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Post by zico4you on Nov 5, 2018 14:06:03 GMT
Works with version 1.7.1?
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Post by aegonisablackfyre on Jan 11, 2019 19:01:48 GMT
Does this work with version 1.8?
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Post by ptolemy on Jan 15, 2019 22:19:32 GMT
Hey, sorry to bother you, but it would be really great if you'd release an update of this mod at some point. Holy Fury is such a big update that I'm sure you must have ideas for how to improve this. My only criticism of your previous work was that I didn't like your changes to rivers, but I'd really love to see what you can do here.
Thanks!
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Post by SerDeth on Jan 23, 2019 1:30:38 GMT
^^ Would also love an update, or an idea on how to do it myself.
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Post by jostarus on Jan 23, 2019 18:42:35 GMT
I would love to see an update too!
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Post by Rasputin on Jan 27, 2019 11:26:26 GMT
Yeah but with much less provinces because they are so many...
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Post by Crash on Jan 28, 2019 9:40:35 GMT
Yeah but with much less provinces because they are so many...
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Post by Duryn on Jan 28, 2019 18:53:52 GMT
Registered here to post and ask but... out of curiosity... what exactly is not compatible with the most up to date version of this mod and CK2 HF/AGOT 1.8?
If anyone knows or can list any problems I'll see about reaching out to the mod creator about possibly taking up the work and making it compatible. No promises though.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 28, 2019 20:04:34 GMT
I actually updated it today, test version on the Pdox forum. Let me mirror it here.
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Mini changelog: -Now compatible with AGOT 1.8 -Urnebyria is no longer on two islands, there's now a strait crossing between the Bane Coast and Dragonfields instead. -Removed trade route changes which brought a route to Valyria (for now)
These were already in the mod but I never documented them before: -Sarne is a navigatable major river -The upper part of the Royne: Little Royne/Qoyne/Noyne is now a normally navigatable major river -The Essos lakes Darkwater, Myrwater, and Lake Of Myrth are now actual lakes and not Mare Incognitum
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I'll see if I can re-do my trade route mod later this week in which case the Valyria loop is returning. For now, PLEASE test this mod and let me know if it still works fine. If it does, I'm going to update the first post with a proper features list and it's going back on the Workshop. I think everything is okay but I don't have the time to test it in more detail. The main mod hasn't touched the area so I doubt anything has changed there, but you never know.
Link: [removed]
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 28, 2019 20:08:24 GMT
In particular, compared to the previous version, I reverted a bunch of stuff regarding rivers to AGOT mod vanilla, let me know if it all works well. It's been over half a year since I last played AGOT CK2 and I'm not 100% sure any longer why I changed stuff there in the first place.
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Post by Duryn on Jan 28, 2019 20:35:49 GMT
Beautiful! Thank you erbkaiser, definitely going to start a brand new playthrough with this and let you know. EDIT: Did a quick check and noticed that the Valyrian Provinces are doubled up on specific buildings. I posted two screens showing what I mean below. Not sure if this is a bug or intended but it essentially gives you double the bonus which can become extremely OP on all provinces, money-wise. Relevant PicsSpecifically, the Valyrian Mines and Summer Plantations are doubled in every holding type/slot in the Valyrian region.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 28, 2019 21:32:20 GMT
Thanks for finding those!
Looks like the main mod already handles those buildings now so I don't need to include them any longer.
Fix it by deleting the \commmon\buildings folder and its two files from the AGOT Colonizable Valyria submod. (Already removed from the download.)
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Post by Duryn on Jan 28, 2019 21:36:27 GMT
No worries! I'll be sure to be on the lookout for anything else but so far so good Thanks for the quick fix!
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Post by Duryn on Jan 29, 2019 3:40:39 GMT
I noticed something else I thought I'd mention. It looks like a mapping issue though I'm not sure if this is how it looks on your end. Album Link!
Sorry for a lack of identifiers but.. if you look closely it looks like "The Qelbar" is a running river that is supposed to be shaded differently and have flowing water, although I'm not sure if this is the case Post-Doom but Pre-Doom Valyria has it as an active river to my knowledge. Not sure if this was just looked over when mapping or something
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jan 29, 2019 8:01:21 GMT
Technically it's a mapping issue, I (think I) properly drew the river on all map files, but I can't get it to look right at all zoom levels.
It might be that I'd need to edit the topology map file as well, but as that is yet another stupid format bmp file (I HATE working with indexed BMPs) I don't look forward to putting in the time and effort. Rivers and terrain were annoying enough.
Blame it on the Doom.
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