RowanMaBoot / SevenKingdoms-master

Repository for the Total Conversion mod "The Seven Kingdoms"
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Beta6 Issues & Roadmap #41

Closed RowanMaBoot closed 4 years ago

RowanMaBoot commented 6 years ago

This issue is for our next release, Beta3. Please comment on any bugs and I'll get them added to this list.

If you've any major changes you're working on that you want clearly stated here (you don't need to, but just in case you're working on something that may need manual merging like map changes you may want to).

Current Roadmap:

From Rowan/Altemio

From tsf4

From TitanRogue

Proposal:

Known issues to be fixed:

tannerflick4 commented 6 years ago

no function. it was just made to distinguish the kingdoms when we first started doing it, but tweaks and such since have changed the dejure structure, hence a purple being in reach dejure ;)

TitanRogue commented 6 years ago

Good. I put some effort into reorganizing most of it and commited it alongside my last commitment featuring new cultures and province history for Dorne.

tannerflick4 commented 6 years ago

Great. I will try to update my submod's provDef to match ours.

tannerflick4 commented 5 years ago

@Altemio @TitanRogue

What do you guys think of reducing personal demesne? I think kings and dukes have the ability to hold 5+ provinces, and I think with Westeros (compared to real history) we don't see rulers holding vast amounts of land like that. This allows for smaller houses to flourish, instead of being revoked or taken in wars by their liege, which again is more like Westeros. In game, it makes our setup of giving chars 1-3 counties better.

I know I could play with demesne rule, but I think for "normal" gameplay we need to reduce demense allowed. Perhaps a 50% reduction? King tiers would still be able to hold 2-3 counties, and it would limit counts to 1-2, which is applicable to their supposed size/power in our lore.

Interested to see what you guys think. I talked with @Vierwood about it on Steam, and he seemed ok with it.

TitanRogue commented 5 years ago

@tannerflick4 I agree, too. All Andal and First Men ruler should be limited to a few holdings. The other rulers like Valyrians, Pentoshi, ... should still be allowed to have a big demesne.

tannerflick4 commented 5 years ago

Maybe we can 25% reduce Essosi ones and 50% everyone else. Thanks for agreeing :)

RowanMaBoot commented 5 years ago

I agree too!

Reduction of demense size is a good idea, plus will mean laws and the sort to boost it will mean a lot more (versus not at all right now).

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On Sep 20, 2018, at 07:25, Tanner Flick notifications@github.com wrote:

Maybe we can 25% reduce Essosi ones and 50% everyone else. Thanks for agreeing :)

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tannerflick4 commented 5 years ago

Great! I will adjust it then.

tannerflick4 commented 5 years ago

Hey guys, @Altemio @Vierwood @TitanRogue

what do you think about Age of Heroes Essos setup? I would like to make it shattered of course, but didn't Andals control like all of Braavos Lorath and Pentos as well as their homeland? I know before Valyrians they were really strong.

Vierwood commented 5 years ago

I'm not sure if the Andals even existed during the Age of Heroes. If they did we might as well go overboard and have playable heroes like Hugor of the Hill, and even the Seven Aspects themselves.

https://awoiaf.westeros.org/index.php/Hugor_of_the_Hill

tannerflick4 commented 5 years ago

That was my thought, with his 44 sons and yeah for sure including the aspects and the heresies of the Seven be prominent. It would offer a different playthrough and could be very cool. I'll implement it whenever I get to that area for that bookmark. Maybe the sons could each get a number of counties across the "Andal Empire" (Pentos, Braavos, Andalos and Lorath).

TitanRogue commented 5 years ago

They had a nomadic lifestyle at this time so only a few tribal rulers (I suppose along the coastline) existed. I like the idea of the 44 sons, too. There also were other cultures. Maybe Tyroshi and Myrmen ancestors giving the Andals Braavos, Pentos and Lorath to rule. 44 kings, one father sounds great!!!

tannerflick4 commented 5 years ago

I almost think I would keep them tribal because it would allow for more options of tribal play. Some kind of way of having each of the sons rule pieces of land in those areas and be tribute to Father would be cool.

Possibly, go the route of trying to add in some republics in places to show the native people.

It is very exciting to think about ;)

TitanRogue commented 5 years ago

Keeping them tribal wouldn't be lore-friendly. We do not have added nomads so far so that be a good addition.

tannerflick4 commented 5 years ago

Hmm ok. I dislike the way nomads handle land and such but that might just be me.

Vierwood commented 5 years ago

I agree, the nomadic government is a nightmare to mod, and you aren't allowed to play as them if you don't own Horse Lords. I think it'd be better if we use tribal.

RowanMaBoot commented 5 years ago

You need the Old Gods DLC to play tribal too, unless that changed? I actually sorta like nomads, so I don't think it'd be a bad thing (and settling can be allowed). I mean, we're already taking advantage of lots of DLC-required content anyway.

Vierwood commented 5 years ago

@Altemio a guy who is very experienced with event modding approached me and wants to help. His username is: ThePinkPanzer, go ahead and add him as a contributor,

TitanRogue commented 5 years ago

@Altemio I thought of dynamic title flags and some also in the comments asked for it. What do you think of it? I made some for the North and tested it. Works well.

tannerflick4 commented 5 years ago

I think dynamic flags would work well, I mean in lore if you got your house to control the North, you wouldn't be flying the Stark banner! :)

If its not too hard, then definitely. If you guys want to teach me how to do it, I could work on it as well.

TitanRogue commented 5 years ago

It`s actually pretty easy. Ok then, I'll go on.

RowanMaBoot commented 5 years ago

@Vierwood Great! I've added them as a collab.

Drop them this link: https://github.com/Altemio/SevenKingdoms-master/invitations

@TitanRogue I see tanner beat me to it ;) so yeah, sounds like a great feature to me.

tannerflick4 commented 5 years ago

The beta testers are wailing about the demesne change. Do people even play counts and dukes?

Anyways, I think I will give an extra 25% for the values, so it will be 75% of the original values.

tannerflick4 commented 5 years ago

raised_vassal_opinion_loss = no seems to not be working, yet that is what is on the wiki. Any ideas?

Beta testers said they were noticing adding this line to ironborn religions did not change a thing.

Revolts are still... sighs not working. Here is a save from our beta tester who says the revolt was leading in "all realm provinces".

@Altemio @Vierwood @TitanRogue

weird_revolt.zip

RowanMaBoot commented 5 years ago

Which revolts are they? The Wildling, Stepstone and/or religious revolts might still be broken because of scope issues.

tannerflick4 commented 5 years ago

I at least see some religious revolts work fine. Its like some work and some do not for all those types.

TitanRogue commented 5 years ago

@Altemio What scope issue are you talking? Do you know how revolts are fired?

tannerflick4 commented 5 years ago

20180927180144_1

So I captured a look at a Wildling revolter, and he is a Nomad and just sits in the province, not actually declaring a war, but holding the CB to do so.

RowanMaBoot commented 5 years ago

@TitanRogue

See events/04_uprising_event.txt

The events were modified from vanilla and throw together in less than an hour so they're pretty.. Well, I'm not surprised they don't work, as there is a lot of 'scope depth' and I was basically guessing what level pointed to what. In other words, it was lazy and I did it without really trying to understand what was going on.

TitanRogue commented 5 years ago

Thanks. I am going on vacation today so I can have sleepless nights. I try to fix it.

TitanRogue commented 5 years ago

@Altemio Do you know where vanilla revolts are fired?

tannerflick4 commented 5 years ago

old gods rebel events and horse lords

TitanRogue commented 5 years ago

When do we update the mod on Steam?

tannerflick4 commented 5 years ago

We usually agree on a date, I think. And of course make sure its updated/announced everywhere else too.

RowanMaBoot commented 5 years ago

We can get a version out next Monday if everyone is OK with that - it’s taking me ages to finish the building overhaul due to work on my end, so it probably won’t be done for then.

Sent from my iPhone

On Oct 1, 2018, at 11:28, Tanner Flick notifications@github.com wrote:

We usually agree on a date, I think. And of course make sure its updated/announced everywhere else too.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub, or mute the thread.

tannerflick4 commented 5 years ago

I am good with that.

TitanRogue commented 5 years ago

I would say we wait until the release date of Holy Fury is announced.

TitanRogue commented 5 years ago

What do you think of converting from First Men to Andal being only allowed when having an Andal parent?

tannerflick4 commented 5 years ago

I think that would fit. Andal or Andal type. So like Stormlander and a First men culture char could convert to stormlander.

TitanRogue commented 5 years ago

Why is there a House called Ninja and why does it get some land in the Refuge?

tannerflick4 commented 5 years ago

@Vierwood did the Refuge and its chars, I think.

Vierwood commented 5 years ago

It's an Easter egg house.

TitanRogue commented 5 years ago

Ok. About the Isle of Faces... We should make it a wasteland since it is uninhabited and guarded by some green dudes protecting some weirwoodtrees.

RowanMaBoot commented 5 years ago

We're actually going to put some children of the forest on it at some point as a sort of easter-egg. And it is a holy site for the old gods, so it's good to have regardless.

tannerflick4 commented 5 years ago

I did a 200 year run, and we need to reduce the amount of "mass killing" traits being given. lol lots of rulers had it across the observe game.

TitanRogue commented 5 years ago

I haven't added any ai_chance so far and the event is triggered on every siege. I am currently working on it.

tannerflick4 commented 5 years ago

Thanks!

TitanRogue commented 5 years ago

I don't feel well about the Valyrians on the map except the Driftmark. I believe it makes much more sense to reduce the amount of provinces of Valyrian culture. Half of it, maybe? The Valyrians built colonies like Lys, Myr, Tyrosh or Volantis but they all got their own culture and so the surrounding settlements. They even killed the dragon lords and their dragons when they rallied in Tyrosh after the Doom. I suggest we split the Lysene culture in Lysene and maybe Western Valyrian so the southeastern provinces are Western Valyrian (or whatever you want to call it) and the rest Lysene. I am concerned about lore-friendlity (?) and when making up my mind about how the Doom could take place in our mod I started to think about it.

tannerflick4 commented 5 years ago

I have made Lys occupied by Valyrians because it is necessary for the Viceroy (for some reason) to have land otherwise the ability to interact vanishes with the viceroy.

That said, I'd be ok with making a western valyrian. It could be halfed with Lysene too.

TitanRogue commented 5 years ago

@Altemio I have some suggesions for map in coming bookmarks like "The Doom of Valyria wich takes place around 114 years before Aegon's Conquest according to awoiaf. So at this date the map should have more sililarities with the map we now from the books. So these are my suggestions: map-suggestions Green provinces are moved or/and rescaled. Red represents their former position. There would be no loss of provinces/titles and I believe that we could make bookmarks in the early history of Westeros with a lore-friendlier map.

I deleted the minor islands around the Smoulering Isle by mistake.