erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 1, 2018 14:02:28 GMT
I've had a somewhat annoying issue while playing as a merchant republic. While having Valyria as my capital, I'm unable to build Valyrian mines despite owning slaves. I think this is because, as a merchant republic, my slaves aren't actually tied to the physical province. However, I haven't had any issues with building Valyrian mines in any of the official submods that allow you to play characters based in the Freehold. Any idea of how to fix this? Interesting. You're right in that it doesn't set the required slavery province modifier to owned provinces if the holder is a patrician, but that's not specific to this mod. The official submods work because the only merchant republic government is the top liege, and for those the province modifier IS set correctly (also in post-Doom scenarios). Look at the Free Cities or Slaver's Bay countries for example, except for the top liege and any feudal vassals, nobody's getting the province modifier.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 1, 2018 14:50:57 GMT
Changed the requirements for the mines: for the first level mine you just need to be a slave owner (you can send your slaves to work there even if their 'home' is elsewhere, after all) - for the second level mine the province still must be your actual capital and have a level 4 or 5 slave camp. Either download the mod again and start a new game (it's not save game compatible since I changed some more things), or extract this into the mod and continue playing: buildings.7z (7.43 KB) It should extract as \common\buildings\ castles.txt and cities.txt
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 3, 2018 14:46:31 GMT
Uploaded a new version. Changes: -Trade route fixes for Essos/Valyria, see my other mod for details. -The destroyed islands in the Smoking Sea are now all coloured in on the political map, like other wastelands. They're still not colonisable or traversable but it will look a little better on the political map, not just black. Not save game compatible.
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Post by ptolemy on Feb 4, 2018 2:03:44 GMT
Changed the requirements for the mines: for the first level mine you just need to be a slave owner (you can send your slaves to work there even if their 'home' is elsewhere, after all) - for the second level mine the province still must be your actual capital and have a level 4 or 5 slave camp. Either download the mod again and start a new game (it's not save game compatible since I changed some more things), or extract this into the mod and continue playing: It should extract as \common\buildings\ castles.txt and cities.txt Thanks, that's really fantastic! Looking forward to trying it out.
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Post by grizwald on Feb 4, 2018 17:44:09 GMT
Is their any chance on a future update u can change the map color a bit for Valyria because in the political mad mode all of the highlordships and lordships look the exact same color.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 4, 2018 18:10:34 GMT
Sure, there's a chance...
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 7, 2018 19:23:58 GMT
Minor update, should be save game compatible.
-Prevented ports from spawning on the Sea of Sighs since it's not connected to the ocean. -Fixed ports positions for Valyrian islands -Slightly redraw the Valyrian Straits seazone -Fixed some vanilla bugs with rivers and lakes.
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Post by Doink O'hanahugh on Feb 17, 2018 6:58:37 GMT
With Valyria as my capital, I hired a merc fleet, it spawned in the river near c_valyria (seemingly under the river), but was not able to sail out of it.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 17, 2018 8:58:35 GMT
With Valyria as my capital, I hired a merc fleet, it spawned in the river near c_valyria (seemingly under the river), but was not able to sail out of it. Thanks for the report. I found out why and have updated the dropbox version now. Steam version will be updated some time later today.
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Tyon
Member
Posts: 140
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Post by Tyon on Feb 17, 2018 16:27:48 GMT
Have you maybe thought about giving Dany the choice to go to Valyria(not the capital) as opposed to the Jade Sea, Slavers Bay or Westeros?
Had this idea while playing today. I'd rather conquer the Slaver cities from Valyria than get them (partly) handed to me by event.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 18, 2018 14:00:02 GMT
Lore-wise I doubt Danaerys (or any other Targ) has a special reason to want to go to Valyria. Their entire history is basically ruling the Iron Throne.
If anything, Valyria is too easy to colonize so if I work on this more I want to make it harder to live there, like how Sothoryos is also not a viable place to live. Extending the curse of Mantaris to Valyria is a start but it's not enough, given how in the lore almost all expeditions to Valyria end in deaths. If I get more free time I'm going to look in how to code a disease perhaps...
Anyway, minor update: Valyria is now properly coastal. Should be safe game compatible with last update.
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Tyon
Member
Posts: 140
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Post by Tyon on Feb 18, 2018 15:27:05 GMT
Well lore-wise she also has no reason to go to the Jade Sea, stay in Slavers Bay or travel to Pentos to be married to Aegon. But they are still options the player is given.
You make Valyria colonisable but who do you want to actually go there? It's far away from everyone except Volantis and the dump that is Mantarys. And these two are never going to touch Valyria or the Lands of Long Summer. Ghis won't do anything, they won't even try to colonise Old Ghis or the Isle of Cedars.
I am not asking to give her all of Valyria through an event. That would be stupid. But let's say she decides to go to Pentos. Well she probably won't take the Demon Road and instead travel by ship. Near Valyria or The Land of Long Summer one of her Dragons (hurr durr Drogon) might take off to the mainland. She obviously wouldn't leave him behind. She could encounter ruins or any other reason that might lead her to say "fuck it" and stay. Her dragons could feel at home or whatever.
Obviously she would start with one province being a colony. Frequent bad omens or attacks by people disfigured by greyscale or diseases.
But it's not more far fetched than her going to the Jade Sea, which is in the entirely wrong direction to Westeros or her staying in Slavers Bay.
I just don't see anything ever happening in Valyria.
Oh and one advice, it would be far more user friendly if you'd number the versions of your mods. Or write date of the update under the link.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Feb 23, 2018 23:22:42 GMT
New version up: I implemented a workaround for the Valyrian courtier spam on startup. All provinces now start out owned by a random ruin character who will be silently killed and replaced with real ruins, instead of being given to random High or Essosi Valyrians that always seem to want to go to the player court. Tyon: I don't keep old versions around, so a versioning system doesn't make much sense to me. I do keep changelogs on Steam.
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Post by Lottanubs on Mar 4, 2018 15:39:31 GMT
I have a bone to pick about the birth defects in Valyria. I think you're on to something by making colonizing Valyria suck, but I would prefer it not be permanently shitty. Could birth defects go away after the colony is complete for X years? After X generations (having built an immunity to whatever is in the air)? After enough of the peninsula is colonized? Special, expensive buildings that mitigate, if not completely remove the sorts of penalties you want to include? I also like your idea of making Valyrian colonies be a hotbead for diseases and plagues.
In any case, Valyria has some great history and infrastructure. If a player wants to invest the centuries of time investment, not to mention gold investment, to wrestle the peninsula back from The Doom, I think it should be designed to be rewarding yet incredibly costly. Just my 2 cents.
Also some ideas for Valyrian colony events: Stone men attacks, Greyscale plagues, losing supply vessels to boiling seas/kraken, pirate raids, lava flows destroying settlements, definitely a province modifier increasing build time/cost?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Mar 4, 2018 15:51:01 GMT
I have a bone to pick about the birth defects in Valyria. I think you're on to something by making colonizing Valyria suck, but I would prefer it not be permanently shitty. Could birth defects go away after the colony is complete for X years? After X generations (having built an immunity to whatever is in the air)? After enough of the peninsula is colonized? Special, expensive buildings that mitigate, if not completely remove the sorts of penalties you want to include? I also like your idea of making Valyrian colonies be a hotbead for diseases and plagues. In any case, Valyria has some great history and infrastructure. If a player wants to invest the centuries of time investment, not to mention gold investment, to wrestle the peninsula back from The Doom, I think it should be designed to be rewarding yet incredibly costly. Just my 2 cents. Also some ideas for Valyrian colony events: Stone men attacks, Greyscale plagues, losing supply vessels to boiling seas/kraken, pirate raids, lava flows destroying settlements, definitely a province modifier increasing build time/cost? Good ideas. I'll see what I can work out. Valyria already has some good advantages: the Valyrian mines (for slavers), the Lands of the Long Summer special building, and of course the volcanoes which means dragons thrive there but I like the idea of making it possible to stabilize the area. The Stone Men thing is something I really should incorporate, it's known from canon.
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