Flamequeen's Ultimate Building Submod v1.1

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Flamequeen's Ultimate Building Submod v1.1

PostPosted by Flamequeen » Mon Nov 23, 2015 08:40

Hi guys. I have finally updated the mod (Whoo hoo finally right? :D). It's not the biggest update but it does add a few more buildings and unique buildings. I've also modified Harrenhal and the Wall to be comparable in strength to my unique buildings such as Casterly Rock, etc. I really wanted to add a 'rebuild High Tide' event but I messed that up so if anyone out there can help me out in that regards that'd be great :) Anyways I hope you enjoy the mod and I promise that from now on the mod will be regularly updated and any issues fixed to the best of my ability.

How to build the brothel:
Spoiler: show
You have to have either business focus if you have WOL or lustful if you don't. If you don't have either of these things the Brothel building won't appear.


:) Here's the v1.1 Link:


Here are some buildings that the submod adds:
Spoiler: show
    The Red Keep
    Casterly Rock
    Castamere
    Highgarden
    The Eyrie
    Winterfell
    Sunspear
    Pyke
    Riverrun
    Runestone
    Coldmoat
    Hightower
    The Dreadfort
    Driftmark
    High Tide (I tried to make a special event to rebuild this but failed horribly. maybe I'll try again in the future. for now it's like the rest of the unique buildings)
    Prince's Palace in Pentos (I'll add more Essos buildings in the future)
    Storm's End
    Special upgrades to all these buildings plus Dragonstone
    Military Buildings such as barracks, stables, archery ranges, armor and weapon forges, military level 'upgrades', shipyards, and so much more
    Defensive buildings such as towers, walls, curtain walls, etc
    Economic buildings such as markets, bakeries, mills, farms, granaries, economic level 'upgrades' , special culture specific buildings such as diamond mines for Westermen, Ironwood groves for Northmen etc, orchards and so much more
    Unique buildings such as royal palaces, capital defenses etc
    A boost to troop attack and defense for each Westerosi culture
    A boost to High and Western Valyrian Culture
    The Iron Throne, Royal Court and Targaryen Dragon Skulls to the Red Keep
    Horse Breeders, Jewellery Sellers and Wheat Fields
    I've also added more city buildings and plan to add more and more buildings in the future :)
    And so much more
    Basically it adds quite a lot of buildings :)


Changelog:
Spoiler: show
Code: Select all
Version 1.0 - released
Version 1.05 - released. Fixed many issues and balanced out the economic and military Buildings. Added a few more buildings.
Version 1.1 - released. Added more unique buildings to Westeros. Added more castle and city buildings. Added the culture buffs to the free city cultures for castles and cities. Added city cultures for Westeros.


Credits:
Spoiler: show
Sinstar for the Brothel code and the code from his building submod 'King's Landing'.


Compatibility:
Spoiler: show
This mod is compatible with basically every mod. It is save game compatible but I'd recommend starting a new game for each of my submod's updates or if you're playing with my submod for the first time. The mod might not be compatible with other mods that add the same unique buildings (such as Sinstar's Winterfell mod). But other than that it's good.


Known Issues:
Spoiler: show
I seriously need help with an event to rebuild High Tide. I have no event modding experience (well not really anyway) and I hope that someone can help me with this. I've already tried to make the event on my own but failed horribly and messed everything up :( so if anyone could help me that'd be great :)
Last edited by Flamequeen on Tue May 17, 2016 06:04, edited 24 times in total.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Trotum » Mon Nov 23, 2015 11:37

YES PLEASE <3
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by blackninja9939 » Mon Nov 23, 2015 15:00

What buildings are you actually planning on adding?
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by stanners58 » Mon Nov 23, 2015 16:14

What Blackninja said...
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Flamequeen » Mon Nov 23, 2015 20:13

blackninja9939 wrote:What buildings are you actually planning on adding?


A lot of them. General military and economic buildings such as stables, barracks, archery ranges, farms, markets, etc, as well as more special buildings that you can upgrade via events such as the Red Keep, Highgarden, Winterfell, Storm's End, Pyke, Sunspear, The Eyrie and Casterly Rock (which are much more improved over the ones in the base mod) Starfall and so on. I also am adding defensive buildings such as curtain walls, moats, towers, culverts, gates, signal fires and the list goes on. Each region of Westeros is also going to have bonuses to their military e.g. The Vale gets a boost on heavy cavalry attack, defense, and morale while the Stormlands get a boost in heavy infantry attack, defense and morale. And so on for each region.

Basically it's going to be a massive project and the more buildings I add the more buildings I think up and have to put in the mod too :)

Hope that answers your question Blackninja.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by BamFro » Tue Nov 24, 2015 00:47

it sounds awesome, i was always jelly of Highgarden and Casterly Rock and what not, but then i guess they all have their specialties.

Looking forward to awesomeness!
PS followed you from Reddit, although i've been a member already for awhile :)
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Trotum » Tue Nov 24, 2015 09:42

oooooh yes!!!! this looks sooo good :D eager to try it
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Lime » Tue Nov 24, 2015 17:10

You may already know them, but if you need inspiration I'd recommend Peachy's Building Mod and Your Personal Castle for vanilla, both available through Steam.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by titangamer1 » Tue Nov 24, 2015 18:07

Flamequeen wrote:
blackninja9939 wrote:What buildings are you actually planning on adding?


A lot of them. General military and economic buildings such as stables, barracks, archery ranges, farms, markets, etc, as well as more special buildings that you can upgrade via events such as the Red Keep, Highgarden, Winterfell, Storm's End, Pyke, Sunspear, The Eyrie and Casterly Rock (which are much more improved over the ones in the base mod) Starfall and so on. I also am adding defensive buildings such as curtain walls, moats, towers, culverts, gates, signal fires and the list goes on. Each region of Westeros is also going to have bonuses to their military e.g. The Vale gets a boost on heavy cavalry attack, defense, and morale while the Stormlands get a boost in heavy infantry attack, defense and morale. And so on for each region.

Basically it's going to be a massive project and the more buildings I add the more buildings I think up and have to put in the mod too :)

Hope that answers your question Blackninja.


I think the reach is more cavalry, with all the mountains does the vale really have a ton? I know the reach has a bunch of knights, so it'd make more sense for them to be the knight bonus
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Flamequeen » Tue Nov 24, 2015 19:30

Completed some more buildings, added stormlander heavy infantry bonus. I also fixed some minor localisation issues I had encountered with a few of the buildings. Mod's coming along nice and dandy :D
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by WinterWolf » Tue Nov 24, 2015 22:12

i love you for this :D
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by zonkie » Tue Nov 24, 2015 23:40

Sounds great.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by The_Bloodraven » Tue Nov 24, 2015 23:48

titangamer1 wrote:
Flamequeen wrote:
blackninja9939 wrote:What buildings are you actually planning on adding?


A lot of them. General military and economic buildings such as stables, barracks, archery ranges, farms, markets, etc, as well as more special buildings that you can upgrade via events such as the Red Keep, Highgarden, Winterfell, Storm's End, Pyke, Sunspear, The Eyrie and Casterly Rock (which are much more improved over the ones in the base mod) Starfall and so on. I also am adding defensive buildings such as curtain walls, moats, towers, culverts, gates, signal fires and the list goes on. Each region of Westeros is also going to have bonuses to their military e.g. The Vale gets a boost on heavy cavalry attack, defense, and morale while the Stormlands get a boost in heavy infantry attack, defense and morale. And so on for each region.

Basically it's going to be a massive project and the more buildings I add the more buildings I think up and have to put in the mod too :)

Hope that answers your question Blackninja.


I think the reach is more cavalry, with all the mountains does the vale really have a ton? I know the reach has a bunch of knights, so it'd make more sense for them to be the knight bonus


In the books, several characters make mention of the "Knights of the Vale" when discussing the fighting capabilities of the Vale itself. While this doesn't point towards cavalry in an explicit manner, it seems to be implied that they have good cavalry. Regardless, I'd assume they'd be more of a heavy infantry type of army.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by titangamer1 » Wed Nov 25, 2015 00:40

The_Bloodraven wrote:
titangamer1 wrote:I think the reach is more cavalry, with all the mountains does the vale really have a ton? I know the reach has a bunch of knights, so it'd make more sense for them to be the knight bonus


In the books, several characters make mention of the "Knights of the Vale" when discussing the fighting capabilities of the Vale itself. While this doesn't point towards cavalry in an explicit manner, it seems to be implied that they have good cavalry. Regardless, I'd assume they'd be more of a heavy infantry type of army.


Well yes they have knights I'm sure, but just the rugged terrain itself from what I can tell from books, show, and various interpretations of it wouldn't be all that suited for heavy cavalry
Last edited by titangamer1 on Wed Nov 25, 2015 04:15, edited 1 time in total.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by benzar7 » Wed Nov 25, 2015 01:45

Looking forward to it! Good luck and godspeed! ;) :D
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Flamequeen » Wed Nov 25, 2015 19:21

Completed all the different kinds region bonuses, made the Vale have heavy infantry bonuses, the Riverlands light infantry and cavalry bonuses, Iron Islands heavy infantry and archer bonuses with cavalry maluses, the Westerlands have heavy cavalry and infantry bonuses, the Reach has light cavalry and heavy infantry bonuses, Dorne has light infantry and archer bonuses, the Stormlands heavy infantry and light infantry bonuses, and finally the North has heavy and light infantry bonuses with some light cavalry.

Made the Red Keep, Casterly Rock, and Winterfell have special upgrades that increase their fort size, garrison and levy size, and that also give a major tax income. I plan to add special upgrades to the rest of the capital buildings today.
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by waifunator » Thu Nov 26, 2015 04:42

Flamequeen wrote:Completed all the different kinds region bonuses, made the Vale have heavy infantry bonuses, the Riverlands light infantry and cavalry bonuses, Iron Islands heavy infantry and archer bonuses with cavalry maluses, the Westerlands have heavy cavalry and infantry bonuses, the Reach has light cavalry and heavy infantry bonuses, Dorne has light infantry and archer bonuses, the Stormlands heavy infantry and light infantry bonuses, and finally the North has heavy and light infantry bonuses with some light cavalry.

Made the Red Keep, Casterly Rock, and Winterfell have special upgrades that increase their fort size, garrison and levy size, and that also give a major tax income. I plan to add special upgrades to the rest of the capital buildings today.


This all sounds great! Shaping up to be a cool mod :D
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by ngppgn » Thu Nov 26, 2015 06:05

This sounds pretty cool. One question on balance though: do you plan to add troop bonuses to essosi cultures? except for the Ironborn, everyone seem to get only boosts,and it seems somewhat unfair (of course, it depends on how big the modifiers are).

BTW, I'd assume the bonuses are based on culture province, not ruler province, right?
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Flamequeen » Thu Nov 26, 2015 06:49

ngppgn wrote:This sounds pretty cool. One question on balance though: do you plan to add troop bonuses to essosi cultures? except for the Ironborn, everyone seem to get only boosts,and it seems somewhat unfair (of course, it depends on how big the modifiers are).

BTW, I'd assume the bonuses are based on culture province, not ruler province, right?


I do plan to work on essos eventually but for the first version I'm only doing Westeros so for now the bonuses are only for Westeros. They are province based i.e the Reach bonuses only occur in the de jure Reach duchies and counties as I couldn't find a way to base it off culture. I'll try to modify it in the future to work off culture but for now it's province based :oops:
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Re: [Coming Soon] Flamequeen's Ultimate Building Submod.

PostPosted by Specialist » Thu Nov 26, 2015 08:06

Flamequeen wrote: They are province based i.e the Reach bonuses only occur in the de jure Reach duchies and counties as I couldn't find a way to base it off culture

Try something like this:
If you want to limit to multiple possible, yet valid, conditions
Spoiler: show
Code: Select all
potential = {
   FROM = {
      OR = {
         culture = ironborn
         religion = drowned_god
      }   
   }
}


If you want to limit to a single condition
Spoiler: show
Code: Select all
potential = {
   FROM = {
       culture = stormlander
   }
}


If you want to limit to multiple concurrent conditions:
Spoiler: show
Code: Select all
potential = {
   FROM = {
       culture = stormlander
       religion = the_seven
   }
}


This checks the holder, that way you can limit buildings like this culturally and they will still work.
Keep in mind, you can replace culture = x or religion = x with other options.
Eg: You can scope to culture_group = westerosi for all Westerosi cultures and culture_group = valyrian for all those of Valyrian descent. Similarly, you can use religion_group = eastern to scope to the majority of Essos (just dig a bit in the cultures and religions files, you'll see tons of options).

Oh yeah, don't forget about traits and dynasties! Say you wanted specific houses to have specific buildings, you could have bloodline traits (yes Blackninja, I'm talking about yours) as a condition for buildings, simply by placing trait = bloodline_durrandon in that FROM condition. As for dynasties (this worked as of 2.3.6) just drop dynasty = 496 (for Targaryens) in the FROM condition to limit a certain structure to a specific house.
Just be sure to pick a valid culture, culture_group, religion, religion_group, trait, or dynasty though, otherwise you will never see the buildings.
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