Game of Thrones / ASOIAF Scenario for BTS

I just have an idea for Jaime Lannister's leaderhead-I once saw an upgraded Alexander head in the database somewhere, and if I remember correctly, it had a lion on the chestplate.
 
One small issue with the names of the leaders. When someone requests something, be it joining a war or ceasing trade, in relation to the Baratheons, its not shown which Baratheon they're talking about. So someone could ask me to go to war with "the vile Baratheon" meaning Joffrey and I might think they're talking about Renly or Stannis.
 
Something I am going to need help with once I've finished the tech tree: civilopedia descriptions. These will be needed for each civ, unit, religion and building (I will probably type up the civic descriptions and anything else that needs done). While these of course aren't super important, I figure this is a nice, easy, non-technical job than anyone who has read the books and has access to the internet can do. Let me know if you would be interested in writing any of these up.

I'm surprised you don't just cut and paste from A Wiki of Ice and Fire, but if you want something a little more personal shoot me a message.
 
I know zero about modding, so take this FWIW.

Would it be possible to make a unique unit for the Night's Watch called "Wall", that is stationary and perhaps un-build-able (or really, really expensive) that looks like The Wall (and therefore looks like terrain), but is technically a unit, with really high defense and perhaps an offensive capability like a siege weapon, so that it could damage attackers w/o being able to kill them completely? Then other units could be stacked on them for further defense/offense. Also, make it blind, so that it couldn't see attackers unless it was manned?

Also, diplomatically, I'd suggest making it impossible to declare war against them, or form alliances with them (unless everybody has the same), and probably could only gift them units or gold (as opposed to shaking them down for same).

Just trying to make the Night's Watch available in the Mod, for which I wait with baited breath! :king:
 
I don't know if it was already mentioned or not, but it would be very cool if the religions could be changed (The Old Gods, The Seven, The Red God, etc). Instead of churches being built you could build weirwoods, or temples and such.
 
Ok so i dont know if anyone is still keeping an eye one this thread, but I decided to put a little work in and update the scenario. As far as the mod goes... ehh i really just dont have the time. Most of the time I would be spending on working on this mod has been dedicated to playing the Clash of Kings mod for Mount and Blade: Warband (HIGHLY recommended for GOT enthusiasts).

As i said, I've recently updated the scenario so it should fix a few issues (see the DL description for the changes made). I might attempt making some progress on the mod, but no promises.

-beast
 
It's good to see that you haven't totally given up on it !
Will take a look at you changes.

BTW, can't wait for the 1rst of April :)

Edit : this is really good. The changes are mostly for the good, especially with the new houses you included and the map tweaks.

But I'm not sure of how you handle initial money... The Lannister start with 145 gold while the starks start with 200+ for example. IMO the Lannisters should have enough money to stay at 100% research forever (or almost), and their challenge should be the number of their enemies, not the money. They should also have almost no troops in the east, their only chance to hold on it should be by getting the Harrenhall troops to Kings landing,
Spoiler :
As in the books actually
while currently they have plenty of troops to defend KL (even a knight unit around Duskendale).

Loras and Renly's armies (if you take away the defensive units) are really small compared to Robb's for example, while they should be ~4 times bigger (combined). I understand that it's not a good thing gameplay-wise, but still their armies are quite ridiculous currently. If you don't, please at least,
Spoiler :
even with what happens later on in the story
put the Tyrells at war with the Lannisters.

I really like how Dorne is weak though.

I've had an idea for the night's watch (at least for now) : why not make them an unplayable faction (or a normal faction not meant to be playable) that has like 3 longbowmen in CB, EW and ST but no production in those cities (and only 1 pop) ? They would be able to defend themselves at first, but would then fall unless you send them help,
Spoiler :
basically you'd be in Stannis's position after the Blackwater, no one wants to help them and there might be trouble if he doesn't go
.

Do you think it would be possible to put religions in cities, with for example Catholicism as the seven, Buddhism as the old gods, Judaism as the red god and Taoism as the drowned gods ? And with each civ having a starting religion ? You could keep Braavos as the holy city for all those, although King's landing could be Catholicism's holy city, with the shrine representing the sept of Baelor ?
 
Exactly !

BTW, I take back what I said about King's landing being too well defended, the AI is so dumb that Renly is currently sitting in front of KL with 4 knights, 4 swordsmen, 1 catapult, 1 spearman and 1 axeman, while the lannisters only have 1 longbowman and 1 catapult...
 
the AI is so dumb

This a big problem of mine. I give the AI so much opportunity to capitalize on starting positions, but they do nothing to help themselves. What is nice is that I've found House Bolton goes on the offensive against the Lannisters, which is fun.

I'll see what I can do about tweaking starting $ and troop numbers. The $ is just something i completely overlooked, I'll do that first. Glad you like the changes.

As far as the night's watch goes, I'll consider adding them to the mod (yes i'm putting a little work in). if anything I hope to release a v0.1 that will have the correct civs with banners, and minor unit alterations with the updated map. it will play almost exactly like vanilla bts, but w/o settlers. i just need to stick with it.
 
That would be a good start. Also, if you put your mod in the subforum you might actually get some help by people who, unlike me, can actually mod as well. You could also use the Better AI mod, merged with your changes to make the AI actually capable of doing something.

Edit : Well done Renly, still siting in front of KL, the city is now defended by 2 longbowmen a swordsman and a catapult, with a knight a swordsman a crossbowman an axeman and a catapult coming to reinforce them... And he's trying to reduce the defence of the city with his lone catapult, it's still up to 76%. This is pathetic really.

BTW, this game is done with the Dornish, to make sure I don't mess up with anything. Edmure Tully strangely made peace with the Lannisters after taking the Golden Tooth (but lost Maidenpool). Actually, now that I look at it the Lannisters are at war with both Baratheons, who are also at war between them, but everyone else is at peace (even Robb and the Lannisters !). Couple of knights of the Vale running uselessly around Westeros. The North will lose last hearth soon though, there is a wildling warrior followed by two axemen coming for the lone spearman defending it currently.
 
Yea i dont know what it is, but not matter how much i make the riverlands/north and the lannisters hate each other, they always make peace after only a few turns. if anyone should be at war it should be them... so frustrating.
 
Ok so far on the mod: I've finished the banners and leaderheads for each civ (static images i got from google). They look pretty good. Leaders have traits and flavors, but some of the details remain unchanged.

I've made the beginnings of troop modification (changed the names and some stats for some units, a few graphics switches but nothing big). Unique units are: Knights (replacement for Bannerman) for everyone except Starks, Boltons, and Greyjoys (but knights and bannerman are very close in strength, still deciding whether i should make knights a bit better or not). In addition to Knights, Dorne gets Dornish Spearmen. Greyjoys get Ironborn (replacement for swornsword aka maceman), and Longship (replacement for Warship aka trireme).

Any suggestions for other unique units?

I replaced the religion icons and renamed them (The Faith of Seven, The Old Gods, The Drowned God, R'hllor, Many-faced God, The Mother of the Mountains/dothraki religion and the White Walkers). Right now, the many-faced, the dothraki, and the white walkers will have no role in the scenario. They are just place holders for possible future add ons. I am having trouble replacing the religious icons that appear on the city bar. For some reason i can't get the game to run when i alter the TGA files. BLAHH.

Civics have been renamed, but unchanged otherwise. Still need to do something with those.

I really want to do a new tech tree, but that is really time consuming so we'll see.

Anyways, thats the status so far. Should i release the v0.1 as is in hopes for getting help from other modders?
 
I don't think knights should be really different from bannermen (the northmen don't have knights because you have to spend a night in a sept to be a knight, as someone tells Bran at the end of AGOT). The hound is not a knight for example, it doesn't make him less lethal. Can't think of any other UU right now.
I don't know what could be done with the civics really. Perhaps one of the columns could be used as a "sworn to which house" column, basically you could be sworn to each of the competing house (Stark, Greyjoy, Lannister and both Baratheons), to yourself (as king), or stay neutral. You are always at war with your leading house's enemies, and cannot declare war against other houses sworn to your leading house.

About releasing v0.1, I only know of one mod that was posted as a more or less finished product (even though it was changed a lot later on) : Sword of Islam ( modmod for Rhyes and Fall of Civilization). All the others were posted with pretty much nothing at first, sometimes without even a map. I think you should go there and show them what you have, even if you can't find anyone there to help you it will get you some publicity.
 
Sorry for double posting, but I just found what I was looking for : a mod that actually makes the AI capable of being clever ! It also involves other changes, but I'm sure that the better AI part could be taken separately from the rest. It seems that the AI can even prepare a naval invasion with the k-mod, which wasen't possible with the old AI, and which led Stannis and the Ironmen totally harmless in this scenario.
Hope you can manage to merge it into you mod !

link to the download : http://forums.civfanatics.com/downloads.php?do=file&id=16331
 
Do you mean the link on the first page ? It works fine for me...
 
Sorry I'm really bad with mods, but when I click on the link nothing comes up but wordpad?

Yea can you be more specific? What link?

Also, thanks for that link adrienier. I will definitely try and incorporate that into the mod.

right now, i feel like ive done enough to release the mod, but upon testing it, i noticed that it crashes once i pick my civics. I tried replacing my civics xml file, but it still crashes, which means that the problem is somewhere else in my xml files. I was hoping to release it today, but now it looks like im going to have to replace files one by one until i find the problem. :/

Hopefully i'll be able to get this done sometime this week. I'll keep you posted.

-beast
 
Great !

I'll have GOT season 2 to keep me waiting anyway :)
 
Back
Top Bottom