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Thread: [Submod] AOPK 3.0: The Kings Beyond the Wall

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  1. #1
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Battle of the Greenfork Preview in OP

    Quote Originally Posted by HannibalExMachina View Post
    you could make all factions horde, and use give_everything once theyve lost their last settlement. youd have to find a way to let the script know who the conqueror is oc, afaik this mod does something similiar: M2TW: Imperium Romanum: Roman Civil Wars Mod
    Sweet, thanks! I'll look into it .

  2. #2
    Drazule's Avatar Campidoctor
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    Default Re: [Submod] Age of Petty Kings 2.0 - Battle of the Greenfork Preview in OP

    Of course, you then run into the problem where you've conquered the entire Stormlands when Estermont snipes the faction leader kill and all those Conningtons you've worked so hard for join the turtles.

    It would be awesome though. And would help with the whole House Crabcest issue where only Crabs were in the list of last names or something.
    Last edited by Drazule; May 23, 2015 at 04:53 PM.

  3. #3
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Battle of the Greenfork Preview in OP

    I would probably script it so it would give_everything to the player faction if they hold the capitol, and otherwise give nothing. It wouldn't quite fix Crabcest as the only adoptions and newborns would still be from those (four now) houses. Still, it might help...

  4. #4

    Default Re: [Submod] Age of Petty Kings 2.0 - Battle of the Greenfork Preview in OP

    May not be a bad idea to share some family names between neighboring factions that way as you start taking territory new names pop up in marriages and adoptions. It wouldn't be that lore breaking if you think that as the tide of war turns some people would be looking to switch sides.

  5. #5
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Battle of the Greenfork Preview in OP

    Quote Originally Posted by rj2long View Post
    May not be a bad idea to share some family names between neighboring factions that way as you start taking territory new names pop up in marriages and adoptions. It wouldn't be that lore breaking if you think that as the tide of war turns some people would be looking to switch sides.
    You're probably right. Plus, players generally conquer their immediate neighbors so fast that they wouldn't encounter much of a problem with adopting their enemies...

    Edit: Just finished up the Breakland unit cards:

    Last edited by AdmiralThrawn; May 24, 2015 at 01:03 AM.

  6. #6
    StellarAngel's Avatar Foederatus
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Was actually a nice battle, even if the AI look really stupid yet :/

    Could you use Luster's AI or something, like Stainless Steel mod does ? Would be much more enjoyable :p

  7. #7
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Here's a new Let's Mod for making Unit Cards:


  8. #8

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Hi nice submod.You have done an excelent work.
    Do each faction will have unique units like Runeriders?
    Sorry if my english is not perfect im from Spain.

  9. #9
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Kinda, sorta, not really. I've tried to make the rosters more varied but its not like they all have one unique unit or something. The Reach and Breaklands are pretty same-y, but most other factions have several unique (or at least rare) units.

  10. #10

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    It say that submod is in 2.0, but i cant find download link.. Can someone explain me why there is no download link?

  11. #11
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Quote Originally Posted by achilles-91 View Post
    It say that submod is in 2.0, but i cant find download link.. Can someone explain me why there is no download link?
    You just have to sort of close your eyes and believe that its there. But yeah, 2.0 hasn't been released yet so no download links.

  12. #12

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Thank you for fast answer Admiral Thrawn.

  13. #13

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Hi Αdmiral!


    I want to ask you if you are going to have
    The same system of recruitment as in VERSION 1.0,

    Who had to destroy whole the other faction
    To produce soldiers from the enemy castles.

    Because sometimes you do not want to destroy the other

    the faction but to take only one castle.

    Μaybe if you just kill the lord of the castle and take it.
    One of the generals take the lordship for himself,
    and that makes the troops recruitable.

  14. #14
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    The problem with what you are proposing is that the troops in the castle are unique to the entire region. It wouldn't make sense for, say, Tywin Lannister to recruit Riverland troops after taking a single castle. That being said, I've divided up the recruitment regions such that, if you conquer the Osgrey castles north of the Mander, you can recruit Osgrey troops without having to entirely conquer Gardener. That should make things a bit nicer.

  15. #15

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Quote Originally Posted by AdmiralThrawn View Post
    The problem with what you are proposing is that the troops in the castle are unique to the entire region. It wouldn't make sense for, say, Tywin Lannister to recruit Riverland troops after taking a single castle. That being said, I've divided up the recruitment regions such that, if you conquer the Osgrey castles north of the Mander, you can recruit Osgrey troops without having to entirely conquer Gardener. That should make things a bit nicer.
    You are right Admiral!

  16. #16
    Drazule's Avatar Campidoctor
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    The only time I ever really have that problem is when I'm fighting a faction who has conquered most of another faction that yet lives. Its not that bad.

  17. #17

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    hi.. great job keeping this mod alive.. I liked these last 2 videos but one thing I would like to suggest.,.. main factions should have one infantry unit (or whatever unit it suits the best) composed of only said faction personel, just like bodyguards or guard units... using no other houses crests on it`s shields...... No super unit stats, only one faction crests everywhere.... You would probably find a way to better implement it,
    just a suggestion, I played some older version of it and loved

    +rep

  18. #18
    Drazule's Avatar Campidoctor
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Like a household guard? Are General Bodyguards only their faction leader's house?

    Also, can Royce bodyguards be Rune Riders? And Bolton Skinwearers? Or will they be the same heavy cavalry all around.

  19. #19

    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Quote Originally Posted by Drazule View Post
    Like a household guard?
    Yes, do not need to be a unique unit like those you mentioned, just some regular heavy infantry would do it

  20. #20
    AdmiralThrawn's Avatar Vicarius
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    Default Re: [Submod] Age of Petty Kings 2.0 - Unit Cards preview on Page 5

    Yeah, the Royces have that with their Runeriders (and the Bolton Skinwearers are kinda like that, though they have no shields), but I haven't thought of any other special ways to do that for the other factions. I'm open to suggestions though .

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