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Post by brianboruma on Jun 9, 2019 21:03:05 GMT
Alright, I'm just going to ask.... Is it impossible or something to make The Isle of Faces colonizable and/or the CotF playable? I mean I see submods out there allowing others to be colonized and such, why not the Isle of Faces?!?!
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Post by lordumber93 on Jun 9, 2019 21:58:18 GMT
My guess is there's no lore on it ever being a settlement.
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Post by brianboruma on Jun 11, 2019 21:23:55 GMT
Well, there's some lore on it, not a whole lot, but plenty there to build from. The holding for the Isle of Faces is there in the main mod, just not colonizable. I'd admit that the characters and houses would all have to be made up as well, but I know there is some rare event out there that includes a character who is CotF. Been wanting to work on it, but the time just isn't there to do it. Had hoped maybe someone else out there may have had the same idea.
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Post by lordumber93 on Jun 11, 2019 22:03:54 GMT
I'm not a modder, so I can't speak on how much trouble it'd be. I'm just guessing that the lack of lore on it makes it harder than it already is to create the history and characters.
It'd be cool, some Green men and children with a dedicated settlement. Though being in the middle of the Seven lands, they'd be wiped out shortly.
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Post by jake on Jun 14, 2019 1:17:55 GMT
It'd be cool, some Green men and children with a dedicated settlement. Though being in the middle of the Seven lands, they'd be wiped out shortly. ...This could actually be avoided by giving them (CoF) insane defensive bonuses for their culture/religion, larger garrisons and small or no levies (similar stats as the fort-estate has). Personally I would also like to make a castle there, or the new capital of the seven. It would be basically ideal place for capital, as the land area is large enough to support a city (food being supplied from the main land and from grain silos), there is no direct land route (defensibility), it is in central location with major river route leading there (easy to supply and trade) and the only water route leading there could be easily cut off in KL and in Great Fork with two towers in opposite sides of the river and couple of steel chains raiseable just bellow and above water that stop any ships trying to pass for a shower of wild fire and fire arrows from the towers...
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Post by lordumber93 on Jun 14, 2019 23:01:09 GMT
It'd be cool, some Green men and children with a dedicated settlement. Though being in the middle of the Seven lands, they'd be wiped out shortly. ...This could actually be avoided by giving them (CoF) insane defensive bonuses for their culture/religion, larger garrisons and small or no levies (similar stats as the fort-estate has). Personally I would also like to make a castle there, or the new capital of the seven. It would be basically ideal place for capital, as the land area is large enough to support a city (food being supplied from the main land and from grain silos), there is no direct land route (defensibility), it is in central location with major river route leading there (easy to supply and trade) and the only water route leading there could be easily cut off in KL and in Great Fork with two towers in opposite sides of the river and couple of steel chains raiseable just bellow and above water that stop any ships trying to pass for a shower of wild fire and fire arrows from the towers... That's ignoring the lore, Cotf aren't known for their combat abilities or high numbers and defensive settlements (essentially, setting fire to their Forest destroys their homes since they're tree dwellers). And less is known of the Green men.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jun 15, 2019 12:28:02 GMT
On a technical level, it's trivial to make it playable. There is a province for it (#117), there is a CotF culture (children_forest). I could make it become a normal province by simply adding a COA, creating a title for it somewhere, and adding a settlement to the province.
On a gameplay level -- yikes. What do you do with the province to keep it lore consistent? If you put it in the feudal structure of Westeros it'll get involved in all the wars and stuff, and if you don't it'll simply be conquered. I suppose you could work around the latter by rewriting all Casus bellis to make it impossible to actually declare on the Isle, but that would be annoying to make and a hell to keep updated. Plus, it'll make every other mod incompatible. And if you go that route, why add it in the first place? A province nobody can interact with has literally no purpose.
Not trying to be a jerk here but simply laying out things how I, as a modder, see them.
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Post by brianboruma on Jun 15, 2019 14:58:00 GMT
On a technical level, it's trivial to make it playable. There is a province for it (#117), there is a CotF culture (children_forest). I could make it become a normal province by simply adding a COA, creating a title for it somewhere, and adding a settlement to the province. On a gameplay level -- yikes. What do you do with the province to keep it lore consistent? If you put it in the feudal structure of Westeros it'll get involved in all the wars and stuff, and if you don't it'll simply be conquered. I suppose you could work around the latter by rewriting all Casus bellis to make it impossible to actually declare on the Isle, but that would be annoying to make and a hell to keep updated. Plus, it'll make every other mod incompatible. And if you go that route, why add it in the first place? A province nobody can interact with has literally no purpose. Not trying to be a jerk here but simply laying out things how I, as a modder, see them. Right on erbkaiser, I was worried that would be the case and assumed something of the sort was the problem. It was actually some of your mods I was looking at as a reference to do something like this. I believed there was enough lore there to fill in the blanks, but couldn't figure out a way to make it actually playable, just as you pointed out.
Thanks for the input and love your work man, you do great submods! Love 'em all!
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jun 15, 2019 15:32:38 GMT
Anywho, for anyone who really wants an Isle of Faces province Should be compatible with just about everything. Adds the Isle of Faces as a real province to every bookmark, as a one holding theocracy held by a random priest of the dryads children. There is also a duchy in case they somehow conquer stuff. Nothing done with it to protect from it getting conquered or whatever and I haven't set it as a holy site (would be less compatible).
Feel free to use in your own mods!
Attachments:AGOT Isle of Faces.7z (29.22 KB)
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jun 16, 2019 11:29:30 GMT
Funnily enough I haven't seen anything being done to the Isle at all in a 100 year observer game The only weird thing is that a lot of Westerosi exiles like to go there and end up in the court of the plant dwarfs.
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Post by lordumber93 on Jun 16, 2019 17:29:42 GMT
Funnily enough I haven't seen anything being done to the Isle at all in a 100 year observer game The only weird thing is that a lot of Westerosi exiles like to go there and end up in the court of the plant dwarfs. Plant dwarfs. That's hilarious lmfao. Sounds awesome, though, send the exiles there to be Green men instead of to the wall to be Crows.
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Post by brianboruma on Aug 18, 2019 0:39:49 GMT
erbkaiser , what do you think the chances of this working in 2.0 is? And by the way, this turned out to be a lot of fun. I've moved some the cotf over to other rulers, even forced a few marriages and pregnancies with them, and once somehow ended up with some female cotf after giving them land titles (north of the wall). They've helped Jon take over Kings Landing a few times as well, after giving them Harrenhal. The only way I've managed to get them to travel off the island when that's all they have though is after a reformation, adding sea bound, and them being a vassal.
Just curious, and thanks again for all your great work!
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Aug 18, 2019 9:05:29 GMT
I'm pretty sure it works in 2.0, I made it standalone. Very nice that you managed to get them off the island!
I will do an update for this by the way, now that I found a way to move holy sites by event I can make the island holy for the Old Gods by using an event.
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Post by brianboruma on Aug 18, 2019 19:43:02 GMT
That would be awesome, I'll anxiously look forward to it! I'll give it a go later tonight and see if it works. Thanks man!
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Aug 18, 2019 19:51:30 GMT
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