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Post by wurzeldieb on Apr 2, 2019 15:47:59 GMT
Thank you for this submod; liking it so far. I do have one suggestion. What do you think about making so certain buildings are not only buildable when a character has certain traits but they are also only active when the title owner also has said traits? Mhh, i think it should be possible, any ideas where it would be realistic? I mean the building doesn't disappear and it still pays taxes etc.
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Post by Azrael on Apr 2, 2019 19:15:58 GMT
I'll think on it a bit and get back to you.
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Post by Azrael on Apr 2, 2019 23:44:47 GMT
Well, I just did a test on the Alt Valyria Mines submod I made and the mines went inactive (lost the tax income as well) when I removed the slave owner trait from my character. As for what buildings, I was thinking a possibility for any buildings you needed to have certain traits to build a building to begin with. A perfect example would be the weird butcher. Maybe make it so if the character doesn't have any of the traits, the building then goes inactive. Another thing I thought of, and I'm not sure if it's possible, was to maybe make an event that fires on pulse when a building is inactive that gives a small chance of destroying the building in order to simulate it becoming run-down from non-use.
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Post by wurzeldieb on Apr 14, 2019 23:00:16 GMT
everything should still work with the update.
i haven't done much new stuff, i was ill for a few days.
plans for next update:
- Tailor Guildhall with options for different clothes production, for example warm clothes in the winter (already done) - treasure hunter inn, where you can buy maps, which lead to different places to find unique artifacts (only made the maps yet) - maybe some minor tweaks for some buildings to make them more trait dependent(still not sure about it) - change the create undead decision to also target your prisoners that are not your direct courtiers(so you can "change" a prisoned king for example), added some negative stuff to balance it(already done) - maybe some new minor buildings
plans for the far future:
- i would like to do something with stables, horses and other mounts - "wannabe" dragon hunter guild - secret skinchanger and greenseer inn
im waiting what the main mod does with Great Works until i try anything myself
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Post by wurzeldieb on Apr 16, 2019 21:42:24 GMT
here the art for some of the new artifacts you will be able to find if you follow the treasure maps from the new inn
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Post by flokke on May 26, 2019 20:04:13 GMT
hope this isn't considered necro'ing I have been using this mod for awhile now and I love it i get the event triggers for almost all the buildings but in several games across several saves I haven't gotten the trigger for the master brewer is this something special i have to do or it literally is just random to the point of you can get it or you can never see it in a game?
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Post by wurzeldieb on May 27, 2019 16:34:12 GMT
im still working on it, atm i am making 7 events for each new artifact and how to get them, but i don't have much time atm, so it is going slow
you can find the master brewer somewhere in the going out event chain
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Post by lordumber93 on Jun 1, 2019 15:47:19 GMT
Is this compatible with the More Bloodlines submod? I'd love to have both of these running together.
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Post by Azrael on Jun 2, 2019 5:07:54 GMT
Is this compatible with the More Bloodlines submod? I'd love to have both of these running together. This submod doesn't change any original files, so it should be compatible with most, if not any other submod.
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Post by lordumber93 on Jun 2, 2019 14:35:36 GMT
Is this compatible with the More Bloodlines submod? I'd love to have both of these running together. This submod doesn't change any original files, so it should be compatible with most, if not any other submod. Awesome! Thank you for informing me. Unrelated Question: any other submods, that work together, that you recommend?
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Post by lordumber93 on Jun 3, 2019 14:02:01 GMT
So, downloaded this and played for a few hours last night. I wanted to give my thanks to you for this great addition. Loving the new buildings and events you've added. Keep up the great work!
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Post by siramielfirst on Jun 14, 2019 17:51:07 GMT
So, I heard of this mod thanks to a youtuber (shout out to Roll1d2games) and when I installed it and activated it, in game, nothing shows up. For testing im playing Loreon of the Rock in 7996 if that helps in any way. Is there something I need to do to fix it?
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Post by Azrael on Jun 14, 2019 23:19:48 GMT
So, I heard of this mod thanks to a youtuber (shout out to Roll1d2games) and when I installed it and activated it, in game, nothing shows up. For testing im playing Loreon of the Rock in 7996 if that helps in any way. Is there something I need to do to fix it? There's an extra folder located in the zipped files. If you extract the submod to your mod folder, because of that extra file, the .mod file won't be located in the right place so you won't be able to enable the mod. To fix this, go to your mod directory and open up the AGOT Special Buildings Submod folder. There should be another AGOT Special Buildings Submod folder and the needed .mod folder located inside. All you have to do is bring those two files out to the right place.
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Post by siramielfirst on Jun 15, 2019 3:04:33 GMT
Thanks for the help!
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Post by devongames1 on Jun 30, 2019 3:09:30 GMT
i download the mod and put it into my mod folder but it wont allow me to activate it when i go to launch ck2
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