Song of Ice and Fire Mod | Introduction

I wish I could help with that. Or really any part of back end of this MM, but sadly that is beyond my capabilities. I will gladly playtest it and try to give you good feedback (as a huge fan of ASoIaF) and whatever else I can.

About Major Characters:
That's why I kind of like the idea of them being Attachments/Equipment style units. The Kingslayer would have done some damage to a 'unit' of Cavalry, but they would have captured, killed or (if he's lucky) run him off over the course of the fight. One person, even the best swordsman in the land, shouldn't really be a match for a military unit.

This is GRRM's world we're talking about, if Lannister was stupid enough ride in against an army, Martin would have gladly written a half dozen crossbow bolts thudding through his armor.

Like I said... I'll be happy to try to help in some way. Just let me know.
 
great ;) you shouldn't consider "The Kingslayer" as one person in the game as well as you shouldn't consider a "swordsman" just one man with a sword in his hands.

I would rather see "The Kingslayer" as a group of soldiers and knights led by Jaime Lannister.

When you build a granary it doesn't mean your 2 Mio people city just got one granary :)
 
I understand that concept, but having Jamie be just Jamie or Cersei just Cersei also plays well into being able to move them around in different conceptual ways than just treating them like military units with extra abilities.

I think it is an interesting concept to consider, as opposed to the normal (FfH) way of portraying heroes.
 
Even in FFH, I always thought that the hero would have a retinue of personal bodyguards, or something of the sort accompany him in battle, so that they have someone to watch their back as they slaughter endless amounts of mooks.
 
@red boxer: That concept is really interesting ... all heroes would just be defensiv units supporting the REAL ones ... hard to balance especially because I haven't ever dealt with KI changes yet :P Is the FfH2 KI capable of handling those "defensive" support units?
 
@red boxer: That concept is really interesting ... all heroes would just be defensiv units supporting the REAL ones ... hard to balance especially because I haven't ever dealt with KI changes yet :P Is the FfH2 KI capable of handling those "defensive" support units?

If not defensive, then treat them like equipment units. King Robert sits in Kingslanding and gives a culture and a happiness bonus and perhaps a malus to gold. Then the Ironmen rebel and we have him lead a personal guard and some infantry off to the Iron Islands. Equipment (Characters) can be captured and maybe with the right coding ransomed, or taken as a hostage.


You could have Lordling (or some kind of child units) units that upgrade to Lords to be captured and killed to try to destroy a kingdom or dynasty.

Time frame is also something to consider.
 
I like your ideas and you convinced me :)

I will prepare the mod this way step by step.

First of all you use generic units for warfare ... first warriors and archers and later knights, squires, hedge knights and axe/sword/spearmen as ordinary infantry.
Of course you can change the way you attack/defend .. there are warlocks, maegi, direwolfs, wargs, sellswords and assassins of all kind ;)

A unit like Jaime Lannister will be a knight unit with the same basic strength and abilities. Bran will be a "child" unit, defensiv 1, no attack BUT they both got some "supporting spells" and unique abilites that make them very useful. Bran can use animals strolling around and Jaime Lannister can spur on his army so that they

Such hero units can be captured or killed or can flee from fight ... depends on their character ;)

Another change: Leaders of a "House/Civ" like Jon Snow can be units anyway ...
 
Awesome!

I had a thought a while back about a new type of technology, I don't know if it is possible, but I figured it might be. We have World Units and World Buildings (wonders), right? What about a World Tech? I'm not sure exactly what the rules of it would be (could it be traded or was it just for the discoverer). I don't really have any ideas how to make use of it, if it is even possible, but it could be something cool to add to the game if there is a place for it.

Capture-able or killable leaders is pretty awesome and very fitting.
 
you mean a technolgie that is available for everyone as soon as one Civ has explored that "world tech"?
 
I don't really have a clear concept of how it would work. Usually anyone can build a unit or building. Some buildings and units can be limited to civs meeting certain requirements, and I've seen mods where people have done this. However, is it possible to make a tech that only 1 person could discover and they would then be the lone guardian of that knowledge, perhaps then they'd be gifted with a less version of it that they could trade to other civs? I don't really know. It was just something that drifted into my brain one night.

How do you want to deal with Maesters? What about the various forms of magic?
 
I don't really have a clear concept of how it would work. Usually anyone can build a unit or building. Some buildings and units can be limited to civs meeting certain requirements, and I've seen mods where people have done this. However, is it possible to make a tech that only 1 person could discover and they would then be the lone guardian of that knowledge, perhaps then they'd be gifted with a less version of it that they could trade to other civs? I don't really know. It was just something that drifted into my brain one night.

Mh I'm sure that's possible ... in some way it's integrated yet ... wonders and heroes are unique ... got a example for what I could use a "unique" technology in the ASoIaF mod?
How do you want to deal with Maesters?
I guess you know about the armageddon counter in FfH2.

In this mod it will be a "magic counter" just like in Westeros magic will slowly get stronger and mightier. For example building of the "House of the Undying" will increase the magic counter, building the Citadel will decrease it. Players that want to deal with magic should try to increase it. An Alchemist can create poisons and can set a wood on fire in the beginning of the game, but creating wildfire or even casting a fireball will be just available with more experience and a higher magic counter.
This feature will be implented in the alpha release, but not balanced.

What about the various forms of magic?

For now there will be just blood magic (Maegi, warlocks), fire magic (pyromancers, dragons) and nature magic (children of the forests, wargs) and black/death magic or perhaps cold/ice magic (the Others).

This will be waiting to dealt with ... want to release a stable and consistent alpha version first :)

Generally in FfH2 magic is just a bonus resource and in my opinion it's a bit overloaded. Don't want to waste time for things the player won't use. Every spell must make sense in case of the game AND the story of ASoIaF.
 
I like the AC as a Magic Counter. Great concept. I think something that should/will be kind of fun with the ASoIaF magic is how powerful it will be. You can let uniqueness be a balancer, as opposed to more traditional CIV features.

Should wildfire be considered arcane? There are some interesting arcane things that increase (in power and function) during the books, but I don't really think that Wildfire is one of them, unless I am forgetting something, it is just a chemical process.

I don't presently have an idea of how a World Tech would work. I'll think about applications though.
 
not sure but I remember some lines where is said that the ability to create wildfire seems to increase as time drew on ... i presume the rise of the dragons and Others (and consequently of magic) is responsible for the effectiveness of wildfire?!
 
Yip. I remember that part too. Seemed to be a result of the birth of dany's dragons
 
Just picked up the Song of Ice and Fire Campaign Book (for the RPG). It has stats on tons of characters and good information on the world.
 
great, I just ordered it, thanks for reminding ;)

Today I just looked for 2 errors ... my whole civ4 went wild and finally I could manage to make it work properly again .. a wasted day, sucks ;)
 
There's plenty of "Unique techs" for civs in some FFH modmods.
 
today I will play the Wild Mana mod with jotnar, I think there will be plenty of skins and ideas available that I can use ;)

Made huge progress with the diplomacy, thanks to "Ser Greguh" from westeros.org who delivered a whole lot of awesome phrases for each leader ;)
 
today I will play the Wild Mana mod with jotnar, I think there will be plenty of skins and ideas available that I can use ;)

Made huge progress with the diplomacy, thanks to "Ser Greguh" from westeros.org who delivered a whole lot of awesome phrases for each leader ;)

Jotnar are also in FF and RifE, though we've changed them extensively in RifE.
 
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