Zebedee said:Wow! Hmmm... combine HoI2 with CK... please.. Johan... go on, just for us..
Seriously though, can't wait to try.
Yep and combined with the diplomacy AI that would make the best game ever
Zebedee said:Wow! Hmmm... combine HoI2 with CK... please.. Johan... go on, just for us..
Seriously though, can't wait to try.
I just want to say thanks for your many great ideas. I must state that what you have downloaded is an early beta with many things not completed yet so many of the things you have suggested will be absent from it. But these will certainly be in future versions. I will come to back some of your points as I begin to script more events, make some of the smaller countries, change policy/diplomacy settings etc. But the map might be quite hard to change. Most of the islands are located much further from the coast than in reality, this is because of the fact that I have to use the original HOI2 provinces. I know it looks weird but if we want the islands there it is the only option availeble. Hope you will enjoy the beta even so. Please comment further when you have tried it. It is really good to get this input of yours and others.Woz Early said:
Zebedee said:Just a thought... would it possible to use Africa to the North Pole? Just change the scale and movement speeds to reflect a greater level of detail?
That would answer some of the map queries maybe. But that's chrome more than anything else I guess.
Woz Early said:Flipping hell! If you were unable to actually draw in a map, but managed to create something that still looks so similar to Westeros...that's eerie as hell. The coastline of the North is very, very close to the ASOIAF map.
Hopefully it will be possible, somehow, to rewrite the map at least to some extent. Good luck with your lookings into it.
Woz Early said:I think event-wise, it depends on how much free will and how much determinism you want to write into the mod. For this kind of mod, I'm assuming that the way forwards will be that the general scenario is fairly determined, and set near the end of A Game of Thrones, or near the start of A Clash of Kings.
So, for example, the Lannisters will support Joffrey. Both Baratheons will have declared themselves Kings, the Targaryens are a pitiful force out in the middle of nowhere (but oh, are THEY going to get a nice set of events in the near future), Robb Stark has raised the North in rebellion, but not yet got through to Riverrun to become King. Tyrells have supported Renly, Dorne and the Eyrie are neutral.
If that isn't the case at the start (mod was a bad download, sadly. Will try again tomorrow), I assume it will be the case very early on. If Robb Stark frees Riverrun, he'll have the opportunity to crown himself King in the North and make the Riverlands a puppet (should be a fairly straightforward event).
Woz Early said:I assume this has been done already, but I expect the three major claimants to the Iron Throne have been banded into being Allies, Axis and Comintern? An arbitrary division, but I assume Dragonstone under Stannis Baratheon as the likely leader of the Allies, the Lannisters as the leader in the Axis and Daenerys as the leader of the Comintern. Ultimately, all of the others are either supporting one of those major claimants (allies) or pursuing their own ends (Greyjoy, Stark, Rayder) etc.
That would give a sensible way to assess victory, if you distribute VP to the major areas, including tactical ones such as Moat Cailin. That way, the at-a-glance victory screen will still make sense, as it will display the relative powers of the Baratheon, Lannister and Targaryen camps.
Woz Early said:Oh, and on an evil note, the Brotherhood Without Banners events will, presumably, trigger for the Lannisters on a fairly regular basis (got to keep Gregor Clegane occupied somehow...) by generating increased dissent levels and/or partisan forces in Lannister occupied territory. Of course, soon after Clegane puts them down they'll reappear AGAIN under Beric Dondarrion, miraculously raised from the dead.
Woz Early said:And, of course, if and when the Red Wedding occurs, the BWB events will also trigger for the Freys...
Woz Early said:Other things...Jeor Mormont's call to the five kings would be much like the Civil War in Spain interventions. Each King is asked if they will send men and materiel to the Wall (at a time when, clearly, those are at a premium). Obviously, it is likely that only Stannis Baratheon will respond. Likewise, when (if) the Wall is attacked by Wildlings, the Kings will be asked to mobilise to their defence, with most likely only Stannis (and possibly the North) actually doing so. Provided they do DoW the Wildlings and the Night's Watch still hold (x) number of their provinces after so much time, then it assumed that the Wildlings have failed, triggering the capture of Mance Rayder and dissolution of the Wildling army.
Woz Early said:After that, the Wildlings will be pretty impotent (as most will have joined Stannis) and the few that remain in the Lands Beyond the Wall can safely be ignored. Perhaps to prevent colonisation of those lands, occupying any of them has a high risk of triggering an attack from either Wights or the Others, causing the occupying nation to lose (x) manpower, or materiel, etc.
Woz Early said:Again, just thinking and typing (yeah, its a slow evening). The Death of Joffrey will be an event to warm people's hearts after the Red Wedding...presumably it'll trigger for the Westerlands and Dorne, given the involvement of both families in Tyrion's trial. If Tyrion is proclaimed innocent (ie, Martell wins the trial), then Gregor Clegane dies and the Martell's demand for justice by Oberyn will probably be extended to Tywin's head (which he might try to take by poisoning), and raise the likelihood of Dorne claiming Myrcella as the true heir to the Iron Throne.
Of course, if Clegane wins the trial there's still a high chance he'll die from the poisoning, and a high chance (certainty) that Tyrion will make his escape, killing Tywin and Shae in the process, and being joined by Varys...the three, presumably, to surface again with Daenerys. OTOH, Doran Martell is then more likely to subdue the rebellious elements in his court and not DoW the Lannisters. Not sure if you caught the same extract from the next book that I did, so I'll say no more on that.
Either way, Tywin Lannister is pretty much doomed, as is Oberyn Martell. IIRC, leaving the smart money on the choice of Hand being either Mace Tyrell or Kevan Lannister - so either weakening the already weakened Lannisters, or offending their only remaining ally. Ouch. Still, anyone playing the Lannisters deserves it, right?![]()
Zebedee said:Alternatively (and yes I've had a few beers) - how about rotating the map of Westeros a half turn clockwise?
That would mean Dorn could be, say Italy (or even Spain), Storm's End would be in Greece, you could have Riverrun somewhere near the Pripet marshes and all of Asia for the North. Would be slightly odd to look at first time, but it might avoid the problems of having to change land into sea..
Hope that makes sense and doesn't seem totally mad - just trying to figure out how to make the map just that little bit bigger.
Other ideas after a bit more play.
Zebedee said:Just some basic questions from me
What scale for troops are you using?
At the start of the war, the forces look something like this (rounding to nearest 500):
Lannister:
With Tywin and Kevan:
7000 cavalry
13000 foot
With Jaime
3000 cavalry
12000 foot
At King's Landing there are 2000 gold cloaks (when war is declared a further 4000 are recruited). Perhaps 500 cavalry (knights, squires and men at arms) and 1000 sellswords also (although the sellswords are recruited when Tyrion returns to King's Landing).
Riverrun can call approx. 20000 swords (presumably Renly was including the 4000 Freys in this count).
Leaving Winterfell, Robb has 3000 horse and 9000 foot, which increases as he travels south to a total of 20000 men by the time he reaches the Twins (eg the Manderly's send 500 horse and 1000 foot but leave some behind to defend their own lands). Robb leaves roughly 2500 men in the North to guard Winterfell etc, plus you have the 500 or so horse Bolton left with his bastard.
Storm's End and High Garden together can field 20 000 horse and 90 000 foot.
The Greyjoys can muster (assuming 100 men to a longboat) something in the region of 7000 foot.
Dragonstone can field 500 horse (light according to Renly) and 4500 foot. They do have 220 galleys and cogs though.
Just some things I've noticed in mod so far:
Can't find Stannis as a leader for his armies.
Pic of Melisandre is missing (sure Amok has got a pic of her - looked quite foxy IIRC). Think there a few more characters Amok has done which you haven't got in the mod.
The pics in the tech teams appear a little 'stretched' - is this a consequence of trying to fit them into the required space? Might it be better to cut them as portraits or would the artist object to that?
Lannister's tend to win very easily currently. I think they are probably a little overpowered - the second army at Lannisport wasn't conscripted until after Jaime lost at Riverrun.
Tyrell and Florent Light Cavalry are actually light infantry units.
Golden Tooth builds up supplies without releasing them to Hightower even when territory is contiguous to it and it is obtained via a peace deal.
Woz Early said:Hmm...I see the logic of having the Others as a sweeping force that will strike Westeros (although, currently, this is pure speculation.) and hence giving them an alliance slot, but since realistically no-one else could ally with them, given that they hate everything living, is that necessarily the best choice?
I'm just not sure how well they'll work as a proper faction, because they wouldn't conduct diplomatic deals and its not really possible to go to war with them in a conventional sense (at least, not at present). The Night's Watch has only just worked out that Dragonglass can stop them (and that's only on Sam's evidence), and Dragonglass isn't being mined any more. I'm not even sure if anyone knows how to work it in Westeros - wasn't it something only the Children did?
I imagine that the Others would strike via events to cripple anyone north of the Wall...and, if the Wall is broken, cripple people southwards as well. Still, your mod, your call.
On the note of R'hllor believers, isn't that basically Stannis? And isn't there a chance that he might listen to Davos and throw off Melisandre's shackles, picking up the Seven again? (I know, maybe a bit late by the stage the series is now, but he might not necessarily burn the Seven on Dragonstone, for example, or use the shadows to kill the other kings)
I suppose its how you see the struggle as to what power groups you assign. I personally see the underlying struggle of the series so far as being for the crown of Westeros (hence Baratheon, Lannister, Targaryen), but I expect that we will see a fourth element with regard to the Others appearing in future books. Depends how much you want to second guess, I suppose.
I've got hold of the mod, so I'll play around with it ASAP. If I can get my head around HOI2 event scripting and you want an extra pair of hands, I'd be happy to help scripting events.
Zebedee said:Just a little more feedback/bug reporting:
Zebedee said:On 24th October 1936, after completing the first two techs in the 'Taxation' series at the same time, all the Tyrell's research team vanished. Not sure what went on there.
Zebedee said:Very enjoyable game this time round too - Wildlings annexed wall, and everyone else ganged up on the Lannisters.
One thing to note about the AI is that it doesn't defend the fortified positions very well for this mod. Wonder if 1.3 will help out here when it is released, although the scripts will probably have to be copy pasted across for this mod.
Zebedee said:Would 'anti-armour infantry' brigade be better put as 'pikemen'? Or is that what you intended to convey with your spearmen brigades?
Zebedee said:Lots of room for a tech tree for spying (op int for game purposes) - literacy, ravens, 'little birds' ?
Zebedee said:I'm fiddling about with new counter designs (unsuccessfully but meh!) but if there's anything I can do to help, let me know and farm it out to me![]()
Zebedee said:Ok, counters are going to take a long time. They truly, truly suck for modding and I'm having to sit down and figure out how best to do them pixel by pixel. If someone who is faster at doing them shows up - grab them![]()
Zebedee said:Just a few (very minor) observations:
Typos:
Aeron_Greyjoy
Samwell tarly
Zebedee said:Eddard Stark seems to start the game at the wall even before the event fires. Shortcut for the event rather than waking/sleeping him or event misfire?
Zebedee said:Some of the components for techs don't seem quite right. eg One of the trading techs has 'restaurants'.
Zebedee said:Might it be better to scale the units so that a cavalry unit represents 500 men and 1000 men remains the infantry standard? To compensate the cost of cavalry could be really increased for maintenance. Supply usage for all units may need tinkering a little bit too - King's Landing has a population of 500 000 but only yields a few thousand troops in a really desperate situation. Medieval warfare was hampered by logistics more than anything else.
Zebedee said:The production of goods in areas may need rebalancing - as the Wall, I was easily able to amass massive stockpiles in everything by 1939. That was without excessive trading - just accepting AI offers and ensuring that everything was in the green.
Zebedee said:Infrastructure likewise could be tweaked a little. This would make the main roads much more valuable for movement and as invasion routes. eg Moat Caitlin by default becomes the only really viable route through the neck if it is the only piece of land with decent infrastructure.
Zebedee said:To help the AI guard areas of importance is it possible to 'sleep' units until they are attacked or woken by events like the Paradox scenarios? This would prevent everyone from leaving their capitals totally undefended (ok Robb did it partly, but the Lannisters wouldn't leave King's Landing without some defenders).