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[PRE ALPHA] Rafas Conquest

A grand strategy mod that fills the world with nations, cities, characters, ships, and people. Inspired by Ancient Warfare 2.
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rafasconquestPREALPHA-0.1.0.5be115f.jar

File namerafasconquestPREALPHA-0.1.0.5be115f.jar
Uploader
RKCRKC
Uploaded
Nov 14, 2026
Downloads
0
Size
13.0 MB
Mod Loaders
NeoForge
File ID
9605546
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:rafas-conquest-1792074:9605546"

Learn more about Curse Maven

What's new

We've made a tremendous amount of progress this last update, so this log's gonna be huge.

Terrain:

  • expanded city's platform to be 30 blocks beyond the wall to make room for sieges
  • improve terrain scanning for Sea battles and Sieges
  • added dropdown menu to character block
  • fixed cities not generating properly with RETERRAFORGED
  • stopped Sable from loading ocean floor in ocean battles

Ocean
- overhauled water shader to be completely integrated with Distant Horizons

  • fixed bug where merchant ships duplicate when riding them
  • fixed bug where merchant ships duplicate when a battle is started when they're nearby

Battles

  • Overhauled Strategy view to use systems similar to total war. To access Strategy view in a battle you must be a member of one of the countries fighting, and an Officer (rank 5+). The command to join a country is /team join [country name]. The command to set your rank is /pve rank set 5

  • In strategy view recruits are grouped into blocks of 20, and blocks of 20 are grouped in blocks of 200 for battles over 1000 units. (most battles will be between 20k to 50k on each side)
  • OVERHAULED RECRUIT LODs. I switched us over to GPU instancing, which let us make way more detailed models.
  • high ranking officers (6 and 7) can control a whole wing.

Sieges
- integreated SIEGEWORKS. Nations attacking castles now use Siegetowers, Battering Rams, and ladders

  • attacking nations now attack all walls, and focus on what they percieve to be the cities weakest side

Sea Battles

  • integrated sea battles to use GPU instancing for far ships, and it's recruits
  • integrated sea battles to use the Unit system of 200 recruits per ship. Changed ships to be bigger and taller
  • Added animated sails to ships
  • increased size of battlefield to be more accurate to reality
  • overhauled behavior. Units now have grappling hooks they use to bring ships together. Units jump one ships are abreast, or from the front on a successful ram
  • overhauled performance. Battles of 4,000 on 4,000 are now stable on Potatoes.
  • integrated Sables ships both near and far to be affected by water physics

Other

  • Added capes. You can wear it on your back via Curios slot. Capes also show above knight armor added by epic knights
  • deepened integration with epic knights. Now when epic knights is installed, the unit roster will increase the include Heavy Cavalry, and Zweilhandlers.
  • integrated Euwewewe's Musket Mod (however you spell it). When installed the unit roster will include musketeers. No smoke yet, though.
  • added battle horns. We have one now- Kraven. Use /pve nation horn kraven to test it out.
  • added sound effects to Strategy View. Now units will shout when charging, and you'll hear a clang after selecting an enemy unit to be attacked.

 

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