- Forbidden City prerequisite City State
- Vatican prerequisite Religion
- Statue of Liberty prerequisite Written Word
- Fortress Holland prerequisite The Art of War
- Reichstag prerequisite City State
- Versailles prerequisite The Art of War
- SuperAirDefense prerequisite The Art of War
- Kremlin prerequisite Barter
- Taj Mahal prerequisite Religion
- Eiffel Tower prerequisite City State

All other wonders had a prerequisite already, so I didn't change it-
Super7700
Member
posted 07-02-11 08:30 PM EDT (US)     203 / 472       
Have you fully implemented years as ages yet? It would be quite cool if you also had a 1946 age, which not only would mean all the ages of Rise of Nations would be used in this mod, but also so you can include experimental units such as jet-fighters and super heavy tanks. Here is a list of some experimental units:

Germany

- Panzer VIII Maus (Super-Heavy tank)

- Horten Ho 229 (Stealth Bomber)

- Me 262 Schwalbe (Jet Fighter which could be available in 1945)

- He 162 (Jet Fighter for 1946, fastest of its kind during WWII and could either be an upgrade or an alternative of the Schwalbe)


British

- Tortoise heavy assault tank (Super-Heavy Tank)

- Centurion tank (Heavy Tank, if the war went into 1946, there is a chance that these would have appeared)

- de Havilland Vampire (Jet Fighter, also would have appeared if the war extended into 1946)


There would also be multiple experimental units for the Americans and Japanese such as the t-28 super heavy tank for the Americans and the O-I super heavy tank for the Japanese.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
Wadis10
Member
posted 07-02-11 08:33 PM EDT (US)     204 / 472       
I reckon the Maus Tank would be a great addition, it's one of the largest tanks in history
Super7700
Member
posted 07-02-11 09:04 PM EDT (US)     205 / 472       
The Maus is the largest tank ever built. But imagine having the 1500 ton Landkreuzer P. 1500 Monster!

Yes, that is a King Tiger next to it. Unfortunately for the Axis and fortunately for the Allies, the project was cancelled.

And this is the 1000 ton Ratte:

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
Nikox
Member
posted 07-03-11 02:16 AM EDT (US)     206 / 472       
Actually in the mod there is the 194? year and some prototypes are already available at the "Secret Weapons" wonder:

- Sturmpanzer VI Sturmtiger
- IS-3 Heavy Tank
- Type 4 Chi-To
- Type 5 Ho-Ru
- T29 Heavy Tank (right now I'm using the leopard model, but I don't like it..)
- Go 229

I'll be happy include more units if I'll find the right model to use
Super7700
Member
posted 07-03-11 04:30 AM EDT (US)     207 / 472       
So is 194? just supposed to cover the period 1946-1949? Anyway the experimental ground units could be built at the secret weapons wonder while the experimental planes could be built at the airbase. Or is it possible to have air units built at the secret weapons wonder.

For models, here is what you should do:

- Maus: MBT base with an enlarged T-34 turret
- Me 262 Schwalbe: Messerschmitt fighter model with bomber engines but no propellers
- He 162: A-10 (Eagle Fighter) with cruise missile engine and bomber tail.
- Tortoise super-heavy tank: Churchill base and the turret could be a mix of an enlarged Churchill and the vanilla allied howitzer.
- Centurion: Not too sure about this one, using some of the MBT and tank models would do the trick
- De Havilland Vampire: Vanilla Hawk fighter

Now I wonder if it possible to have a secret way to access the P. 1500 Monster (giant M1 abrams without top of turret with a giant tank gun)?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
Wadis10
Member
posted 07-03-11 04:30 AM EDT (US)     208 / 472       
Also, the t-29 desert skin doesn't work and the Go 229 doesn't work because you can only have planes working properly at the airbase as far as I know. I do like that new German tank though that uses the tiger I chassis and a mortar as a turret.
Nikox
Member
posted 07-03-11 09:13 AM EDT (US)     209 / 472       
About aircrafts built at Secret Weapons wonder, you need to send them to the nearest free airbase to have them working. I tested it sending manually a Go 229 to an airbase, I didn't test setting the rally point on it, maybe it's working too..

About new models, I've found a guy who can draw them in 3ds format. Now I need someone who can transfer them into bh3 format. Does anyone have 3D Max to can do it??
Otherway I've to ask it to uthum876, but I think he's too busy with his new mod.
Anyway I can start to do some test with old models adding a crew at them...
Nikox
Member
posted 07-03-11 07:00 PM EDT (US)     210 / 472       
Here the first test for a new heavy tank:
URL=http://imageshack.us/photo/my-images/24/heavytanktest1.png/][/URL]

I thought to create a Tortoise, but with little changes it can be good for a T-28
VelvetClaw
Member
posted 07-03-11 08:27 PM EDT (US)     211 / 472       
Hi,

I have some suggestions for THIS mod, so that it could be more interesting:

OIL
The role of oil in this game should be given a role as big as possible, after all it was during the Second World War that everyone fought for the Middle East's oil!

TECHNOLOGIES

Technologies are not difficult. Just check your techrules xml I think, that's how I developed the techs for Super's mod (see here: http://ronriseofkings.wikia.com/wiki/Library)
Also for ages, I suggest the following:

Interbellum Era
(cavalry and rifle-armed infantry)

Industrialisation Era
(modern armour, SMGs, single-wing aircraft)

Mechanisation Era
(a greater number of tanks and other vehicles. Perhaps, SMGs too)

Electronic Era
(development of radar and ballistic missiles)

Atomic Era
(hypothetical secret weapons and WMDs)

That's the best I can do.

Also, don't forget to include cavalry!
Can we also extend this mod to cover over eras too, such as:

- Gran Chaco War
- Northern Expedition
- Sino-Japanese War
- Polish-Soviet War
- Spanish Civil War
- Korean War

WONDERS

I am not a fan of your wonders. Can I suggest the following?

- Secret Weapons and Research Facility (in effect, a concentration camp)
- Mount Rushmore
- Station X
- Yasukuni Shrine
- EUR Complex
- Tannenberg Monument
- Cristo Redentor
- Palace of the Soviets
- Empire State
- Flakturm Complex

Lose the Great Pyramid , Colosseum, Vatican, Versailles , SuperAirDefense, and Taj Mahal. They're too archaic.

BUILDINGS
- Towns, cities, metropoles...and all others as normal.

Military buildings:

- Barracks: a barracks trains low-level units, namely infantrymen and cavalry. Cavalry basically is the fastest "infantry" unit available, which is very fast and has a strong melee attack, but can be easily cut down by machine guns. Cavalry is built with only food, but unlike other units, the food cost for cavalry is very high.

- War factory: the war factory replaces both the factory and autoplant, and mainly produces vehicles, although some special infantry such as mortars, machine gunners and bazookas are created from the war factory.

Unique buildings:
Pillboxes
Pillboxes replace the bunker for the British and Germans, and are the most powerful of all hardened defences.

Autoplant
Replaces factory for Americans and Russians, haven't figured out anything yet other than it might be cheaper.

NATIONAL POWERS AND BONUSES:
The 6 factions, Japan, Germany, Italy, USA, Britain and Russia should have both military and economic bonuses. A military bonus can be easily given by allowing access to a unit line with a special ability or otherwise.

Smaller factions, such as China or Finland should have either an economic or a military bonus, but not both simultaneously.

Also, suggest letting go of:

Canada, New Zealand, Egypt, South Africa, Australia...

And introduce...

Turkey, Spanish State, Greece, Persia, People's Republic of China

The Wrong Turn mod by Col Molotov has quite a number of good ideas that you can put in. So now, we have the following:

6 Great Powers
16 minor nations
2 sub-factions: I want to replace the independents and neutral nations with the following:

Arab tribes
Republic of Spain

GREAT POWERS
Great powers have sweeping economic and military bonuses. Armed with a variety of powerful units and bonuses to assist in production, the Great Powers are indeed very powerful, but they don't have the unorthodox strategies as used by other smaller factions.

MINOR NATIONS
Minor nations are allies of sorts to the Great Powers, and often have troops and forces patented after the Great Powers, but often have some special units: for instance, Greece has the Sacred Band/Hieros Lochos, powerful infantry that can function both as commandos and main infantry, while the Chinese have Dadao cavalry.

SUB-FACTIONS
Subfactions suffer greatly but make up for it with unorthodox tactics.

[This message has been edited by VelvetClaw (edited 07-03-2011 @ 09:14 PM).]

VelvetClaw
Member
posted 07-03-11 09:19 PM EDT (US)     212 / 472       
CTW ideas:
The CtW can be based on the following:

GREAT POWERS and SUB-FACTIONS
The Great Powers and sub-factions feature a highly story-driven CtW. For the Great Powers, it is straightforward: for the Spanish and Chinese communists, perhaps what can be done would be to hold their nations together until the end of the CtW - for instance, you will lose the game as the PRC if you don't control the whole of China by the end of the game.
Also for national powers and bonuses:

Communist China: Power of Culture
Republican China: Power of Ceremony

by the way, is there any means to create a code to allow the shifting of capitals? you should be able to shift your capital on the map at the cost of skipping a turn.

[This message has been edited by VelvetClaw (edited 07-03-2011 @ 09:20 PM).]

VelvetClaw
Member
posted 07-03-11 09:34 PM EDT (US)     213 / 472       
Also, for a huge epic map for all factions:

Each faction has 3 areas, although the bigger minor nations and Great Powers should control more areas. Each area consists of areas which would have a city attributed to them. Ideally, there should be a hundred.

Turkey - 3 - (replaces Turks)
Spanish State - 3 - (replaces Greeks)
Greece - 3 (replaces Inca)
Persia - 3+ (replaces Nubia)
People's Republic of China - 3 (replaces Iroquois)
Finland - 3 (replaces Egypt)
Netherlands & Dutch East Indies - 3 (as itself)
India - 3 + (as itself, vassal of Britain)
United States of America - 3+ ( as itself)
Bulgaria - 3 (replaces Aztecs)
Poland - 3 (replaces Bantu)
Japan - 3+ (as itself)
Republic of China - 3+ (replaces Persians)
Soviet Union - 3+ (as itself)
Nationalist Germany - 3+ (as itself)
United Kingdom of Great Britain - 3+ (as itself)
France - 3+ (as itself)
Regno d'Italia - 3+ (replaces Spanish - shipping bonus is perennial)
Oslo Group (Norway or Scandinavia) - 3, Kristinnstad, Stockholm, Copehnagen (replaces Korea)
Hungary - 3 (replaces Mongols)
Romania - 3 (replaces Romans)
Arab tribes - 3 Riyadh, Sana'a, Amman (replaces Lakota)
Brazil - 3 (replaces Maya)

I haven't completed these areas yet. I've managed to get 45 cities to 15 sub-factions and minor nations, and decided to distribute 55 among 9 others - on average, they should have 6 as opposed to 3, although some such as the USA and Great Britain have many.

[This message has been edited by VelvetClaw (edited 07-04-2011 @ 01:17 AM).]

scorch6294
Member
posted 07-03-11 11:47 PM EDT (US)     214 / 472       
I try to do for you mouse. My list of units you see)
Wadis10
Member
posted 07-04-11 00:19 AM EDT (US)     215 / 472       
I have 3ds max 5 but I need a tutorial to get me started. If someone showed me for example, how export a simple sphere from 3dsmax into Ron then I could probably work the rest out for myself.
scorch6294
Member
posted 07-04-11 00:56 AM EDT (US)     216 / 472       



Nikox
Member
posted 07-04-11 01:27 AM EDT (US)     217 / 472       
To Wadis10:
here is a file with 3 models made by scorch6294:

PzKpfw_Models.zip

I've no idea on how you can export them, make some test..
Nikox
Member
posted 07-04-11 01:55 AM EDT (US)     218 / 472       
to VelvetClaw,
you got a lot of good ideas, but this mod is concentrated on WW2 years and my level as modder is not "expert"..

About technologies, if you can give me an idea on how I can substitute research level names at library (keeping the actual system that link the available researches to the year reached) and on technologies researched by lumbermill, granary and smelter (and on what war year they are available) it would be great.

About wonders actually I was keeping old wonders bonuses as I don't know how hardcoding them, more, I need someone who can draw them as what I do is simply copy and paste part of existing buildings to create new ones. What I used were ready made wonders found in other mods.

Anyway most of your ideas can be applied to Age of tanks mod, we can work on it when this mod is finished

[This message has been edited by Nikox (edited 07-04-2011 @ 02:16 AM).]

Nikox
Member
posted 07-04-11 02:35 AM EDT (US)     219 / 472       
to scorch6294
glad to see you here
I really hope that Wadis10 find the way to transfer your job to the game.
Anyway, WELLCOME ABOARD!!
Super7700
Member
posted 07-04-11 02:52 AM EDT (US)     220 / 472       
I agree with Velvetclaw having Spain and Turkey instead of independent country and neutral nations (too broad) and I think China, Persia and Greece would be useful additions. Rather than fully getting rid of those allied nations, you should find a way to represent them - either by merging them into one nation or as fortress units for the British and Americans.

With techs, I have always found age names as years to be slightly dodgy - are you saying that Germany is able to reach the year 1945 while America is in 1942? Perhaps by changing the age names you could make it a little more broad so someone can do a Spanish Civil war themed battle without it being 1939.

Other than that, keep up the good work! (and could you perhaps post some more screenshots of your mod?)

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
powermlmlml
Member
posted 07-04-11 07:41 AM EDT (US)     221 / 472       
Hi Nikox!

I quit my mod...
because I'm so busy....T_T

So,
I corporate your mod!!

First Choose my new building, unit!

I send you!!
scorch6294
Member
posted 07-04-11 07:50 AM EDT (US)     222 / 472       
I made ​these units for other games))) but there is no one who will write the codecs so that mod got
powermlmlml
Member
posted 07-04-11 08:15 AM EDT (US)     223 / 472       
RON need not Codec.

model.(what ever) ¨ 3d max import ¨ 3d max export (bighuge export)
VelvetClaw
Member
posted 07-04-11 08:29 AM EDT (US)     224 / 472       
@Nikox:

You should try my ages, if you can. Maybe I could recast them as such:

Interbellum Era
(cavalry and rifle-armed infantry)

Synthetics Era
(some improved items)

Industrialisation Era
(modern armour, SMGs, single-wing aircraft)

Mechanisation Era
(a greater number of tanks and other vehicles. Perhaps, SMGs too)

Electronic Era
(development of radar and ballistic missiles)

Atomic Era
(hypothetical secret weapons and WMDs)

Wonders are not a problem. If you talk to super7700, uthum and Col Molotov you'll discover I am quite good with buildings. See Rise of Kings Wiki's pages on nations to see some of my handiwork. Besides, I DO like "Fascist" architecture - it should not be too difficult to mod the wonders. After all, I created most wonders for Rise of Kings, and helped out with some for A Wrong Turn.

Since you have mentioned that it's focussed on WW2 that will make my life easier with the CtW. Do you have an email I and super7700 can use to help out with the mod?

1. Turkey - 3 - (replaces Turks)
2. Spanish State - 3 - (replaces Greeks)
3. Greece - 3 (replaces Iroquois)
4. Persia - 3 (replaces Inca)
5. People's Republic of China - 3 (replaces China)
6. Finland - 3 (replaces Egypt)
7. Netherlands & Dutch East Indies - 3 (as itself)
8. India - 3 (as itself, vassal of Britain)
9. United States of America - 3+ ( as itself)
10. Bulgaria - 3 (replaces Aztecs)
11. Poland - 3 (replaces Bantu)
12. Japan - 3+ (as itself)
13. Republic of China - 3+ (replaces Persians)
14. Soviet Union - 3+ (as itself)
15. Nationalist Germany - 3+ (as itself)
16. United Kingdom of Great Britain - 3+ (as itself)
17. France - 3+ (as itself)
18. Regno d'Italia - 3+ (replaces Spanish - shipping bonus is perennial)
19. Oslo Group (Norway or Scandinavia) - 3, Kristinnstad, Stockholm, Copehnagen (replaces Korea)
20. Hungary - 1 (replaces Mongols)
21. Romania - 1 (replaces Romans)
22. Arab tribes - 3 Riyadh, Sana'a, Amman (replaces Lakota)
23. Argentina - 3 (replaces Maya)
24. Brazil - 3 (replaces Nubia)

(for obvious political reasons, some areas are designated as "barbarian" areas, but are in fact sovereign nations. Sub-factions of these type include:

- Pan-American Union
- Portugal
- Yugoslavia
- Belgium
- Ethiopia
- Siam
- Afghan tribes

It seems that if we want these "independent" areas, we will have to increase the size of the map to 150 "regions" or "major cities"

You can write to Col Molotov to see if he can lend any of his skins from A Wrong Turn for your use. The Jihadian building skins could be useful, although I deem them a tad anachronistic.

Rise of the Moderns has "Imperial Cities", which replace the metropoles. I have developed the Asian/Latin American skins, but I haven't worked on the brick or the Art Deco versions yet. You might need to wait a while.

As for techs, the name of the file you need is called alternatenames.xml. Here's a sample from my version (in Italian)

<EPOCHTYPE name="Mathematics">
<STRING>Irrigazione</STRING>
<STRING>Matematica</STRING>
<STRING>Computo del tempo</STRING>
<STRING>Empirismo</STRING>
<STRING>Energia meccanica</STRING>
<STRING>Elettromagnetismo</STRING>
<STRING>Acustica</STRING>
<STRING>Genetica</STRING>
</EPOCHTYPE>

These are all the names of yellow tech II. Ancient Age games render this to read as "irrigation", while the Info. Age renames it as "Genetics".


For yellow techs:

<STRING>Statistica</STRING>
<STRING>Fisica nucleare</STRING>

<STRING>Relativitā</STRING>
<STRING>Meccanica quantistica</STRING>

<STRING>Microbiologia</STRING>

<STRING>Antibiotici</STRING>

<STRING>Elettronica</STRING>

<STRING>Informatizzazione</STRING>

For green techs:



<STRING>Impresa privata</STRING>

<STRING>Mezzi di comunicazione</STRING>

<STRING>Riserve monetarie</STRING>

<STRING>Legislazione anti-trust</STRING>

<STRING>Radio</STRING>

<STRING>Televisione</STRING>

<STRING>Fotografia e pellicola</STRING>

Blue ones:

<STRING>Populismo</STRING>

<STRING>Patti e alleanze</STRING>

<STRING>Realpolitik</STRING>
<STRING>Suffragio universale</STRING>

<STRING>Lega delle nazioni</STRING>

<STRING>Grande potenza</STRING>

<STRING>Regionalismo</STRING>

And finally, red:

<STRING>Spionaggio militare</STRING>
<STRING>Complesso militare-industriale</STRING>

<STRING>Tattica con armi combinate</STRING>
<STRING>Guerra psicologica</STRING>

<STRING>Munizioni guidate</STRING>

<STRING>Tattica di infiltrazione</STRING>
<STRING>Guerra partigiana</STRING>

<STRING>Operazioni combinate</STRING>

<STRING>Blitzkrieg</STRING>
<STRING>Coscrizione</STRING>
<STRING>Sicurezza della patria</STRING>

[This message has been edited by VelvetClaw (edited 07-04-2011 @ 08:56 AM).]

Nikox
Member
posted 07-04-11 09:46 AM EDT (US)     225 / 472       
to super7700
the first idea was to use the mod as implement of Army_of_One WW II CTW campaign mod and the choice to have two generic coubtry names as independent country and neutral nations came from the limited number of units available so their army can be built with minimum of units armed with generical weapons and skins just in case someone would love to invade them. All other nations were choosen as it was possible to find data on their role during WW2 exception made for Scandinavia as the invasion of Norway was really hard for germans and we thought to reflect it in game having a larger country (maybe splitted in two parts with a minimum army armed with generical weapons.

About age names as years, it's helpfull to set the time when a specific unit is available. I know it's slightly dodgy to have Germany in the year 1945 meanwhile America is in 1942, but I was thinking to a script to have an year easier to be reached if one tribe already developed it, but I'm not so good in it...

About screenshots I was waiting to have the mod a little bit more different from Age of tanks before to do it

To everybody, if you wanna write me my mail is:
nicola.zannoni@libero.t

[This message has been edited by Nikox (edited 07-04-2011 @ 09:54 AM).]

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