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RRMike
08-16-2011, 07:20
Does one exist anywhere?

The reason I dug mtw back out was the release of DwD and the medieval mood those books always put me in.

See macsen rufus's replies for progress on his excellent Game of Thrones mod.

drone
08-16-2011, 15:06
To the best of my knowledge, no one has put together one for MTW. Over at TWC, they have a Westeros: Total War (http://www.twcenter.net/forums/forumdisplay.php?f=721) hosted mod for MTW2:Kingdoms, but I don't know what state it is in.

macsen rufus
02-22-2017, 01:06
Seriously bad thread necromancy, but is anyone still interested???

I've been at work recently, and will be able to release a Beta version in the next few weeks....

Campaign map - playing House Stark

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Starks and Tullys in battle

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Sample stats/names/ etc

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Some of Duke John's WOTR textures fit in nicely

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Diplomacy

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The Pay Off...

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dimitrios the samian
02-22-2017, 06:45
Whooa !! ... fantastic .
Im a fan of the Series also .
This is big news for us folk still battling away on good old MTW .
Its special Mac , probably will be much more popular than Ancients .
Do advertise it over at TWC when yr ready also
cheers

drone
02-22-2017, 18:15
Looks nice! Did you flesh out the religions?

Leith
02-22-2017, 23:01
Hello guys! Of course I'm interested! As a matter of fact I am watching Game of Thrones season 2 right now on my new laptop! Thank you, Mac, for everything you have contributed to the MTW community. Cheers!

macsen rufus
02-23-2017, 01:56
I am watching Game of Thrones season 2 right now on my new laptop!

I've just finished season 5 on DVD - I'll be very careful with possible spoilers :2thumbsup:


Looks nice! Did you flesh out the religions?

Thank you, Drone :bow: and yes - if you see the diplomacy parchment above, it shows two of the sigils I've used, the tree on the Stark shield being for the Old Gods (using Orthodox as its base), and the seven-pointed star for the Septics (Catholic underneath the covers...)

The Baratheons of Dragonstone follow R'hllor (Jewish religion/Catholic culture), with a flaming sword sigil, and the Ironborn (well, House Greyjoy as they're called in the mod) still have the trad Pagan pentagram, but all references are to 'following the Drowned God' etc. For Stannis in particular, getting on top of the religion thing is important to the campaign, as R'hllor isn't very popular in Westeros....

Playable factions are:


Baratheons of Storm's End (ie Renly)
House Arryn
House Tyrell
House Martell
House Lannister
House Tully
House Greyjoy (FN_07, with all that entails ~D )
House Stark
Baratheons of Dragonstone (ie Stannis)



I've even made provision for the rare occasion when the Greyjoys do that annoying conversion thing. There isn't any Muslim faction, as I wanted to keep a spare culture/religion in case I ever venture to Essos. There really are not enough religions/cultures for this world in MTW so I've had to be sparing. House Martell has a very 'muslim' feel about it, but they are Seveners, so have the same religion/culture attributes as the other Southron houses.

Appropriate agents are available: Maesters (emissary), Greenseers in the North, Red Priests for Stannis, Septons for the Seveners (which reminds me I should also do Drowned Men for the Greyjoys....)

Other details:


105 provinces
King's Landing starts as a rebel province (because Robert has just died)
Lots of titles and offices relevant to the story - eg Iron Throne in King's Landing gives 'Hand of the King'
Alchemists' Guild in KL allows building Spitfires and Fire Galleys (plus a nice office)
High Sept of Baelor in KL (+ office)
Citadel of the Maesters in Oldtown (+ office)
The three relevant cities have the City Watch unit (with valour bonus for Lannisport...)
Various classes of knights spread around the factions: Southron Knights, Vale Knights, Reach Knights, Dornish Knights, Westerland Knights and Northern Heavy Cavalry (as most Northmen are not Seveners, of course....)



Textures used are mostly existing MTW ones, plus a few nice ones of Duke John's WOTR and mediaeval collection (had to do a lot of work on coordinates, though). This means that faction-shield units get proper faction shields. Inns are included for mercenaries, including some 'trainable' ones (in addition to 'hirable' ones), ie Sellsword Company, Free Riders and Mercenary Crossbows. I've renamed a lot of the units from MTW originals, and though they have the same icons (for now, may do some tweaks later...) do not confuse them with the MTW originals, for the stats/abilities are different.

For Leith's benefit, I won't say where crossbowmen get their ironic valour bonus ~D

Faction names are drawn from the books, with surnames in each faction representing the appropriate banner houses.

The tech tree is pretty simple, and doesn't stray much from the VI route. I've also used my invisible, indestructible building system to control building possibilities in various provinces. Top level castle is Citadel, but this is only buildable in the faction capitals. I've added a few of my favourite battle maps from the Ancient mod...

Some notes on unit rosters:


Northmen prefer mail
Southrons prefer plate
'A Dornishman's two favourite weapons are the spear and the sun'
Elite troops are only found in the capitals
Availability of better ships is geographically limited

Trapped in Samsara
02-23-2017, 11:57
Hi

So, Winter is Coming to the venerable MTW.

Great stuff! I will be keeping tabs on this project of yours Mac.

Keep up the good work.

Best regards
VictorGB

Sapere aude
Horace

drone
02-23-2017, 16:11
Did you use the Mongol emergence mechanism to create an Other invasion in the North? ~D

macsen rufus
02-24-2017, 00:11
'Fraid not, Drone :no:

The map stops at the Wall - anything coming over the wall would need whole new animations etc, for one thing, and for the other I'm using the VI scheme rather than the MTW one... however it would be nice if it could be done somehow ~D

Axalon
02-25-2017, 16:02
Man, I totally approve of this project... I also like that there are seemingly
fewer factions involved here for a change - keep goin Mac.... :D

- A

macsen rufus
02-27-2017, 01:22
Thanks YanBG & Axalon :bow:

Yan - I'm sure there must be a link for your units somewhere, I'll take a look and let you know if I want to borrow anything :2thumbsup:

Axalon - yeah, I try to keep factions 'true to the story' whether the story is real history or fictional. This mod is aimed directly at the War of the Five Kings, so of course there are nine factions ~D

One weirdness that has cropped up, though - because I have used Jewish_religion for BARDS... sorry Baratheon of Dragonstone .... I have an issue with rebellions - majority 'Jewish' (ie R'hllor) provinces can rebel - but there is no army of rebels appearing at the end of the turn, even though it says the peasants are revolting.... unfortunately you can't add jewish peasants, loyalists etc to the rebelling troop mix, it always throws an 'Unknown label' error when I try.

This could be a major annoyance if I can't get to the bottom of it.... I haven't given up yet, but I think that's the problem (which is not so much a problem if you're playing BARDS, of course, because once you've converted the province to R'hllor, the peasants don't show up to rebel against you no matter how mean you are...) I'm still trying to get to the bottom of this non-appearing army issue, I think it's the religion thing, but I still need to check out the possible angle of army stratmap pieces, too. I'm running a Greyjoy campaign right now, and trying to convert a troublesome province to 'pagan' to see if the rebels start appearing once they're converted.


EDIT to add: ok, got YanBG's textures now - I think there could be a place for one or more to avoid re-using so many vanilla versions, and pleased to know that the custom folders can be used for extra mount animations :2thumbsup:

Axalon
02-27-2017, 15:43
Mac...

I screwed around with stuff like cultures and religions back in 2009-2010, and essentially found out that there are only two cultures/religions that are truly functional 100% in MTW - "Catholic" and "Muslim". While "Orthodox" and "Pagan" are almost functional all over - all the way up to audio and music (also I noted that princesses for pagans, the AI won't generate any new ones - this with some various exceptions in V.1.1, but you don't work with that engine, so no matter).

Anyhow, the Jewish and Heretic "religions" don't work as they just lack too many crucial parts in the game to do so - especially in regards to rebellions and AI-values and settings. There are none of that (as I understand it). This in turn makes both of them essentially non-functional beyond some odd agent or two, or possibly some building back and fourth.

What I am saying is that you probably can't build a functional and proper faction on a Jewish- or heretic-distinction at all. It lacks vital parts to get there - and that the stuff that need to be done (to make it happen) is seemingly hardcoded - so its a no-go basically. The same thing can also said about the "hidden culture" - called "Default" or "Christian", or some such (I don't remember the exact term) BUT it has the very same problem. While fully recognized in part by the MTW-engine - it still lacks vital parts to function seriously and properly within the MTW-mechanics. Such as AI- and rebellion-values (and possibly other stuff too). Thus rendering it essentially useless/non-functional for serious use in campaigns.

...I'm afraid you are stuck with four cultures only - Catholic, Orthodox, Muslim and pagan - and are forced too make due with just them. Heretic and Jewish won't work, due to the outlined reasons. Again, that is - if I remember all this stuff correctly - it was back in 2009-2010 that I did my research and experimenting on all this - so yeah, it was a long time ago - and I did not even bother to posting about my findings either at the time (thinking nobody here would have much use for them anyways).

- A

macsen rufus
03-01-2017, 13:42
Thanks for your thoughts, Axalon :bow:

The missing peasant rebels seem to be the major issue with using the Jewish_rel tag. As a faction, BarDS plays well enough, but AI Stannis is never going to be a major player, the starting position is just too tough for it ~D

I did have an Israelite faction in the original Ancient release, and whilst it's a long time since I played it, I never actually noticed the missing Jewish peasant rebel problem. I think it was mostly down to the extremely slow rate of conversion (well, all apart from the time I accidentally gave Solomon's Temple an insanely high conversion factor by mistake and the entire Middle East converted in one turn, but that's another story....)

For BarDS, the religion is a thin veneer over their Catholic_culture, and it is culture which defines most of the AI behaviour. The AI 'personalities' are hard-coded and can only come from the predefined options, and these are what drive troop choices rather than religion per se. Also, loyalist rebellions work fine - this also suggests that culture is more significant than religion for some some functions.

So, I can't define 'Jewish_peasants' for rebelling troop mix column, but on the other hand, I don't NEED to define 'Jewish_loyalist'...

As far as princesses are concerned, I think they are working ok for BarDS - or possibly I just haven't noticed them NOT working... so that bears more investigation. I have the Greyjoys set for no princesses (pagan, FN_07) - well, have you SEEN the Ironborn women ~D

I'm very tempted to turn down the rate of conversion a bit more for R'hllor - it is really the religion of the ruling House and not a popular one amongst their vassals - and it was part of my plan for them to struggle to impose R'hllor on Wetseros. I have some ideas for more tweaks, which should result in 'Jewish_peasants' rebellions being a lot less likely.

I shall persevere, and you've highlighted a few areas which will bear closer scrutiny :bow:

drone
03-01-2017, 16:14
As far as princesses are concerned, I think they are working ok for BarDS - or possibly I just haven't noticed them NOT working... so that bears more investigation.

From a canon standpoint, you probably don't really want princesses anyway. Shireen has greyscale, and Selyse has shown herself incapable of giving Stannis any more children. :tongue:

macsen rufus
03-02-2017, 05:47
Shireen has greyscale, and Selyse has shown herself incapable of giving Stannis any more children.

Quite true, Drone. But we do have to go off-piste to some degree, as the canon is pretty brutal in places, without going into spoiler territory ~D

Anyway, I've finished with the Greyjoys for now...

19508

... so I can get back to doing some more work on other factions.


Updates since last time:


I've made Oldtown and White Harbour more interesting
Offices fleshed out a bit more
Drowned men added as priests for Greyjoys
A few more units added to the rosters, and a couple more in development...


I suppose a few more notes on units so far might be in order (just from memory, so will probably forget some):

Trainable mercenaries:

Sellsword Company - swordsmen, good AP attack, weak defence
Mercenary crossbows - smaller units than 'regular' crossbows, with cost penalty to boot
Free Riders - medium cavalry (not available to Greyjoys) - dismount as Sellsword Company



Generic troops

Archers
Longbows
Armoured Longbows (not available to Greyjoys or Starks)
Crossbows (not available to Greyjoys)
City Watch - three provinces only
Levy Spearmen



Artillery

Ballista
Spitfire - King's Landing only, with Alchemists' Guild
Catapult
Mangonel
Trebuchet


Infantry:

Mountain Clansmen (Stark, 3 2 provinces - now with longbows)
Northern Spearmen (Stark and Greyjoy)
Northern Men at Arms (Stark)
Northern Armoured Pikes (Stark)
Umber Berserkers (Stark, Last Hearth only)
Northern Sworn Swords (Stark)
Crannogmen (Stark, The Neck only - now with bows)



Men at Arms (Seveners)*
Banner Spearmen (Seveners)
Pikemen (Seveners)
Levy Billmen (Seveners)
Sworn Billmen (Seveners)
Squires (Seveners)
Foot Knights (Seveners)
Vale Foot Knights (Arryn only)



Dornish Archers - recurve bows
Dornish Light Infantry - light spearmen, with javelins, can hide in open
Dornish Heavy Infantry - heavier spears, with better armour



Ironborn Raiders - medium infantry, swords
Ironborn Reavers - medium infantry, axes
Ironborn Kingsguard - heavy infantry, axes (BG unit)
Spearmen



Cavalry - factions should be clear from the names
BG Units:

Northern Heavy Cavalry - dismount as Northern Sworn Swords
Southron Knights (Tully and both Baratheon) - dismount as Foot Knights
Vale Knights - dismount as Vale Foot Knights
Westerland Knights - dismount as Foot Knights
Reach Knights - dismount as Foot Knights
Dornish Knights - dismount as Dornish Heavy Infantry


Light/medium cavalry:

Horsemen (Seveners + Stark) - dismount as Levy Spearmen
Mounted Raiders (Greyjoy) - dismount as Ironborn Raiders
Sand Riders (Martell) - dismount as Dornish Light Infantry
Dornish Light Cavalry - dismount as Dornish Light Infantry
Dornish Horse Archers - dismount as Dornish Archers


Other heavy cavalry:

Mounted Bannermen (Seveners)
Knights of the White Knife (Stark, White Harbour only)


With Faith Miltant: Seveners only, King's Landing

Poor Fellows - light infantry
Warrior's Sons - heavy cavalry
Warrior's Sons Foot Knights - heavy infantry


* Seveners roster includes Baratheons of Dragonstone, but NOT Martell

Leith
03-02-2017, 23:55
Thank you for the update! Looking forward to the beta release!:bow:

dimitrios the samian
03-03-2017, 08:26
Thank you for the update! Looking forward to the beta release!:bow:

im another mac , a great update really nice troop variety .....

@ Leith some of those Huscarles you been modding would be ideal variants for mac to have a look at ....
cheers guys

macsen rufus
03-04-2017, 01:17
@DtS - thanks for the mail, got the BMPs :2thumbsup: There's definitely one I can use (for Lannister Guardsmen), but I'll draw up a full list after a bit more thunking...

UPDATE:

On the plus side, I can confirm the 'Jewish' princesses are working, they keep getting born throughout the campaign.

On the downside, I've hit a weird problem with custom battles, which WERE working fine 'til a couple of days ago, and it's one I've never seen before. Now I get a rapid CTD from the troop selection screen - BOTH going forward into battle AND going backwards to the custom battle menu.

Battles in campaign mode work fine, so I can rule out almost everything that could be at fault! ie it's not sprites, unit icons, battlemap textures, maps, unit choices etc.

On the troop selection screen I get all the units I expect for the right factions - shields, colours and everything works fine up to that point. I can fill up the army slots as per normal, and irrespective of faction, map, units or ANYTHING I can do differently up to that point, it will CTD if I click either the 'Continue' or the 'Back'. Even going backwards with no units selected, it still CTDs.

And I really have no idea why. It was still working fine when I tested the Knights of the White Fork a couple of days ago. Today I started work on the Faith Militant units, made the Poor Fellows and lo! - this problem crops up. I've removed the new unit totally, to no avail (well, the names.txt and descriptions.txt edits still stand, and the new texture BIF which is otherwise completely unused). I really can't think of anyhting else I've changed which could have any impact like this. What's so weird is that it seems tied to leaving a screen which is working in itself.

Any ideas???

Edit to add: Never mind, issue resolved. I still don't know the exact cause, but I cleared all the unused units out of the UNIT_PROD last night, and in the process re-ordered it to make the recruitment panel more organised, and then made the necessary changes to DEADPAGECOORDS to keep the bodies working. Somehow, after all that, custom battles now work again! I would have preferred to find the actual error, because it must be subtle if everything else worked okay, but at least narrowing it down to two files is helpful should it ever happen again...

macsen rufus
03-06-2017, 00:49
Update:

One option for devout Sevener factions is to restore the Faith Militant, the armed wing of the Faith of the Seven. If you do, you will be able to recruit the "Swords and Stars" to your cause - these are the Warrior's Sons and the Poor Fellows respectively. Whether this works out well for you, is entirely within your power....

Here they are, trashing some levy spearmen from the Vale:

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macsen rufus
03-09-2017, 01:47
Thanks to a tip-off from DtS, I had a look at the METW textures (now there's another mod that deserves finishing!) and have found some useful ones. I thought they looked a bit familiar, and it seems they are yet more of Duke John's work, and I trust his throwing open his other units for re-use also extends to these beauties.

As a result, I can present some Vale Foot Knights going up against some Lannister Guardsmen:

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That's another step towards making the factions more differentiated...

dimitrios the samian
03-09-2017, 12:05
Fantastic !!
Im glad you found some immediately & the way you matched there faction colors .
I appreciate the mention ...
I just knew these awesome troops were ideal for your "Game of Thrones" mod .
Take a closer peek again it will yield more gems , cavalry that match these Vale Knights & Lannister Guardsmen & some amazing "Castles".
I also think those Bowmen could be used , as specialists if required by simply altering there all "greyish" uniforms/cloaks into "fac colors shades" .....( I need to learn this too)
Anyway , about those Castles , I only ever seen a few screenies , but wow !! they also looked really good .
I think Stazi would be pleased they will see usage .
Keep up the great work here on G.O.T macsen , I'm still plugging away here down under mate .

macsen rufus
03-09-2017, 13:44
I also think those Bowmen could be used , as specialists if required by simply altering there all "greyish" uniforms/cloaks into "fac colors shades"

I already have plans for that BIF as it stands, but I need to make sure I have enough folders (same old story, once you start piling in new stuff it starts getting crowded in there...)

Pity there's no excuse whatsoever to use the Nazghul BIF, that looks fantastic.... ~D

dimitrios the samian
03-09-2017, 14:09
I already have plans for that BIF as it stands, but I need to make sure I have enough folders (same old story, once you start piling in new stuff it starts getting crowded in there...)

Pity there's no excuse whatsoever to use the Nazghul BIF, that looks fantastic.... ~D

Great !! .. im glad you liked it enough to use it ..... 1 dedicated folder for him is deserved .
Mac ,,, If need be , we just have to begin using the 640x640 bif plates where required ......... "Variety is the spice of life" .
A few of those METW Plates are only a bit more than half full , so common-sense dictates we look into it .

Nazghul Bif ?? ... hmmmm is that the beast ? ~:)

TIP >>
I must also mention the superb Cavalry in the "Pike & Musket" mod .
I think its worth taking a peek , some of those Arab/Eastern types , could easily slot straight in .

& why not once again break new ground by some "Bif Plate restructuring .
By putting 2 Riders into one 640 Plate we double our options .
Time well invested .
~;)

Leith
03-09-2017, 20:13
Hello everyone! Glad to see you are making progress, Mac. I would like to point you to two particular bifs in METW: Dervish and Plates. They are nice and versatile, especially the Dervish bif. The weapon and shield co-ordinates require some tuning but overall they are worth it. I actually started modifying some of the METW bifs several months ago but could never have the time to finish them up. My incomplete work wouldn't help at this point

P.S Finishing up the METW mod is a dream for me so I'm sure I will be able to help if you decide to take on this project in the future

macsen rufus
03-10-2017, 15:04
Thanks both..

As for doing 640px BIFs etc, I'm trying not to get sucked into another year-long project this time ~D I did absolutely NOTHING to my garden last year and it will need putting straight this year....

@DtS - the Nazghul are the Wraith Kings.

The Bowman BIF will be used for Crannogmen - replacing the stand-in Slav Warriors I've used so far - and I'll use the spear-only frames for a rebel unit. I'll also be replacing the Northern Mountain Clansmen so they're more interesting than a Highland Clansman clone :2thumbsup:.

Leith - I did consider the PlateS for the Lannister Guards, but thought the Peasant BIF was a better fit in the end. The Dervish BIF was also part of Duke John's 'Various Mediaeval' units he released years ago, so I've had that for quite a while already, but still haven't really found a use for it - put it this way, there are uses for it, but I've stuck with MTW originals in order to keep the facshields by re-using vanilla units and re-naming them.

You're correct about the co-ordinates - I can only assume Duke John did most of this work before the modding community completely cracked how the various co-ordinate systems work. I've redone the co-ords for the units I've used so far and the animations run more smoothly. The worst error was with various archers who seemed to teleport ten feet forwards and backwards every time they started/stopped firing (oh, and the 'jumping knights' who leap into the air every time they go from walking to running, or the camera angle changes) ~D

I suspect one reason DJ did so many units with weapons already drawn in on the BIFs might have been frustration at how tricky weapon coordinates can be. Anyway, with the benefit of hindsight we can give his artistry new life, and they are very nice designs and well rendered, and DJ will deserve big credit for his work.

dimitrios the samian
03-12-2017, 01:09
Great choice mac , that Bowman Bif is really well done & I finally look forward to finally seeing in in use .
& re:640 plates , I understand , there is no need to invest all that precious time ......
"We need you leading the way " :2thumbsup:

& its great that you offered to help out Leith , as your updates to yr Mod have become "non-existent" .
Are you still working away on it ? .....
cheers guys

psss .... just curios mac , will this Bif be used or have you considered using it ?

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Leith
03-12-2017, 21:14
Hello dimitrios! Regrettably I stopped working on my mod about four months ago, just when I changed my job. My new job is so demanding I have barely enough time to do anything else. Having said that I'm planning to take some time off in Ramadan, in June that's. Hopefully by then I'll have contributed to modding MTW somehow. Cheers!

macsen rufus
03-13-2017, 01:39
@DtS - yes, I have seen the janni BIF, and yes, I do have something lurking at the back of my mind for it, though possibly not for this scenario.... I'm beginning to harbour thoughts about a 'Struggle for the North' or something similar, if only for the chance of giving the Boltons a darn good kicking ~D The thing is I'm not sure there's really enough possible factions to make it work out, and of course it's way off the canon..... but then this is just a game, so why not play with it? Let's just say my thoughts about this BIF include liberal use of the 'scale' parameter...

There's also the wider job of bringing Essos (and Daenerys) into the fold, for another scenario.... so this could keep growing.

I've just laid hands on the season 6 box set, so I've almost caught up on folks who can watch it on TV.

Recently I've been tweaking the map and border data, and imported more new maps for it, and have been giving the Starks another run to test out the latest units. I've also redone all the unit costs based on the equipment for each one, and it seems to have stopped the tendency to spam c@rp units. I've tried to help poor old Stannis in the startpos, but he's still on a hiding to nothing unless the player takes control - I think that will be the official 'hardest faction', and the Tyrells the easiest - though I haven't actually played out the Tyrells, Arryns or Lannisters in campaign yet, just a few custom battles to test out their specialist units.

I think it's just tweaks and a bit more play-testing between now and a beta release, so I'm hoping to have something to release before too long :2thumbsup:

macsen rufus
03-17-2017, 03:23
... and the Tyrells the easiest

I hereby officially eat my words ~D

I've been trying out the Tyrells for the last couple of days, and the Greyjoys have been doing what they have never done when I've played other factions - namely giving the Tyrells their almost undivided attention! It has taken a long while to secure the coasts, and keep boats afloat, and finally start developing those coastal provinces that keep getting trashed. It's certainly been a fun time. It took two attempts to capture King's Landing from the rebels, which didn't do my heir's personality any good. And the civil war didn't help, that took another couple of turns to quell.

All I can say is thank the Seven for the Shield Islands and the Redwyne Fleet - they have really played their proper role in this campaign. It has been hard fighting back against the Ironborn as they just jump on their ships and land somewhere else, whilst my land forces are trudging through the mountains trying to catch them.

Anyway, I finally managed to build enough dromons to keep them out, and slowly ground down their fleet, and now I have my Hand sitting on Pyke, with a big stack of mercenaries (yeah, it was the only way to win the civil war when my 16 year old prince rebelled against me as his first adult act...)

I was very nicely allied to everyone but the Greyjoys when the Baratheons of Storm's End invaded, and all our mutual allies abandoned my cause. Then the Lannisters came in the other side, and all the rest of my allies sided with them... however, the Lannister army was reduced to single figures by the time it returned home ~D

There's been some good battles against very unfavourable odds, and I'm pleased to say the recent changes to border info and the new maps are working out well. I still have a few battle maps that don't have 'winter' pre-battle images (and winter does come quite often...) but apart from that I think I'm happy to make the installer now. So, by the end of next week there should be the long-awaited beta release.

Happy St Patrick's Day ~:cheers:

dimitrios the samian
03-18-2017, 06:50
Sounds like you had a great Campaign their on that one macsen .....
Good to know it threw up these unexpected twists & turns :laugh4:
Looking forward to the beta , winter is approaching down under ~:)

macsen rufus
03-21-2017, 04:09
Yeah, winter is coming ~D And so is the installer for the beta release - uploading to my Google Drive right now.

I've played a few turns of the Stark campaign on a re-installed copy, so it seems to be okay, though I did forget to include the GameEnd sounds. I'll put those up in a separate zip rather than remake the installer now...

I've also given the Lannisters bit of a play test as well... and that was tough, because this time the Tyrells allied to the Greyjoys and they were both having a go: I think it's the first ever MTW campaign I've played when my empire has been smaller than it started out after 30-40 turns!!! And I know where all the goodies are buried ... :no:

The last few tweaks before making the installer were to set the starting 'kings' VnVs to make them sort of appropriate; added another unit for rebels only; tweaked some of the in-game text messages for more flavour (eg you no longer have 'civil wars' but 'bannermen in revolt' and the like...); streamlined some of the tech-tree (now both spies and assassins come from the brothel line, and the tavern has been disabled).

And here's the link:

Game of Thrones BETA (https://drive.google.com/open?id=0BwgzeSpSTXu1NWhDZTRycy0wWms)

EDIT: go to post 86 (https://forums.totalwar.org/vb/showthread.php/137444-Game-of-thrones-mod?p=2053809185&viewfull=1#post2053809185) of this thread for the latest version

As usual, make a fresh, clean copy of MTW with VI, v2.01 and point the installer at the main directory.

Post any feedback or cries for help here .... enjoy ~D

dimitrios the samian
03-21-2017, 10:29
Howdy mac sen ,, well done in this latest release , but i must mention its locked and requires permission for downloading , cheers.

macsen rufus
03-21-2017, 12:00
Sorted - link is now public ..... don't know why it didn't go public straight away, it usually does :inquisitive:


As promised, here is the zip file for the GameEnd sounds (https://drive.google.com/file/d/0BwgzeSpSTXu1d2pxS3F3Q1FUQ00/view?usp=sharing)

Just unpack it into the main directory, or if you'd rather do it manually, drop it into a new folder, drill down and copy the AGOT folder into /Sounds/GameEnd/ This should contain 18 wavs if all is well.

dimitrios the samian
03-29-2017, 04:00
wow !!
I'm surprised , nobody has found the time to leave a few comments/words on his latest work this beta .
Anyway , what is really poor is non of you even gave a single "tick" of thanks to acknowledge macsen for another massive contribution to this game .
f $#@*g appaling .

drone
03-29-2017, 15:33
I already have a request into the admins for some form of advertising medium other than the Front Page (which is now bypassed) to get the word out. Haven't had time to play the mod yet.

Axalon
03-31-2017, 15:32
I already have a request into the admins for some form of advertising medium other than the Front Page (which is now bypassed) to get the word out. Haven't had time to play the mod yet.

Ummm... Too little, too late?

That is the (general) feeling I am getting here... Drone, you do get points for trying at least. All the same, where were you or the Org-staff (and administration in general) on this back in 2010? ...Or 2011? ...2012? ...2013? ...2014? ...2015? ...2016? ...At least I have released (new and updated) MTW-stuff somehow every year since 2011. Nobody (in staff) was bothering doing diddly then - not for any of my work, or for any MTW-work for that matter. That's a fact. While it is obvious that this site have thus far clearly benefited from all that work all the same - a little actual support from you guys (and the site) would probably be both appreciated and advantageous somehow (for all).

Just saying...


- A
--------------
And yes, I totally welcome Mac's work and project here. That too... And, yes the supposed MTW-"community"
(of lurkers essentially) does not impress me much either, with their typical apathy or inability to express any
recognition/support for work done - and that they still use... etc. etc. All that too...

Cyprian2
04-07-2017, 04:42
Loving the heck out of what I've seen so far, Macsen Rufus. Truly, your hard work is much appreciated and deserves all the publicity and attention the Org can give (along with that of many other talented modders of good ol' MTW). I salute you, sir. Looking forward.

macsen rufus
04-07-2017, 12:52
Thanks, Cyprian2 :bow:

There will be more improvements with v1.0 in due course. Feel free to share any AARs or other ideas you may have...

Leith
04-25-2017, 16:33
Hello, guys! As usual, I've been very busy at work. Sorry if my inactivity may have been interpreted as a sign of not caring enough. I care enough to write these lines. I appreciate all the hard work you have been doing Mac and dimitrios and I look forward to playing the 1.0 version of your mods.

Regards

macsen rufus
05-18-2017, 15:27
UPDATE 18 May

I'm close to a v1.0 release now - after some intense play-testing ~D

Major changes:


added Moat Cailin as a separate province
slight border changes around Riverrun to remove sea access
front-end graphics added
some troop recruitment province errors corrected
some 'rebel faction' tweaks
a couple of economy tweaks


I had a torrid time completing my latest Baratheons of Storm's End campaign. Although I had massive land armies, I had let the Greyjoys run away with their naval development, with big fleets in virtually all sea areas. The Ironborn ships are pretty tough, and although I got the 60% win quite easily, once the Greyjoys turned on me I had massive loyalty problems in the Green Lands, and certain provinces were rebelling every single year because I couldn't maintain big enough garrisons - Tarth, Estermont, Sunspear, Dragonstone, Claw Isle especially. I ended up with a number of generals with very good defender stats and virtues ~D

The islands were a real pain, as I couldn't ship re-inforcements across, and could only train one unit at a time, whilst the rebel armies just got bigger when I did. Sunspear was sweet though - a desert river defence, set up for the defenders. It's a bitch to attack, but once you hold it, you have to be very unlucky or very stupid to lose it again.

It was a long slow grind in the end, and it needed lots of agents to undermine the Greyjoys, destroy their economy, and the occasional slip in their naval screens to make any headway. In the end I managed to trap the Iron King and wipe out the whole family which ended the faction and all the ships disappeared. Then it was a simple matter to crush the remaining re-emerged factions (Stark, Lannister and Arryn all came back).

That seems to be an essential rule in this mod - you need to get on top of the Greyjoys early. Not least because Pyke is the only province where you can get maximum tech on royal units.

I'm giving the Starks another run through now (just to test out the impact of Moat Cailin on strategy, of course). I think they're still my favourite faction, though the early years do see a lot of hassle from guess who with all the ships....

dimitrios the samian
05-19-2017, 06:05
UPDATE 18 MayI'm close to a v1.0 release now - after some intense play-testing ~D..

Awesome news macsen ..... & great to hear yr playtesting your own creation !
cheers mate , looking forward to rumbling on V1 this winter down under .

macsen rufus
05-20-2017, 04:03
I'm seriously considering doing a few dedicated castle maps, if I can get them to work... the obvious ones being Moat Cailin, The Eyrie, The Twins and Harrenhal.

They'll probably be fixed in size, so regardless of the castle 'level' on the stratmap, the same battle map will be called. Might also consider Dragonstone and the Red Keep for specials, but some are just too far beyond the mechanics to do justice to - like Pyke and Sunspear.

Edit to add: G R R Martin was very good at imagining castles that won't work in MTW mechanics ... :wall:

macsen rufus
07-06-2017, 01:49
Get it here (https://drive.google.com/file/d/0BwgzeSpSTXu1TGVfbVcyZzczalU/view?usp=sharing)

macsen rufus
10-17-2017, 04:01
MTW A Game of Thrones v1.1 Upgrade Patch

REQUIRES a full v1.0 Game of Thrones mod install

Direct the installer to your exisitng AGOT directory to install..

Any saved games will not be compatible with the upgrade, so please complete any campaigns you wish to finish before installing the patch.

Upgrade notes:

* 60+ new heroes added
* more built up starting position
* 'royal' families tweaked for correct ages of heirs etc
* 2 new units added
* cosmetic changes to some icons, names, descriptions etc for more immersive experience
* plus lots of stuff 'under the hood' that you won't even notice...

Macsen Rufus
17 October 2017

Get it here (https://drive.google.com/open?id=0BwgzeSpSTXu1U1JnT3NJTGxpdk0)

dimitrios the samian
10-20-2017, 04:39
Great work macsen ..
I know we will ge many many hrs of enjoyment out of this mod also .
Cheers

macsen rufus
10-21-2017, 20:57
Found a bug, but the fix is in: v1.1a (https://drive.google.com/open?id=0BwgzeSpSTXu1Tzg5cGhWSWM0bmc) can be applied to a v1.0 or v1.1 install

macsen rufus
10-30-2017, 02:23
Works continues towards v1.2


Meanwhile, I found another wee bug which won't affect many campaigns but the fix is in anway:

In AGot// Loc/Eng/Names.txt

INSERT:



["RoundShieldSpearmen_Singular"] {"Spearman"}
["RoundShieldSpearmen_Plural"] {"Spearmen"}

and // Loc/Eng/Descriptions.txt

INSERT:



["RoundShieldSpearmen_desc"]
{"Spearmen are useful in almost any army, particularly against cavalry and, unlike other troop types, the first two ranks can fight thanks to their spears. They aren't likely to stand for long against professional men-at-arms, but they can give cavalry a nasty shock as long as they hold formation."}



As to where to put the inserts, just open up the relevant files and use your common sense

The error should only show up on Greyjoy armies/training screen, maybe some rebel stacks. It won't break the game, but the fix will stop those annoying "!!desc not found"" and "!!name not found" messages. I'm afraid I forgot I was using the RoundShieldSpearmen slot when I was tidying up the names and descriptions files to save disk space....

Work will grind to a sudden halt as soon as either a) I get the season 7 DVD box set, or b) GRRM finally finishes and releases 'The Winds of Winter' book....

And just to let you know how hard I'm playing WORKING on this mod, just check the casualty stats after the Tyrells just sent 20 stacks in to try and take the Dreadfort off me in my Arryn campaign:

20009

... hope that's enough carnage for those who like EPIC battles

dimitrios the samian
10-30-2017, 12:47
Awesome news macsen ...
Their massive numbers of troops on the battlefeild !!
Well done .
.........
Hey moderators ...why the fuc# has this mod not yet been given Hosted Mod status ?

Beskar
10-30-2017, 22:29
Hey moderators ...why the fuc# has this mod not yet been given Hosted Mod status ?

Because there has not been a request. If macsen rufus is willing to send me a private message informing me that he would like a forum section for his mod, his request would be accepted.

macsen rufus
10-31-2017, 08:22
Hi Beskar,

TBH I don't think I have enough time right now to admin another sub-forum, but I might revisit the idea in the new year... but meanwhile, perhaps this thread could be stickied?


As to that humungous battle - the timer ran to an impressive 400 minutes (nearly 7 hours!) It was that 20-stack army in Winterfell that caused me to delay so long starting the inevitable war with the Tyrells, but I knew I'd have to face it sooner or later. I managed to get 5 stacks in each of Dreadfort and Hornwood ready to meet their counter attack and wiped out the Tyrell navy in two years, and took out a bunch of provinces in the south. The fools had omitted to build any ports in the north, so their armies there were stranded, even before I took out the navy, so their homeland was not so well defended. It was a brutal war, but defeating that massive force was the key to it all...

macsen rufus
01-14-2018, 02:20
Long while since I've added any news, but I can announce the v1.2 patch is nearly ready.

It includes some new units, improved unit icons, and changes to some of the animations - mostly to get rid of all those chunky cigars that spearmen tend to fight with ~D

There are also some tweaks to rebel heroes (let God's Eye keep rebelling for some real fun...), tidied up unit descriptions and a couple of changes to the tech tree. Front end is also tidied up a bit.

I'll make the installer soon as I've rinished testing, but it will incorporate the v1.1 and 1.1a updates, so it will be possible to install it over any previous versions - new users can simply install v1.0 plus the new patch.

Little preview of one of the new units, Lannister spearmen, only available in the Westerlands:

20449

dimitrios the samian
01-15-2018, 03:37
Well done Mac !
Looking forward to getting my ass kicked this coming winter ...:laugh4:
(as im not to good in the Medieval settings ) :creep:

macsen rufus
01-16-2018, 03:45
Ok folks, it's ready...

Get it here (https://drive.google.com/file/d/1xPvFTgWQr7Qs33bOPogEFKDm-RrL3U7Z/view?usp=sharing).

Enjoy.

Baron von Manteuffel
01-17-2018, 05:41
The download shows v1.1 ???

macsen rufus
01-17-2018, 11:13
The download shows v1.1 ???

Thank you for spotting that, Baron :bow: It was one of those '3am with a lousy mobile internet connection' things....

Fixed now.

Baron von Manteuffel
01-20-2018, 19:57
Thank you macsen rufus, installing now!

Baron von Manteuffel
01-27-2018, 03:23
It goes without saying, this is a great mod that breathes new life into Medieval Total War. Thanks for sharing it! :medievalcheers: Dilly dilly!

dimitrios the samian
02-02-2018, 01:07
Great work team! Keep it up Macsen, you deserve your own engine even. :D

100% agree & good to see you back Yan
cheers

macsen rufus
02-04-2018, 00:07
Great work team! Keep it up Macsen, you deserve your own engine even. :D

If we're talking new engines, I want flying units ~D

macsen rufus
02-15-2018, 02:50
Yep, I'm still working away at this...

I was playing a Dragonstone campaign, and a few things niggled at me, so the faction has had a bit of a makeover to bring more stuff in from the story. Now if you want to progress you'll find it necessary to take that loan from the Iron Bank (I really didn't think it would work, but it did, and I've neutered the potential exploit it might have created...) and there are some new units for this faction only.

New ships: Lysene sellsails - long range, fast, won't show up til you've taken that loan
New cav unit: Queen's Men (can dismount...), need a Red Temple and the loan. Very tough fanatics in small units, and tend to spread R'hllorism around the map.

It all makes the faction a little more unique, and you need to keep your wits about you whilst developing, or you could be in trouble ~D

I'm also squeezing in a couple of fixes for oddities that I don't like, but once it's all squared up, I'll announce the release.

dimitrios the samian
02-15-2018, 08:49
that is awesome news macsen !

macsen rufus
12-21-2018, 15:27
After my hard drive containing the one-and-only existing copy of v1.3 had a very scary near-death experience, I thought I'd better release the patch... so here it is (https://drive.google.com/open?id=1Twmnws0CdVDLL7mWRnR9xiiR3N6UJzv7) just in time for the Xmas hols....

Enjoy :medievalcheers:

Leith
12-23-2018, 02:16
Hello and thank you so much for your continued efforts to keep the legacy of MTW through your mods. Download and liked, especially the new map. One note: the Northern armoured pikemen running/charging animation is wrong. It's easily remediable I'm sure. Enjoy the Holidays, dear!

macsen rufus
12-24-2018, 02:54
Thanks, Leith, I'll take a look at those pikemen ...


EDIT TO ADD: I have tried them out in a custom battle and all looks as should be. What problems were you seeing? Any chance of a screenie?


LATEST:
I've made and am currently uploading a FULL v1.3 install, so anyone late to the party who hasn't got the v1.0 with v1.2 upgrade can go right in to v1.3 with a single package. As a bonus it comes with a new desktop icon ~D

dimitrios the samian
12-24-2018, 09:44
Good work macsen

macsen rufus
12-24-2018, 09:50
Get it here (https://drive.google.com/file/d/1RaD5M-B1bbRUR9olHkpvntsh3R1qQKy_/view?usp=sharing)

This is a one-shot install to bring new users right up to date. Simply install into a clean copy of MTW VI with 2.01 upgrade

Leith
12-25-2018, 00:06
Hello again. I reinstalled everything and there have been no problems. The graphical glitch could have been caused by another mod. The faction flags look amazing. Thank you again and merry Christmas

macsen rufus
07-05-2020, 21:02
Quick update: now I've got a working* machine again, I'm back in development and working on v1.4 of this mod...

Currently enjoying a Martell campaign, and can report the AI has got to grips with Dragonstone quite well, and has taken a lot of territory and still has enough inome to cover the loan. I'm waiting to see if they manage to sort out the final loan settlement. Doesn't seem to like training Queen's Men yet.

Points noted for v1.4, so far:

Spitfires to be improved (that wildfire just needs to be more dangerous, all round....)
Title to be added for 'Grand Captain of the Warrior's Sons'
Driftmark castle to be renamed to High Tide
Will add 'Tobho Mott's Armoury' and 'Chataya's Brothel' to King's Landing, just to make it even harder to decide what to train there
Will probably increase training times for knights and foot knights across the factions Nah, changed my mind
Unique name list for Vale clansmen rebel faction
There's a couple of things for the North/House Stark which I've got scribbled down on a bit of paper I've since lost ~:confused:
Some ideas to make the mercenary pool a bit more interesting :quiet:
Rebels to get an overhaul, new units and buildings




* 'working' means 'can run MTW'

macsen rufus
07-15-2020, 18:18
UPDATE on development of v1.4

Most of the above stuff is done and working, plus 'Street of Steel' in King's Landing (I had tried to put armour and weapon upgrades on to Tobho Mott, but the engine can only handle one per building). So Tobho gives +1w, and SoS gives +3a. Taking control of King's Landing just got a whole lot harder.... not to mention the juiced up rebels...

The new 'rebel only' trainable units are:

Robber Knights - well, knights, just not true knights
Broken Men - armoured swordsmen
Poachers - stealthy archers
Deserters -fled from the Wall, armed with longbows, good attackers, high morale ('cause they don't want to get caught)



as well as the previously existing Wildling Raiders (mad axe men), Vale Clan Cavalry (low grade cavalry) and Bandits (weakish spears).

Tech tree has been fiddled with again, including the castles. Castle1 and castle2 are now rebel only, and each gives access to some of the rebel units - these have become 'Rebel Hideout' and 'Rebel Stronghold'. Rebels cannot build castle3 upwards (but can capture them). Rebels cannot build regular military buildings or recruit regular units (though regular units do appear in rebellions - and pretty tough ones, too. Instead of the previous mix of archers and levy spearmen, I'm seeing more longbows, armoured longbows, pikemen, sworn billmen and men at arms).

Low support costs mean the rebels can build up, so will become more of a threat with time. They can also build longboats, but I haven't got far enough into my camapign for them to show up yet...

The main factions start their castle building at level 3 (Fort). If they capture a rebel stronghold, or reduce a fort to a stronghold, the rebels may well display some displeasure....

Ironborn get bit of a leg-up at the beginning now, and have become more troublesome in my current test run (as Starks). I'm going to have to invade the Gift soon, to see how those new rebel units fight, though as they seem to be building towards ships maybe I should just watch for a while longer).

So the important bits are working, just some prettifying left to do, and extras for the mercenary pool.

Leith
07-15-2020, 20:34
Great progress! Thanks for sharing.

macsen rufus
07-20-2020, 00:44
OK, so I'm having some 'issues' with the new castle set-up. It's mostly working but it has bowled be a googly* or two recently, so I can't be sure it will all make the final cut**. Oh, dear, I'm so English, sorry.... Anyway, there seems to be a CTD risk with provinces that have cycled between 'Baratheons of Dragonstone' and 'rebels'. There is a workaround, though it takes four game years to kick in. It has only happened in a single province in my current Stark campaign, but given that there are some other oddities, I might need to change the castle faction options. I don't like 'workarounds', I want this mod to work 'out of the box'! So far, this seems the safest - I would make the first two levels available to all factions, but make it so that any FACTION which builds level 1 or level 2 (instead of level 3, which is available with no pre-reqs) will be severely punished. So far this seems the best option, but further playing testing awaits.

Free gift follows:

I really, REALLY, didn't like the original shields I gave to the Knights of the White Knife, so they now bear the arms of House Manderly. I also gave the spearmen of House Greyjoy an extra dollop of soup. Here they are together:

23884


* readers fom non-cricketing nations may need to googly google this term to see where I'm coming from.... :clown:
** Pink Floyd reference for anyone old enough.... if you got that one, what's my favourite girl's name? 10 bonus points for the winner


Finally, because the ramifications of the new changes may be gamebreaking, who's up for beta-testing???

macsen rufus
07-20-2020, 01:18
Oh, yeah... those rebels? You really want to avoid a civil war... any province they take will lose its military buildings. They will keep siege engineers, weaponsmiths and armourers, and also the Royal Court, so by the time you take it back, there will be a lot of repairs to do...

Not to mention that all the buildings they raze will add to their coffers. In my current campaign, the rebels have a larger treasury than any faction (including mine, and I know how to make money in this mod...) You really, really need to keep the King's Peace :yes:

macsen rufus
07-22-2020, 14:43
OK, so it looks like the castle reforms need a little rethink - I'm hoping that it will all be fixed by making the bottom two levels all faction rather than rebel only. As all factions will begin with level three at least the first two won't appear as options, but once provinces start getting trashed, then that may occur. I will make that a really punishing option and hope the AI will understand.... I mean, what Lord in his right mind will build a Rebel Hideout or Stronghold when he can have a better fort?

For those interested in what's going on under the hood, so to speak, the problem arises when castles/provinces pass between cultures, and results in two castles being present simultaneously, or sometimes a single castle not showing on the map, only the review panel. Trying to destroy one or more duplicate castles causes CTDs, and I think it's down to ownership issues... :inquisitive:

I've also found out quite by accident that units which are 'visual clones' in the Facshield folders will get the faction shield... eg I made the unit 'Broken Men' for rebels, gave them the same shield as the 'Northern Sword Swords' and both come from the ChainHLM folder. In battle, as rebels, they show up with the expected blank shield, but when I bribed some and fought with them, they showed up sporting my House colours! I'm sure there must be more uses for this, so will have a play to see what I can get away with....

macsen rufus
07-27-2020, 00:52
Latest on those castle reforms: I've tried a different route into this, and I'm currently trying out another tech tree:

Castle 1 is back to being the fort, available to all
Castle 2 and Castle 3 have now become the Rebel Hideout and Rebel Stronghold - only possible for rebels (FN_00)
Castle 4 (Keep) and upwards are NOT available to rebels (factions can jump to this from Castle 1 level)

It's the most stable so far, but does still throw up the occasional oddity: if a FACTION captures a province with castle 2 or castle 3 there's a chance that the review panel doesn't display the castle in the province's buildings. This can be reset instantly by doing a ctrl-S, ctrl-L (ie quick save and reload). This will make the castle visible again in the review panel. At least it doesn't CTD if it gets too confused any more, but it's still not ideal. The main fallout being that if you try to storm a castle which doesn't show in the review panel, then you will be presented with the default battlemap - that's the basic lumpy field with NO CASTLE. So bit of an exploit there, then... Me no likey... :rtwno:

Next option is to go sideways, of course, and create the Rebel Hideout and Rebel Stronghold as a separate building line, but that removes the wonderful effects that occur if they stay in the castle line-up, namely nasty provinces hard to quell unless you know how to deal with it....

I probably should get some screenies up, because all this might be hard to follow.

So, castle reforms aside, there are some other tweaks.


I still keep on finding new names from the canonical sources that I haven't yet included, so they are going in
Now the Ironborn have their own spearmen, they no longer get Northern Spearmen (that bugged me for a while) but no longer need them
Those IB spearmen now have new icons and infopics, and they are also the only spears that can get a +1v upgrade
Some building dependencies have been tweaked (blacksmith>>armourer, master blacksmith>>weaponsmith)
IB mounted raiders now need more tech
Still haven't found those notes I made on changes for House Stark :book2:


I also discovered that even if you wipe out all the rebels, their treasury remains intact, so once they come back, they have as much money as they had when you destroyed them.

macsen rufus
07-29-2020, 13:49
Currently running through a Dragonstone campaign to test out the latest changes. I've pinned down more info on the castles disappearing from the building review panel. This seems to happen when provinces change hands between a faction and the rebels. A quicksave & reload will fix it instantly, and of course if you finish your session and continue your campaign the next day, it will also resolve itself. Overall, it's an inconvenience, but free of CTDs.

Now I must go, there's a shedload of Tyrells in Bitterbridge arranging themselves very nicely across the river, in front of my spitfires....

macsen rufus
08-05-2020, 23:59
I'm nearly ready with v1.4, I've ticked off all the things I had on my 'to do' list, and am going through a list of names from the books which may not be in the mod yet.

As I promised upthread, I was planning on a little something extra for the mercenary pool*, and here it is:

23914

*ie not trainable, you will have to keep your eyes open and snap them up if you see them in the mercenary panel. If you can afford them.


And there's another new cavalry unit on the way, which I may make untrainable, but include it in the starting army for one of the factions, as that would be true to the books.... (spoiler alert: they got wiped out...) but I might just be tempted to make them available in just one province (as a compromise between gameplay and canon).

macsen rufus
08-17-2020, 00:40
v1.4 is getting close to release.... I'm running a test campaign now to ensure it's still working. Next job is to compile the install, and assuming that goes ok, I'll let this thing out in to the wild for you all to play with. I'm still having trouble with the disappearing castles as above, but the 'fix' will nerf things more than the 'workaround'.

Anyway, this post is about introducing the new guys to the roster for House Stark, which is directly inspired by my latest re-read of the books, so here they are:

23919


As you can see, they are the Wild Hares (recruitable in Torrhen's Square only, with a starting unit led by Benfred Tallhart), Northern Axemen (available in Bear Island, Wolfswood, Last Hearth and Dreadfort) and Dreadfort Cavalry (guess what? From the Dreadfort only... inspired by the passage in A Clash of Kings, when Reek/Ramsay returns with the Dreadfort cavalry).

I'm glad to say the Unsullied are showing up in the mercenary pool, as planned, and they have managed to save the day in at least one battle in my campaign so far.

macsen rufus
08-24-2020, 00:07
I'm still getting CTDs with this new castle system, looks like I might need to go sideways after all. It loses some in gameplay terms, but CTDs are getting more of a problem in my Stark test.... and I don't want instability. I could put the fix in the readme, but no-one reads readmes....

macsen rufus
09-09-2020, 22:21
I've had to go sideways after all. Splitting the castle chain may work if it was purely for factions, but with the rebels being the divergent ones, it throws up too many errors. I felt like it was close, but it won't travel the final mile...

So instead, the rebel hideout & stronghold are a separate line for FN_00 only, and the main military buildings are not available to them. It still means that losing provinces to rebels will trash the infrastructure, but I can't force the additional rebelliousness the castle system had. But the rebels will continue to be a growing threat so long as you leave them alone.

I've also been adding in a bit more 'colour' to reinforce the AGoT theme. The plagues that crop up are now appropriate for Westeros... I had just one too many outbreaks of 'English sweats' and it was getting on my nerves, so out came the editing pencil again :bow:

After giving the Northmen a few new units, I'm now wondering if I need a bit more variety for the Southrons, too. Most of the factions down south are pretty similar (obvious exceptions being Dorne and Dragonstone) with only the knights tending to be different. Even the dismounted knights tend to all be regular foot knights (except the Vale Foot Knights).

Some thoughts on those lines:

Give Baratheons of SE a warhammer unit (no, not space marines... :laugh4:)
Separate Reach Spearmen (books and show both seem to emphasise Tyrell spearmen)
More different foot knights
House Tully maybe needs something unique, too, as they are the most generic of all the Southron factions
Maybe limit more units geographically


I know Dorne has the most limited choice, but that's deliberate and part of the charm of that faction.

Open for suggestions for anything in the canon I might have missed.


Edit to add: after a couple of campaigns, I can report the Unsullied do show up in the mercenary pool, and I managed to recruit about 4 or 5 units in the time it took to conquer Westeros. Useful, but not operpowering.

macsen rufus
09-11-2020, 01:38
Today's update:

I've now limited castle availabilty for the rebels by adding a new building line, ie stonemasons (which was built into vanilla VI but not implemented for some reason...) so mason level 1 unlocks keep+, level2 unlocks castle+, and level 3 unlocks citadel. Rebels can't have masons, so they can not upgrade any higher castle they may capture and can't take a fort up to keep level. Working nicely so far - no more missing castles in the reviewpanel when provinces change hands :2thumbsup:

I've also turned down the farming a bit, as money was getting too easy, so basic farms now give 2x unimproved land instead of 3x. Build times and costs adjusted too. The lower farms are quicker to build, but the +60% now takes 10 years. This should sort of balance out the extra time needed to build the masons.

On the knightly dismounts, I've decided to make westerland knights dismount as Lannister Guards - seems appropriate, and adds variety. I'll probably have a 'new units' session over the weekend for some of the other ones.

And would you believe it, since I changed the plague texts, I've not had a single outbreak, so I still don't know if it's worked or not.

And finally, I had to laugh when the annual VnV scroll came round and read:

Sandor Clegane .... Approachable Manner
:laugh4:

dimitrios the samian
09-11-2020, 12:25
And finally, I had to laugh when the annual VnV scroll came round and read:

:laugh4:

hehe .... approachable once ....

macsen rufus
09-12-2020, 23:00
The latest additions are Reach Spearmen, Stormland Knights and Stormland Foot Knights, and here they are in action:

23936

It's the footknights which have the warhammers.

I'm thinking of making the Stormland knights the Royals for BARSE, but still leave Southron knights for them as well. House Tyrell will lose their Banner Spears (same as the Lannisters lost theirs when they got the Lanni Guards and Lanni Spears...) There'll aslo be geographic restrictions on these new units. I need to do a little bit of tidying up, maybe some new infopic parchments, then it will be time to try and roll up a bit fat juicy installer, and see if it works as a re-install :medievalcheers:


Oh, forgot to say: I've had a couple of outbreaks of Greywater Fever so the new plagues are working fine....

macsen rufus
09-29-2020, 19:19
Finally, here it is.

MTW Game of Thrones v1.4 (https://drive.google.com/file/d/1zaBe3H5l_1rF_LHk3U3Idcr9-YHyWJ2h/view?usp=sharing)

This is a full install, as some of the biggest files are updated making it pointless doing a patch. Ideally start with a clean copy of MTW VI 2.01 as usual, but I can't see any problem putting it over an old AGoT install.

I've re-installed from this and played a full campaign so there should be no bugs, but as ever, if you find anything wrong please let me know here.

I've included a whole range of new desktop icons, so you can be as partisan as you like - choose your favourite faction.

Enjoy


ETA: and of course, it is not save-game compatible, so if you are installing over an older AGoT, finish your campaign first

Martok
10-01-2020, 00:26
Looks fantastic!

Leith
12-08-2020, 21:11
Cannot seem to get enough of your mods, dear. MTW is still alive and kicking largely because of your quality contributions. Respect to you!

Baron von Manteuffel
01-28-2022, 04:06
Hello, are the Warrior's Sons Knights, and Foot Knights, recruitable for Lannister? They are in Custom Battle.

Baron von Manteuffel
01-30-2022, 08:44
Nice mod, I hope you add to it.

macsen rufus
02-04-2022, 16:27
Hello, are the Warrior's Sons Knights, and Foot Knights, recruitable for Lannister? They are in Custom Battle.

They are available to any Sevener faction as long as they have the right buildings in KL - I think it's the Faith Militant building, and the mounted knights need suitable horse breeder. It's a while since I've played it myself so the details are a bit hazy now....

As in the canon (books or show), there are many benefits to be derived from holding King's Landing :book2:

Green172
02-12-2023, 22:17
Great mod. On my game quick battle isn't working, is there any way to fix this. The quick battles make interesting scenarios.

Green172
02-12-2023, 23:12
Nevermind, I just realized how easy it is to make them.

Leith
04-01-2024, 19:42
Hi! Currently playing this mod and enjoying it immensely. Is there any chance of having an enhanced edition, i.e better graphics, more factions, more units, more balance. I am willing to help, especially in the graphics department as I have made quite a few new textures that might serve well in most MTW mods.