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Now, here's a suggestion: In certain maps, the continents are cut off. So why not merge those continents with other continents which are cut off? Elibe and Fates-land can be united into one large continent, for example. When merging Elibe and Fates-land, I thought Archanea and Valentia fit alright into southern part using Pangaea as a principle. Elibe has nomads to the east and Fates-land likely has more tribes to the west, so the two would merge rather well. It would also spice up playthroughs once you're done with the railroaded story events. With this projection, I'd like to squeeze both Tellius and Fates-land in the north-east corner, but it's difficult. I've uploaded one sample map of a more dense world. The two areas indicated by the green double-arrow are supposed to be the same area once the map is complete. I even added Zenith as some filler on the map.
Additionally, Chrom states in some Fates DLC that Hoshido and Nohr are known kingdoms to Ylisse, so it makes sense to keep them rather close.
Edit: Magvel is a bit yuge in this projection, please ignore that
Now, here's a suggestion: In certain maps, the continents are cut off. So why not merge those continents with other continents which are cut off? Elibe and Fates-land can be united into one large continent, for example. When merging Elibe and Fates-land, I thought Archanea and Valentia fit alright into southern part using Pangaea as a principle. Elibe has nomads to the east and Fates-land likely has more tribes to the west, so the two would merge rather well. It would also spice up playthroughs once you're done with the railroaded story events. With this projection, I'd like to squeeze both Tellius and Fates-land in the north-east corner, but it's difficult. I've uploaded one sample map of a more dense world. The two areas indicated by the green double-arrow are supposed to be the same area once the map is complete. I even added Zenith as some filler on the map.
Additionally, Chrom states in some Fates DLC that Hoshido and Nohr are known kingdoms to Ylisse, so it makes sense to keep them rather close.
Edit: Magvel is a bit yuge in this projection, please ignore that
Oh, if you're trying to match up Fates-land to Elibe, how about rotating Fates-land clockwise a bit so that the peninsula on the south side of the eastern edge of the Elibe map is the peninsula on the south side of the west edge of the Fates map? Does that work? That was an idea I had once when I was looking at the maps, but I don't have any decent image-editing software that allows rotations of less than 90 degrees.
Oh, if you're trying to match up Fates-land to Elibe, how about rotating Fates-land clockwise a bit so that the peninsula on the south side of the eastern edge of the Elibe map is the peninsula on the south side of the west edge of the Fates map? Does that work? That was an idea I had once when I was looking at the maps, but I don't have any decent image-editing software that allows rotations of less than 90 degrees.
I had the exact same issue, actually. I've been thinking about rotating and distorting some of the continents, but I figured OP would know how to do that better than me since he has most of the continents ready, it seems
If I may, if you want an alternate suggestion, you could merge Tellius and the Fates Continent instead. Tellius has desert in its northeast, Fatesland has desert in the southwest... it could fit. Kinda...
Maybe it's just me, but I don't really see the Sacaean Plans, with the Illian Snowy Highlands just above it, to be quite near that desert...
If I may, if you want an alternate suggestion, you could merge Tellius and the Fates Continent instead. Tellius has desert in its northeast, Fatesland has desert in the southwest... it could fit. Kinda...
Maybe it's just me, but I don't really see the Sacaean Plans, with the Illian Snowy Highlands just above it, to be quite near that desert...
I tried Tellius and Fates first actually, but they didn't mesh well. Maybe if I put some effort into it. I think the map should be fun to play, too, that there is some interaction between the worlds after a while.
I tried Tellius and Fates first actually, but they didn't mesh well. Maybe if I put some effort into it. I think the map should be fun to play, too, that there is some interaction between the worlds after a while.
Well, it doesn't have to be with the parts we see on-screen. Hatari is east of Tellius but never showed on the map. Placing it between Tellius and Fatesland means you can just make up the piece of land and that would make it easier to bridge the two continents. I'd think.
Wow what an ambitious mod! I have tried out the latest version and it looks impressive! I have a question though, what is the best timeline to start on with most story events?
Thanks! If you want story events, I'd say go with Eliwood in the Blazing Sword bookmark or Zephiel in the Binding Blade one. Sigurd's event chain in Birth of the Holy Knight will be a lot longer, but it's not done yet.
There have been some good ideas in here about connecting the continents too. It'd be nice to have land connections between some of them. I'll probably stick to my planned layout since it means I won't have to redo the map again, though. Some of the map files are annoying to make and using Nudge to set the city/port/unit locations is bad for my will to live. Maybe there's an easier way I don't know about.
And in case anyone was wondering, I haven't abandoned this. I just got a bit sidetracked by the Stellaris update, among other things.
I finally got my hands on the Fire Emblem Chronicles content, although the files are extremely outdated. Here is my Nohr-map so far, I'll try to attach this to the Tellius map.
Which difficulties? Fates-land has wasteland in the west, Tellius has wasteland in the east, they went together very well, in my opinion. The light pink is how they looked when I smacked them together, the dark pink color is wasteland I added with a paintbrush in ten seconds. I'll obviously make the dark pink part look better once I try to get this into the game.
This quite a... great mod ! The holy blood mechanic is well thought.
There's only one thing that I think is "buggy" (not the right word but English is not my mother language) : Because of the vanilla game, cognatic succession changes all the dynasties every one or two generations, which may not be very "accurate". Why not trying a system a la AGOT (for Dorne) or switching back to a more "regular" succession system ?
Otherwise, I reaaally think you've made a nice mod there.
Glad you like it.
I'm working on finishing up the event chains for FE4 and FE5. With any luck I'll have an update out this weekend or early next week.
I didn't play much in Dorne in my AGOT games. How did they handle succession? I thought they were true cognatic, but I vaguely recall female heirs getting disinherited under certain conditions.
I'm a little late, but I guess that's better than never. New version is up, see the first post for the download link. The main additions are event chains for Sigurd and Seliph up to the end of the game, and some Loptyr mechanics.
In certain bookmarks, a character will be possessed by Loptyr. (For anyone not familiar with FE4, he's an evil dragon the villains worship as a god. Breeding a person he can possess is step 1 in their plot.)
In this mod, characters possessed by Loptyr are sort of like the vanilla demon child. They get a bunch of traits that result in some very high stats.
When the possessed character dies, Loptyr will automatically possess their heir if they're a suitable host. Otherwise a random host will be taken over. If there are no hosts left, Loptyr's gone and his institutions (empire, church, holy order) will collapse.
Should Loptyr die while at war with someone who has the Book of Naga as their weapon, I'm assuming the book-wielder had a hand in his death and he'll stay dead.
If no one is possessed, members of the Loptryian secret society can look for look for characters with his holy blood. If two are found, the head of the society gets a decision to introduce them to revive their god.
There are probably bugs I haven't squashed yet. If you notice any, let me know and I'll take a look.
Added more event chains for FE4 up to the end of the game. Most of the major wars are in the history, so you can jump in at a variety of points by changing the start date from the bookmark.
Some provinces now can get extra holding slots when prosperity increases (thanks to tsf4!)
Church of Edda now has a religious head.
Added decisions to create the Church of Edda, Church of Loptyr, and Loptyrian holy order.
Added events to make sure the child of a marriage forced by the Loptyrian Order manifests the right holy blood.
Added child and witch hunt decisions for characters of the right faiths with the hunting or theology focuses. (I need to circle back to these and add more content.)
Added Loptyr possession mechanics.
Added "summon Deadlords" decision for Loptyr-possessed characters or other characters who know how (currently, only Veld from FE5). Deadlords will be automatically summoned for Veld and Julius in the appropriate bookmarks.
Tweaked title history and fixed a bug where clones of missing characters created for the history files (Brigid, Altena, etc.) would come back to life when saves were loaded.
Known bugs:
Due to an issue with join_defender_wars (I think?), Seliph will not be able to join Leif in the Thracian invasion of Manster if Leif is already helping Seliph in one of his defensive wars.
Happy to see so much flavor for Jugdral ! But just to know, what are the "Deadlords" in the mod? Summoned Armies or great commanders? Because I remember that they were powerful enemy units in FE4.
I'm gonna work on Magvel after summer, and I think it's going to be a very fun scenario. The Grado empire will launch invasions to capture royalty and collect their sacred stones, then destroy them so that Fomortiis can come back and take over the continent.
Here are some of my plans:
- All the royalty gets their sacred stone as artifacts
- Lyon/Vigarde gets access to a copy of the Rivalry-CB allowing them to capture and imprison royalty with sacred stones. A decision on the intrigue-screen will enable you to demand and destroy sacred stones from rulers you've imprisoned.
- Once (or if, at all) the sacred stones have been destroyed, massive monster hordes will start ravaging the land Mongol-style. The invasion can also start under other conditions which I'm not revealing, and its strength will scale depending on how many of the sacred stones have been destroyed.
- Back-and-forth holy wars between Riev and Mansel & their successors no matter which timeline you play
And as a general feature, I want to introduce the arena using the AGOT duel system, which will allow you to wager gold and improve your personal combat ability. Of course, there's a chance you might die in these duels.