Page 7 of 9 FirstFirst 1 2 3 4 5 6 7 8 9 LastLast
Results 121 to 140 of 174

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

  1. #121
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    Yeah, at the moment Old Ghis is still stupidly OP, so I probably won't give them too much extra stuff... Though re-colonizing Old Ghis could be interesting...

  2. #122
    Elbadruhel's Avatar Centenarius
    Join Date
    May 2011
    Location
    Spain
    Posts
    897

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    Colonize means "our people settle up in that land". So people of old ghis will be the same people of new ghis. So, basicly, they will fight the same way and will know the same things about war, training and military organization. So has no sense to make them able to recruit "better troops". Even when they will be just a starting city.


    On the other hand, Admiral could create a serie of events to "restablish the old ghiscari empire". What will be a kind of... Change in the ghiscari civilization. Restorating all ideas, trainings and knowledge. This events could be like a serie of quests for the ghiscari player wich will make this faction unique and cool to play.


    For example. A simple and easy quest list:


    1. Unifying the land. The old ghiscari empire is divided and there are lots of disloyal lords. Whe should put them down by the sword if we want to have any chance in the future. (Take some settlements said in the event. Once they are owned, the next event pops up).
    2. Securing the borders. Now we have our former lands, we must protect them! Our realm is safe, we now need to asure our frontiers to make our enemys see our power and fear attacking us. (Send X units to some settlements said in the event. Once all citys are well garrisioned, the next event pops up).
    3. Improving the quartiers. We have an stable realm with safe frontiers. Now that we have ensure our defence, is time to improve the realm. If we want to restore our former might, we should build new and better quartiers for train the soldiers that Ghis deserve. (Build builing "Barracks" level X in the settlements Y, said in the event. When all this citys have those buildings, an event pops up).
    4. Recovering the old wisdom. The old lords of Ghis had a lot of knowledge about everything, even about drakes! When Old Ghis was destroyed, lot of this knowledge was burn or left behind. If we want to defeat the new drakes or restore our empire, we should recover that knowledge to empowder our new kingdom. Wisdom is power. (Build building X, maybe temple, or law building, in Y citys. Move spies to "old Ghis". Once the buildings are built and he spies sent, the next quest pops up).
    5. Reconquering Old Ghis. Our scholars have found a lot of the lost knowledge of Old Ghis. We have learnt how their soldiers were trained, some new techniques for sailing and even how to forge better armours and weapons!! This will be a great improvement for our army and economy. But our lords feels powerful now, and scholars ask for more information to study. Everybody is eager or more, they feel the power of Ghis trough their veins for first time in years... So the lords have commanded you to retake Old Ghis to ensure our former capital and look for more data easily. (Conquer Old Ghis and improve the building "Ruins" to "Conquered Area").
    6. Colonizing Old Ghis. Now that we have conquered and assured Old Ghis, people is eager to come here to live. And lots of lords wants to move their holding to this area in order to feel "important". The council have ordered you to sent settlers to Old Ghis from all of the citys of the realm and begin to develop the mighty settlement it should be. (A yes/no event, if you say "no", the quest ends. if you say "Yes" every settlement of Ghis loss 1.000 population, or 500 or whatever you want, and Old Ghis gets all this lost people. For example, you set 5 citys in Ghis, then you script that 5 cityes to lost 500 pop each and Old Ghis to get 2.500 pop).(You must build several buildings in Old Ghis and reach X amount of population, said in the event. Once the buildings are built and the pop reached, the last event pops up).
    7. The Ghiscari Empire Restored. Old Ghis is strong again, his power can face Meeren, Astapor or Yunkai. Is one of the mightiest citys in Essos again. Now, lords feel more important, soldiers are more proud, and people have the idea to be part of an empire. They are no longer proslavery, traders or mercenaries, they are high lords, rich merchants and proud soldiers. The Ghiscari Empire has been restored, and everybody have it on his mind. Our scholars have studied all the knowledge found in the island, our blacksmiths are forging new weapons and armours and our soldiers are being trained in the old Ghiscari way. You now have prestige, high trade on the sea and the Ghiscari Legions on the field. Lets show our enemys the power of the ancient Lockstep Legions of Ghis are marching against the empire enemys again. (You are able to recruit Lockstep Legions in all your settlements if they have high tier of barracks and blacksmith. You could even get a small income bonus from kingspurse or other building. The Quests ends here).

  3. #123
    Etruscan's Avatar Civis
    Join Date
    Mar 2013
    Location
    Indiana, Indianapolis
    Posts
    155

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    Yeah and then you can have the Valyrian league tern up and re-destroy them!

  4. #124
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    Hmmm, that's actually not a bad idea, though it would be a long journey. Otherwise New Ghis would be way to easy to play as.

  5. #125
    HannibalExMachina's Avatar Just a sausage
    Join Date
    May 2007
    Location
    Germany
    Posts
    9,668

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    there wont be a lot of settlements as far as ive understood admiral, so the ghiscari empire should only be restored once the other ghiscari factions are conquered. to make things more difficult, the Valyrian League could attack, bolstered by volantene forces (which should also intervene if the league is attacked), as they wouldnt stand by while such a threat is emerging. the other ghiscari should be able to do the same thing, or at least similiar, since they wouldnt have much to do otherwise.

    if all factions have such endgames, where their enemies pile up on them, thatll be a great way to make sure the game stays intense, even if you conquer the map rather quickly. this could include the VL getting backstabbed by volantis, should they become to powerful.
    Last edited by HannibalExMachina; February 24, 2015 at 07:16 PM.




  6. #126
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

    Default Re: [SUBMOD] - The Meereenese Knot - Preview/Image-Sercher Recruitment on Page 5

    Quote Originally Posted by HannibalExMachina View Post
    there wont be a lot of settlements as far as ive understood admiral, so the ghiscari empire should only be restored once the other ghiscari factions are conquered. to make things more difficult, the Valyrian League could attack, bolstered by volantene forces (which should also intervene if the league is attacked), as they wouldnt stand by while such a threat is emerging. the other ghiscari should be able to do the same thing, or at least similiar, since they wouldnt have much to do otherwise.

    if all factions have such endgames, where their enemies pile up on them, thatll be a great way to make sure the game stays intense, even if you conquer the map rather quickly. this could include the VL getting backstabbed by volantis, should they become to powerful.
    Yeah, I'm thinking of going that route. Otherwise things would get kinda boring on such a small map. I'll definetly wind up expanding it in 2.0 (probably Qarth, the Basalisk Isles, Lhazar, and the Dothraki), but for now this will have to do.

  7. #127
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

    Default Re: [SUBMOD] - The Meereenese Knot

    Hey, so here are some finalized map screenshots. This version will include the Basalisk Isles and part of Sothoryos. Also, notice the custom strat models for the Ghiscari. I might tweak this all a bit more in the future, for for now it should do. Now time to start in on the units!

    Map Preview















    PS: You know you have no life when you spend the evening looking up High Valyrian words for city names ...

  8. #128

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

    Well done , I have a question, would it be possible to have Dothraki hordes appear on the map? Like lets say one of the cities you controls becomes extremely wealthy and you think oh hey, everything is awesome but then BAM!!! a horde of Dothraki appear around it and if you can't defend it they loot and sack the ever living crap out of it before abandoning it but not before destroying every destructible building in said settlement forcing you to start over and rebuild that settlement from the ground up again, or would game limitations make that impossible?

  9. #129
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

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

    Quote Originally Posted by b257 View Post
    Well done , I have a question, would it be possible to have Dothraki hordes appear on the map? Like lets say one of the cities you controls becomes extremely wealthy and you think oh hey, everything is awesome but then BAM!!! a horde of Dothraki appear around it and if you can't defend it they loot and sack the ever living crap out of it before abandoning it but not before destroying every destructible building in said settlement forcing you to start over and rebuild that settlement from the ground up again, or would game limitations make that impossible?
    Almost impossible... If we did do that, it would be for 2.0, but we'll have to wait and see.

  10. #130
    Elbadruhel's Avatar Centenarius
    Join Date
    May 2011
    Location
    Spain
    Posts
    897

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

    I think Valyrian alliance will destroy everything on map. Deffensive position. No land enemys. Good port. Well protected. Much more citys tan other factions to get more income/troops. No daenerys on their norders. Maybe Volantis help...

    Everything is on the mantarys side to win the war.

  11. #131
    JonSnow7's Avatar Libertus
    Join Date
    Jun 2014
    Location
    Bosnia & Herzegovina
    Posts
    82

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

    Which generals will Daenarys' faction have ? Will Daario be general

  12. #132
    Elbadruhel's Avatar Centenarius
    Join Date
    May 2011
    Location
    Spain
    Posts
    897

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

    Barristan. Is the unique "general" she has. Othes will be soldiers or politicians xD

  13. #133
    HannibalExMachina's Avatar Just a sausage
    Join Date
    May 2007
    Location
    Germany
    Posts
    9,668

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

    Quote Originally Posted by Elbadruhel View Post
    I think Valyrian alliance will destroy everything on map. Deffensive position. No land enemys. Good port. Well protected. Much more citys tan other factions to get more income/troops. No daenerys on their norders. Maybe Volantis help...

    Everything is on the mantarys side to win the war.
    their armies wont be very good though, and their cities should be smaller than the ghiscaries. also, as i said, some volantene armies could be spawned for their enemies, if they become too powerful.




  14. #134
    Elbadruhel's Avatar Centenarius
    Join Date
    May 2011
    Location
    Spain
    Posts
    897

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

    Maybe add to their cities a hinterland building called "doomed". wich will decrease income, pop growth, etc. To represent they have mutated childs and people die, merchants dont like too much togo near valyria, etc?

  15. #135
    HannibalExMachina's Avatar Just a sausage
    Join Date
    May 2007
    Location
    Germany
    Posts
    9,668

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

    where does it say they have mutated children??




  16. #136
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

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

    Quote Originally Posted by HannibalExMachina View Post
    where does it say they have mutated children??
    Oh yeah, they mention that once in the books, and once in AWOIAF. It's really just Mantarys with that reputation, but I might still give it a "building" for that.

    As for the balancing, the League is a bit larger than the other factions (2 cities and 1 large city), but if you factor in roster strength the toughest is still Danny, closely followed by New Ghis (1 large city, 3 towns). Plus, Meereen (1 huge city, 1 or 2 towns) is the richest, seeing as the slave trade gives them tons of sweet econ buildings. The weakest is definetly Astapor (1 large city, 1 town), with a weak economy, no allies, and a weak roster. Still, a bit of imbalance can be a good thing as it gives an experienced player more of a challenge.

    PS: Does anyone know how to make good normal maps? I'm able to make them, but they look terrible. Basically, what do you set the scale to when you convert? And once you convert it, you just turn (255,126,126) to alpha, right?
    Last edited by AdmiralThrawn; March 02, 2015 at 03:10 PM.

  17. #137
    HannibalExMachina's Avatar Just a sausage
    Join Date
    May 2007
    Location
    Germany
    Posts
    9,668

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

    eh, i just followed the standard tutorial?

    are you using photoshop? just saw a gimp tutorial, looks damn complicated in comparison....




  18. #138
    Elbadruhel's Avatar Centenarius
    Join Date
    May 2011
    Location
    Spain
    Posts
    897

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

    i have done a lot of maps and i dont understand what are u talking about. the minimap maybe?

  19. #139
    AdmiralThrawn's Avatar Vicarius
    Join Date
    Apr 2013
    Location
    California
    Posts
    2,676

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

    No, this is for texturing units. A Normal Map makes the skins look like they have depth. Which "standard tutorial" is this exactly? I looked, but the ones I could find were all missing images. If you know a good one, I can figure it out with GIMP. Thanks!

  20. #140

Page 7 of 9 FirstFirst 1 2 3 4 5 6 7 8 9 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •