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Thread: [SUBMOD] - The Meereenese Knot - Final Map Preview, Page 7

  1. #41

    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    I just remembered something. Doesn't the Call of Warhammer mod have some kind of detailed mercenaries script? Perhaps you can look to that for ideas on how to properly execute the deep involvement of sellswords in Slaver's Bay.

  2. #42
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Yeah, I that's what I was thinking (though I'd have to add the traitor script myself).

  3. #43
    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Hey Thrawn i just had an idea about another suitor for Danny! how about Aegon ignoring Tyrian and going east with the golden company, you could use that old golden company mod you made a while back. She gets like a full stack of company men and does not change culture. and she can now build septs and various other religions buildings. what do you guys think?

  4. #44
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    That could work... Maybe add another marriage option for that?

  5. #45
    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Yeah

  6. #46
    HannibalExMachina's Avatar Just a sausage
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Quote Originally Posted by AdmiralThrawn View Post
    The thing is, we're going for the sort of Valyrian feel for these guys, so shouldn't they look more like the Free Cities? That's sort of where I'm going with the rosters...
    my point exactly, but the free cities dont all have to look alike, either. southern european is what KL looks like atm, and western essos and westeros would still share some similarities. dorne atm is ME, to reflect some eastern influences, and imo the valyrians could do with a more exotic look, too. just adds diversity to the free cities, which is limited in mtw anyway. dunno if you have seen my stuff yet, but youll notice it gets pretty exotic, too




  7. #47
    Drazule's Avatar Campidoctor
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    So would Danny have to be an un-marryable general? Only to be betrothed at those events?

  8. #48
    HannibalExMachina's Avatar Just a sausage
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    only way to have female generals im afraid.




  9. #49
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Actually I was thinking that Dany would be married to a dead Drogo, and have 4 dead children (3 dragons, plus Rhaego). That way she doesn't have children. Then I'd make her new hubby the faction heir or something without actually "marrying" them off.

  10. #50
    Drazule's Avatar Campidoctor
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    There's a 4-kid limit?

  11. #51
    Etruscan's Avatar Civis
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Yes their is, I don't know if theirs an adoption limit, but only 4 natural children.
    clearly CA didn't know about Walder Frey

  12. #52
    Elbadruhel's Avatar Centenarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Admiral, m2tw needs at least 2 regions and 2 factions to run. A map with just 1 region will crash everytime. And i advice u to give a 3rd region to the rebels. And remember that if the map is too big the IA will have problems. Never give more than 50 pixels to a regions in order to evade IA issues.

  13. #53
    Silenced Ape's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    You could make the ruined cities to permanent forts or something similar.

  14. #54
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Thus far none of the work I've been doing has been particularly "preview worthy", but I figured I'd throw this up just to show things are moving along:


  15. #55
    Korpskog's Avatar Praepositus
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    What exactly does the crash say? Just "oh no this is not good.. no idea why crashing" or is it specific in the error log?
    "Får jag kalla dig Bajen? Det är lättare att komma ihåg..."

  16. #56
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Actually I just fixed it. The problem was the regions I removed were still listed in the merc recruitment file . Full speed ahead!

    Edit: A couple things I'd like to hear thoughts on:

    1) Should I include the Basalisk Isles?

    2) Should I have a) a big map (the width of Westeros, the height from Dorne to KL) with only a couple key cities, b) a big map with lots of smaller settlements interspersed around, or c) a small map (2/3 the previous dimensions) with a few big cities?

    3) Should the Unsullied have 2-handed pikes or 1-handed longspears? I'm leaning towards a hoplite-like phalanx with 1-handed spears, but I'm not sure. Thoughts?
    Last edited by AdmiralThrawn; February 02, 2015 at 08:05 PM.

  17. #57

    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    I would say one handed since they have shields, I was also under the impression that "way of the three spears" referred to them also having throwing spears but I'm not certain. I assume there's still no way to have dragons on the battle map right? An idea fitting for this campaign might be an option/chance to lock up or to let the dragons loose and then have random dragon attack events that kill like 20-200 guys out of the army that they attack. maybe the choice could be between locking them up or not and if you do there could be a chance for one two or all of them escape causing the events above and spreading dread and dragon turds and other bad things. Just a couple ideas...

  18. #58
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    Yeah, Dragons are impossible. However, I will be giving Danny ancs to represent them (they haven't done much fighting yet, so this isn't a huge problem). There will be a script where, if she chains them, she loses the ancs. However, if she doesn't chain them she gets less public order (and I might have them eat some of her characters, just to add that extra incentive).

  19. #59
    Drazule's Avatar Campidoctor
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    I mean dragon aren't impossible, but probably not worth the time..

  20. #60
    HannibalExMachina's Avatar Just a sausage
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    Default Re: [SUBMOD] - The Meereenese Knot - Updated Sigils

    there are mods with dragons, like the sundering. CoW even had a submod with dragons and hydras spewing fire.




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