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Post by Almaron on Jul 3, 2019 6:25:38 GMT
Hmm, that must be a leftover from vanilla...the only things I tweaked in the province history files were cultures. You forgot to add the singular counties to map\geographical_region.txt
Bear Island and Moat Cailin for example should be listed as singular counties under world_north:
world_north = { duchies = { d_winterfell d_lasthearth d_karhold d_dreadfort d_whiteharbor d_northclans d_skagos d_rills d_wolfswood d_barrowlands d_hornwood d_theneck d_flintsfinger d_stonyshore } counties = { c_bearisland c_moatcailin c_brandons_gift c_new_gift } } The AGOT mod decides what default buildings (castles) are somewhere based on the region, and since you forgot to edit those back in the counties don't belong to any region in this mod.
I'm not sure I understand; I took out the counties because I assigned them to duchies, and then I added said duchies to geographical_region.txt...shouldn't that mean the game still assigns them castles based on that? Or do I need to add them to another file as well? @nervosi, it's got the same number of inhabited counties as vanilla; it just might not seem that way because of where the borders have been drawn.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 3, 2019 11:48:55 GMT
I'm not sure I understand; I took out the counties because I assigned them to duchies, and then I added said duchies to geographical_region.txt...shouldn't that mean the game still assigns them castles based on that? Or do I need to add them to another file as well? (edited)
It's a load order issue, basically.
In your landed_titles\westeros_titles.txt file you still have c_bearisland, c_moatcailin, c_witch_isle, c_lonely_light not in any duchy, like in vanilla, so they are not added to any region as the counties are not listed anywhere in geographical_region.txt
I see you add Lonely Light etc. to the proper duchy in the history file, well that is the issue. Regions are parsed before history is so by the time Lonely Light becomes part of d_lonely_light the region for world_iron_isles has already been set and it doesn't get the castle it would've if it were part of d_lonely_light in the landed_titles, or specifically listed as its own county in the region file.
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Post by petko on Jul 3, 2019 14:03:57 GMT
Hello, It´s me again! Why De Jure Kingdom and Empire of Blackwater is so interestingly placed?
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Post by lynx54321 on Jul 4, 2019 20:28:45 GMT
Made a few changes on my save: Oldcastle given back to the Manderlys to reflect their strength and some borders shuffled to make the Hornwood a bit larger. The Rills shuffled a bit to give the Withering Heights to the Tallhart's to reflect their notoriety and the fact they responded to the invasion of the Stony Shore. Whitford given to the Cerwyn's to reduce the power of the Barrowtons. Also upped the tier of castle in Karhold and White Harbour to give them more men, the Dreadfort is still the most powerful vassal but Manderly isn't far behind now with Karstark a fair bit behind them then the Umbers then Glovers then the likes of the Cerwyns, Tallharts, Hornwoods and Crannogmen.
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Post by indi on Jul 7, 2019 3:12:27 GMT
Anyone running this with other submods? Compatibility issues?
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Jul 7, 2019 18:25:01 GMT
Anyone running this with other submods? Compatibility issues? Running it with plenty of Submods, More Bloodlines included. tbh my game is buggy as it is, so i dunno if this introduces some more lol. haven't seen anything game breaking though.
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Post by somnar on Jul 7, 2019 20:55:20 GMT
There is a problem that the king upon the Iron Throne will make anyone they want "King of Dragonstone." For example, in one game Rhaegar made Richard Lonmouth its "king."
I truly do appreciate this lovely mod as it is, but can you produce some sort of submod that cuts out these kingdom tier titles?
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Post by adelhaldane on Jul 7, 2019 21:33:25 GMT
great submod. has given the mod such a breath of fresh air. is it possible to somehow make oldstones on the coast? perhaps taking some land from golden hills or something?
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Jul 8, 2019 5:33:08 GMT
There is a problem that the king upon the Iron Throne will make anyone they want "King of Dragonstone." For example, in one game Rhaegar made Richard Lonmouth its "king." I truly do appreciate this lovely mod as it is, but can you produce some sort of submod that cuts out these kingdom tier titles? I don't play with Iron Throne so i haven't noticed.
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Post by Almaron on Jul 8, 2019 10:11:23 GMT
Right, sorry for the late reply; was busy with some other projects...firstly, I've just updated the geographical_region file to restore the counties that I originally omitted, so that should fix the issues with the castles. petko - Not sure what you're meaning about the Empire being interestingly placed? lynx54321 - Hmm, interesting alterations! Something for me to think about... somnar - Okay, that's something I'll need to look into as well; I attempted to copy the code used to make d_dragonstone go to the Targaryen heir, but evidently that didn't work...not to mention I still need to fix the titles so that they use "Prince" rather than King. adelhaldane - Out of curiosity, is there a reason you'd want it along the coastline? Most - if not all - of the duchies were drawn with drifting in mind, so putting Oldstones between the Lordships of Banefort and Seagard would just make it impossible for either side to incorporate the other... Oh, and on another note, on the topic of compatibility, somewhere down the line I plan to make it fit with the official sub-mods as well, but first that'll require finalising an alteration to the Valyrian provinces ( agotcitadel.boards.net/thread/3102/valyrian-peninsula )...
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Post by adelhaldane on Jul 8, 2019 11:01:13 GMT
Right, sorry for the late reply; was busy with some other projects...firstly, I've just updated the geographical_region file to restore the counties that I originally omitted, so that should fix the issues with the castles. petko - Not sure what you're meaning about the Empire being interestingly placed? lynx54321 - Hmm, interesting alterations! Something for me to think about... somnar - Okay, that's something I'll need to look into as well; I attempted to copy the code used to make d_dragonstone go to the Targaryen heir, but evidently that didn't work...not to mention I still need to fix the titles so that they use "Prince" rather than King. adelhaldane - Out of curiosity, is there a reason you'd want it along the coastline? Most - if not all - of the duchies were drawn with drifting in mind, so putting Oldstones between the Lordships of Banefort and Seagard would just make it impossible for either side to incorporate the other... Oh, and on another note, on the topic of compatibility, somewhere down the line I plan to make it fit with the official sub-mods as well, but first that'll require finalising an alteration to the Valyrian provinces ( agotcitadel.boards.net/thread/3102/valyrian-peninsula )... thanks for the reply. i just thought as a historical regional powerbase holding, it would be good if they had a port. its not necessarily necessary. just thought it would be good for some play throughs. im not really sure what drifting means, but i thought since golden hills is kind of a nothing country, oldstones could take a piece of it to give it a coastal port. its not really that big of a deal, just thought the king of the trident should have access to a strong navy lol side question, is it possible to change the number of holdings? i want to give summerhall 7.
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Post by japster on Jul 8, 2019 16:40:14 GMT
Great mod, think it does a much better job of capturing the sort of shattered nature of the houses than vanilla. The only problem I have come across so far is at the neck. Currently, you can walk from the Riverlands into Flint's Fingers, which I'm 90% certain you can't do. My impression of the neck has always been a long road, surrounded by the marshes, and the first castle you reach is moat calin, while all of the Crannogmen's floating castles are impossible to siege.
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Post by lynx54321 on Jul 8, 2019 18:33:59 GMT
Glad the alterations interested you Almaron.
I love the mod by the way I feel it was much closer to how I envisaged the map would be from the books and it was what inspired me to go further and make a few changes myself.
I've now put Karhold back to it's previous holding level but added an extra province for the Karstarks to give them more men as we know from the books they can raise at least 3.5k.
I'd like to do something to take the Cerwyns back down to 2 provinces the same as the Tallharts, Hornwoods, Barrowlands and the Rills. Perhaps the Tallharts should have the extra province as they're mentioned on occasion as being of a level with the Glovers as masterly houses.
I'd be interested on your ideas for the North?
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Post by Almaron on Jul 8, 2019 22:02:08 GMT
adelhaldane - Drifting's when a de jure duchy or kingdom switches allegiances to another realm after a certain amount of time being ruled by said realm...so hypothetically, one could play as the Kingdom of the Rock, invade Seagard and hold it for a hundred years, and then it'd stop being considered part of the Riverlands. At the moment, with Westeros being a united realm in most start dates, it's admittedly not as prevalent as in vanilla, but at some point down the line I would like to work back in the original version of this mod's de jure kingdom setup for the earlier dates, as that WOULD suit that better. Anyway, I do see your point about Oldstones having access to a port...perhaps there could be an event linked to the rebuilding of Oldstones which updates the de jure map to give it two neighbouring provinces? Oh, and yes; what you'll need to do is copy "306 - Summerhall.txt" from the base game's history/provinces folder into my mod, and then change the line from "max_settlements = 2" to "7". japster - It's mainly based on observation of the maps that attempt to depict the terrain in this area; the marshes of the Neck don't seem to extend quite that far west, but there is a large forest in the way which I assume is difficult to travel through. It didn't feel right to make the whole area impassable (especially since the Crannogmen themselves likely have no trouble going through the area), so I made the Flint Cliffs cover the area, so that an army could sort of skirt around the Neck to get to Flint's Finger...but it'd still be a slower option than taking the Kingsroad and Moat Cailin. Admittedly, one of my sources didn't show a road going this way - oddly, on the map in World of Ice and Fire, a road can be seen connecting Flint's Finger to Greywater Watch, yet that can't be entirely right because, as you noted, the place is meant to be super hard to find - but again, it didn't feel right to block it off...CKII and GOT don't always line up with one another. lynx54321 - Oh, I haven't really got any new ideas just yet - aside from a vague one to tie an event to that Lordship of the Gift, so that the player can attempt to replicate Ned Stark's plan of settling it with Northern lords to bolster the Night's Watch - but I am curious to see ways that the base setup can be made more book accurate...has anyone made a list yet of what each house can field? While I remember, there are a few areas where I would have liked to add an extra province or two...most notably, the area near Harrenhal, Harroway, and Darry, as the de jure setup at the moment doesn't quite reflect what we know about the area. To elaborate, when House Harroway was extinguished, it's mentioned that their lands were divided; Harrenhal went to the newly-created House Towers, while Harroway was given to the existing House Butterwell, which we know holds lands on the east side of the God's Eye, suggesting that they might have controlled the land between the two (which would also be a useful addition for the Second Blackfyre Rebellion, as in the aftermath Lord Butterwell lost some of his lands; ergo, this hypothetical new province). On top of that, Darry; conflicting sources place it either east of Harrenhal and Harroway, or north of the Trident. Interestingly, one source notes that Darry once controlled the Inn at the Crossroads, which would suggest that there should be another province with a crossing alongside Harroway for them to hold (which would also be handy as then Darry could also control the land north of the Trident in earlier dates, giving us a High Lordship for the otherwise empty area*, and then be stripped of it following Robert's Rebellion). *Although as you've no doubt noticed, I did shift House Charlton to the northernmost part; they're a vassal of House Frey in the present day, but texts indicate that House Frey is a newer house, and that House Charlton is a far older house that once vied for control of the Riverlands with some of the more powerful houses; since there's not much space for them in the west, I hypothesise that they might have controlled the Green Fork and fallen from grace...
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Post by Almaron on Jul 9, 2019 5:18:34 GMT
On the topic of the aforementioned de jure Kingdom setup, for people who didn't see the original mod, here's what they looked like in that; sta.sh/0amyjcttkn0sta.sh/0147vkv2a3fmThese came about after a fair bit of research, combining things such as known petty Kingdoms (or the rulers of said Kingdoms, if the name of their realms wasn't certain), titles used by rulers prior to Aegon's Conquest, and general speculation. Some of it I'm still happy with (the Vale and Dorne, for instance), but other areas I'm a bit iffy on, and it might take a while to develop a suitable setup, especially considering that the map has changed a fair bit since this version of the mod. To try and sum things up; *The Vale would be divided into at least three de jure Kingdoms; the Kingdom of the Fingers (a title used by several early Andal conquerors), the Kingdom of the Mountains and the Kingdom of the Vale (both titles used by House Arryn prior to Aegon's Conquest). It could also be possible to create a fourth 'Kingdom of the Bite' incorporating the Three Sisters, the Paps, and Pebble, although this would require the redrawing of the lordship borders. *Dorne would be divided into three de jure Kingdoms; the Kingdom of the Red Mountains, the Kingdom of the Brimstone, and the Kingdom of the Greenblood. All three of these titles were used by various rulers prior to the arrival of Nymeria, but the Kingdoms were also drawn to take into account the subdivisions of the Dornish culture; the Red Mountains for 'Stony' Dornish, the Brimstone for 'Sandy' Dornish, and the Greenblood for 'Salty' and 'Sandy' Dornish. *The Iron Islands could potentially be divided into anywhere between eight de jure Kingdoms or one, depending on whether each island is made an independent Kingdom (reflecting how the Islands were each independent Kingdoms before being united under one ruler) or not. *The Westerlands would probably be divided into four de jure Kingdoms; the Kingdom of the Rock along the southern coast (the historic title of the rulers of Casterly Rock), the Kingdom of the Banefort along the northern coast (based on the Hooded King of the Banefort being the only known king from this area; all other houses are either Andal ones or houses whose leaders weren't described as Kings), the Kingdom of the Hills along the River Road, and another Kingdom (without a name as of yet) along the Gold Road. The last two Kingdoms are based on an observation that most of the known First Men Westerman houses seem to be located along the western coast, while the Andal houses are in the east, with texts noting that the Kings of the Rock used these houses to expand their control over new lands...ergo, the eastern lands might have been part of the Riverlands or Reach, and interestingly, older rulers of the Riverlands used the title 'Kings of the River and Hills', and with 'Hill' being the go-to name for bastards in the Westerlands (as well as the fact that the Westerlands are particularly hilly), I'd say this is a valid name for at least one Kingdom in this area... *The Riverlands would probably be divided into at least three de jure Kingdoms; the Kingdom of the God's Eye (a title used by the mythical 'Green King') in the southeast, the Kingdom of Wayfarer's Rest in the southwest (based on the description of House Vance as the most powerful of the Andal Kings, and the knowledge that Riverrun once fell under their jurisdiction), the Kingdom of the Trident in the north...however, this would make the Trident twice the size of most of the other Kingdoms mentioned thus far, so this isn't really ideal. Another option is potentially dividing up the Trident into three Kingdoms corresponding with the three forks of the Trident; Blackwood Vale and Stone Hedge within the Kingdom of the Red Fork, Oldstones and Seagard within the Kingdom of the Blue Fork, and the Twins within the Kingdom of the Green Fork, perhaps with the ability to replace all three with the 'Kingdom of the Trident' if one holds the titles. *The Reach is a tricky one; according to World of Ice and Fire, the area has four distinct divisions; Oldtown (9-12 provinces, depending on whether Brightwater Keep is included or not), the Arbor (1 Province) the Westmarch (5 provinces, 9 if Mandervale is included) and the Reach proper, the latter of which would need to be broken up into smaller Kingdoms for balancing purposes. A "Kingdom of the (Upper) Mander" or perhaps a "Kingdom of the Northmarch" seems an obvious choice for the northern parts, and the lands of Old Oak, Red Lake and Goldengrove (which all historically swore fealty to the Reach at the same time, and whose lands are referred to as 'Searoad Marches' in the 'A Game of Thrones' board game) could be grouped into another, although what name they'd use is unclear. *The Stormlands would probably be divided into at least three de jure Kingdoms; the Kingdom of the Eastmarch (the Dornish Marches, but given a name mirroring the Reach's 'Westmarch'), the Kingdom of the Rainwood and the Kingdom of the Storm, although it might also be worth including a "Kingdom of Tarth", given that the Arbor in the Reach is a similar size and its own Kingdom (plus this helps to ensure the Kingdoms don't get too cluttered compared to their neighbours. *The Crownlands would probably be divided into four de jure Kingdoms; the existing Kingdom of the Claw, the Kingdom of the Dusklands (a hypothetical title reflecting the historic importance of House Darklyn of Duskendale in this area), the Kingdom of the Blackwater (incorporating the Blackwater Rush, the Kingswood and Massey's Hook; areas all controlled by the Kings of the Storm at various points in time), and the Kingdom of Dragonstone. *The North is another tricky region, having perhaps the largest number of confirmed petty kingdoms out of any of the regions of Westeros. With the current province and Lordship setup, it looks like at least six de jure Kingdoms would work...the Kingdom of the Neck (including Greywater Watch and Flint's Finger), the Kingdom of the Wolfswood (including the Stony Shore and the Northern Mountains), the Kingdom of Winter (including all the land between Winterfell and the Barrowlands...ideally, these two would be rival de jure Kingdoms, given that the Barrow Kings of House Dustin were originally the most powerful of the northern houses, but there aren't really enough provinces to make this work), the Kingdom of the Dreadlands (the Dreadfort, Last Hearth and Karhold; again, ideally this would be split between the Dreadfort and Last Hearth, but there aren't enough provinces), the Kingdom of Skagos, and the Kingdom of the White Knife (not a known historic Kingdom, but added for balancing purposes and also corresponding with the lands given to House Manderly anyway). ...with that all said, I'm open to suggestions for the troublesome areas!
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