No those are Mountain Clansmen, Burned Men i think, the Skagosi are the picture below, the javelin-men.
OK, I just finished making over 300 unit info images (ugh ). Thanks to Dawnbreaker all that's left are the House and Campaign descriptions, along with some strat placement I've been planning to change (the Gardeners and Stormkings will start at war, as otherwise both are WAY too OP).
Lookin good, from the pictures i'm guessing, Arbor marines (redwyne grappevine on shield). Knights of the Vale or some such. hmmmm, this one could be a few things, clansmen? (probably wrong). Coldwater mountaineers i'm guessing. errr, Tarbeck swordsmen? Spearmen obviously but their shields are behind them so i can't see any symbol, could be mercenaries anyway. The Mighty Sistermen Sergeants. Some cavalry of the Rock i see the shield of the Lannisters of Lannisport. And some swordsmen of house estermont to finish?
Yup, pretty much, though the swordsmen on the top right are from House Crabb and the pikemen are Starks. I'll probably release a couple more of these over the next week or two.
PS, to give you some idea what I've been working on, here's me TODO list:
Fix Westerland Archer 2-turn Recruitment - DONE!
Peake General Skins? (Colorize at: 36/97/3) - DONE!
Blackwood Longbow replenishment too high? - DONE!
Knight replenishment too high? - DONE!
Mudd/Bracken BG should have barded horses - DONE!
Nerf Iron Fleet!!! - DONE!
Greyjoy Bodyguard is old - DONE!
Dayne needs starting diplomats (check Dryland too?) - DONE!
Nerf Longbowmen 3 attack in meelee - DONE!
Peake FL has Gardener BG? - DONE!
Dayne BG = "Dawnguard" - DONE!
Reach zones only get 1 ranged unit each - DONE!
FM on the Arbor? - DONE!
Arbor Levy, not "Redwyne Levy" - DONE!
Blackwood Longbowmen 3->2 turn recruitment - DONE!
Mountain Clans open to all for hireing - DONE!
Fix all Quotes - DONE!
Dornish Archers OP? - DONE!
Make all chars match houses!!! (Fishers still in Fairmarket) - DONE!
"storland" Bodyguard - DONE!
Merchants only in cities? - DONE!
No settlement upgrades? - DONE!
Add Arbor Marines - DONE!
Wildling rebels in the far north
Axe Throwers cannot skirmish - DONE!
Wildling mercs - DONE!
fix castle improvement numbs (check w/ umber) - DONE!
Give Saltpans port - DONE!
Horn Hill mountains belong to Dayne - DONE!
AI Gets stuck in Mountains of the Moon corner - DONE!
Move Heart's Home for river control + road - DONE!
Make Winterfell 1 turn from Cerwyn - DONE!
Move moat cailin back and shrink the gap so only 1 army can attack at a time. - DONE!
Buff Blackwood with Halberds - DONE!
Create basic NW Troops (Colorize: 0, -68) - DONE!
Dryland char traits - DONE!
Update moved house descriptions (Fisher, Towers, etc) - DONE!
Stormking/Dayne traits - DONE!
Can Ironborn recruit greenlanders? - DONE!
Add Unit Info Images - DONE!
Ironborn Cannot build churches? - DONE!
Reduce Merc Pools - DONE!
Mandergate = Dunstonbury - DONE!
Set Stormlands and Reach at war - DONE!
Reduce Knight Armor a bit? - DONE!
Peake Battle UI Symbol - DONE!
More free upkeep for towns - DONE!
Starting troops in Dornish Castles - DONE!
Yeh i missed the top right picture somehow i was talking about the bottom left.
It looks awesome! Out of curiosity, when do you think 2.0 will be ready for release?
Really awesome mod. I have played v1.0 so much and I am waiting for the new one. The new units look so much better
The new unit models are really good.The map and the campaign too. I am waiting for the 2.0.
Hello AdmiralThrawn
Just wanted to ask/suggest something for AOPK 2.0 or maybe 3.0 if its too late for 2.0. I was thinking it would be cool if after you conquer a House, for example I like the StormKings, let's say i beat and conquer the Reach and defeat House Gardner. If public order falls to a pre set lvl, it would be a nice touch if a castle, or rebel turns back to House Gardner in an apparent attempt to restore the Kings of the Reach. I feel this would bring some more game continuity and show that just cuz you beat a faction once does not mean their down of the count. (similar to how i think Hosue Stark/Targaryen will return to power.) I know your planning on releasing this game very soon, and I understand if there is just not enough time to add this feature, but I thought I'd suggest it as an idea. p.s. I think I posted this twice, if I did, oops, lol
Well to an extent houses already do that. It is built into M2TW mechanics that if a house rebels and it's parent faction is still alive then it will revert to that faction. However, I'm not sure how to resurrect a house in that way if it is already dead, and I'm not even sure if that's possible...
Also, here's a preview!
IMPORTANT:
Just throwing this out there: does anybody actually read the faction summaries in the campaign screen? That's the only thing I really have left to do and I'm not stoked about writing unique descriptions for 28 different factions. I could reuse a few, but the lore has changed enough that just about all would require re-writes. I have put together shorter descriptions that pop up at the start of new campaigns and apply to the whole region. Unless anybody out there really wants more lore I'll probably just copy/paste those into the campaign selection screen as well. Otherwise it would delay the release at least a few more days (more if I slack off on it). Any objections?
I think that the summaries aren't important. The game is also good without them, I don't read them I just want to play with the game. I've got other mods where the summaries are from the M2TW and nothing is changed. The game is the most important.
I would say just reuse the old ones and don't bother writing any new ones. If we're playing around with the lore and stretching it, why does it matter what the summaries say?
I don't think anyone would object if it meant the mod comes out sooner
I don't relay care about the summary. just release it!