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pbr7994

Second Lieutenant
97 Badges
Oct 12, 2014
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This submod is intended to stop the nights watch from being such a pushover
Features:
  • Buffed Terrain for the Wall, provides a decent chance for a bottleneck (even if the wall comes down there'll still be plenty of debris to fight around...)
  • New tactics for blackbrothers fighting on the wall, comparable with the dragons (I figure the wall has held of against as poor odds as the dragons ever did.)
  • Tied the tactics to a combat trait that black brothers gain when they spend a month on the wall and lose when they leave the wall (prevent them from being OP when they attack the wall)
  • Give anyone access to weakest wall defense tactics when they hold the wall, so that if the wildlings hold the wall they can defend it
To Do:
  • Clean Up Tactics Sprites
pBG3TNz.png

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dakRivV.png

Download:
Dropbox

I'm not sure if anyone else feels the same but holy crap wildlings are OP.

playing from Roberts rebellion as varamyr six skins, I could call up a 20k stack in hardhome within 20 years or so, while holding both castles in the province
and that's without any vassals...

The nights watch in comparison have practically nothing.

Is there any way to nerf them, or ids the nights watch doomed to be the wildlings whipping boy

Edit: I've written a little mod that should give the nights watch a few better combat tactics (basically the dragon ones), when they are fighting on the wall. it seems to work in that it loads up and the terrain has changed to what I want, but it seems to crash after a few days...
I'm Calling it ready, and I'm uploading it as a submod
 
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I think there are around 50K wildlings beyond the wall to start with so it seems strange for a ruler to have 30K with only two castles. What I'd like to see for the wildlings is some kind of modifier to represent the fact that their women fight. Like a 100% increase in levy size
 
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I think the women fighting seems as though it's already a part, women leading armies, spearwives etc... I don't think there needs to be a modifier for it, and the 20k comes form maxed wildling barracks, in both castles, a maxed slave pit in the capital (hitting crasters keep, imprisoning the family, selling them all into slavery got about 1600 cash), and a good first raider to bump up the levies... I'm an independant wildling and I'm calling on more troops than a lord paramounts personal levies...
 
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I'm not sure if anyone else feels the same but holy crap wildlings are OP.

playing from Roberts rebellion as varamyr six skins, I could call up a 20k stack in hardhome within 20 years or so, while holding both castles in the province
and that's without any vassals...

The nights watch in comparison have practically nothing.

Is there any way to nerf them, or ids the nights watch doomed to be the wildlings whiping boy
Really? I think Wildlings are UP. Mance Rayder's war for the Wall only ever seems to have a host of 3000 men or so. I always accept the call to arms because it doesn't even cause much of a concern to fight it, just to maybe farm some prestige. And the Night's Watch ends up destroying the hell out of them. Go figure.
 
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That's only in that particular scenario since you're immediately at war.If you've got some time to prepare like the OP did you can destroy the NW very easily (if the 7 kingdoms are too busy to help).
It's weird why Mance can't have about 20,000 or less event troops that are of poor quality (Light Inf. and Archers) and we amp up the Wall's defensive bonuses.
 
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It's weird why Mance can't have about 20,000 or less event troops that are of poor quality (Light Inf. and Archers) and we amp up the Wall's defensive bonuses.
Does the ck2 engine allow some kind of bonus to armies in battle via forts. If not, could you create a new terrain type called 'the wall' which adds defensive bonuses because i do not feel that the effect of the wall is being represented very well in its current state
 
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Does the ck2 engine allow some kind of bonus to armies in battle via forts. If not, could you create a new terrain type called 'the wall' which adds defensive bonuses because i do not feel that the effect of the wall is being represented very well in its current state
Truthfully, I am not positive in saying that CKII has an engine that can allow or deal with this type of matter. I'd think that attrition and defensive bonuses could be given to the Night's Watch with longer siege times and more events detailing failed/successful breaches by the Wildlings.
 
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See I'm thinking, correct me if I'm wrong, that the nights watch can Only go to war with wildlings and white walkers...
In wish case maybe do an In combat event that gives nights watch a modified version of holy warrior (bonus against other religions) if they're fighting on the wall, until the battle ends, not sure if this is possible

Or make the wall it's own terrain type and give all members of the nights watch a combat trait that boosts they're ability on the wall terrain
 
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I've added a little mod that should help but it seems to keep crashing, any help would be appreciated...
Download the Validator if you haven't already. If you did, run it and it'll show what's wrong, then you can ask a question on the Modding-Quick Questions thread. Hope that helps.
 
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@pbr7994 Any news of your Sub-mod? I'd like to give it a spin and report bugs (hopefully none occur) and give feedback .
It's about as ready as it's going to be.
Nightswatch get the defending the wall trait in about a month, anyone else gets it in about two, there might be some rebalancing needed, but for the most part its working as it should be, I'd be glad to hear your opinion :D
 
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It's about as ready as it's going to be.
Nightswatch get the defending the wall trait in about a month, anyone else gets it in about two, there might be some rebalancing needed, but for the most part its working as it should be, I'd be glad to hear your opinion :D
Awesome. Cannot wait. It's definitely gonna add some more depth to the Wall. Who knows, mayhaps (lol) the Modding team'll implement your ideas: it seems too logical to ignore. :p
 
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