The Vale

Region specific setup and other region-related issues.

Re: The Vale

PostPosted by AlecTrevelyan006 » Mon Feb 27, 2012 15:37

Yeah, I say we give them names of some sort, even if we end up naming it "House Hroppa" for some little county.
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Re: The Vale

PostPosted by Hroppa » Mon Feb 27, 2012 17:26

That's a fair point.
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Re: The Vale

PostPosted by Cabezaestufa » Sat Mar 03, 2012 01:54

Hroppa, I implemented your suggestions. Does this look better?

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Here's the current distribution of de jure duchies. Some tweaking might now be in order...

Image

My suggestions:

- Create a new duchy with Ninestars, Crab's Shore and Wickenden (Duchy of Wickenden and the Waxleys as dukes, perhaps?).
- Give Redfort to Gulltown.
- Give Darkmoor to the Giant's Lance.
- Give Moonsgrey to Strongsong (as you said).

EDIT: Now that I see it again, I will also enlarge Crow's Barrens so it borders Greywater Watch and denies the Freys access to the Bite.
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Re: The Vale

PostPosted by Hroppa » Sat Mar 03, 2012 22:01

That looks amazing! I love how the central Vale really does look like a sheltered valley now :D
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Re: The Vale

PostPosted by Hroppa » Sun Mar 11, 2012 21:48

Duchies fixed, as you suggest, except for making the Waxleys Dukes. There isn't really a great case for making someone a duke in that area at the start; the named characters (Waxleys, Templetons) are knights.

Added some new characters as lords for some regions. The google doc is now correct with regards to ownership (I think). Stopped short of adding any new dynasties, and there are now no Moon clansman lords (in accordance with our current plans to represent them with modifiers and mercs). So there are still a few provinces without any lords set.

Ticked a couple of cross-regional marriages off the list.
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Re: The Vale

PostPosted by knuckey » Sat Mar 31, 2012 20:01

is anybody working on the initial buildings for the vale? it appears to be the only region left to do. if not I can do it tomorrow.
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Re: The Vale

PostPosted by Ogaburan » Sun Apr 01, 2012 01:01

didn't sunspear do it?
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Re: The Vale

PostPosted by knuckey » Sun Apr 01, 2012 11:51

i dont think so, there are no vale files in his folder or the balancing test folder. Unless he is in the middle of working on them...
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Re: The Vale

PostPosted by Cabezaestufa » Sun Apr 01, 2012 16:31

knuckey wrote:i dont think so, there are no vale files in his folder or the balancing test folder. Unless he is in the middle of working on them...

As far as I know nobody is working on it, so if you want to do it feel free. I can help if you want.
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Re: The Vale

PostPosted by Sunspear » Sun Apr 01, 2012 16:41

Knuckey did you start yet? If not I could do them too. Since I did 3 other regions I'm pretty fast with that.
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Re: The Vale

PostPosted by Cabezaestufa » Mon Apr 02, 2012 00:20

I decided to start working on giving base values to the Vale, but found a few things I'm not sure I agree with. Mainly it was a slight lack of settlements (the Vale doesn't have many provinces, and a lot of them are very crappy, so the decent ones should compensate for that) and no Septs (we should try to give septs at least to duchy capitals; even if they are just for flavor for now, in the future they might not be). But the one I disagree with the most is the fact that they are a lot of max_settlements = 1 in there. Now, I know the Fingers were crappy places, but not THAT crappy. Right now that area is by far the worst in all Westeros.

In my opinion, no province south of the Wall should have less than 2 max_settlements, and even these should be relatively rare. After a quick search, I found the following: Out of the 950~ land provinces in vanilla, only 35 have less than 3 max_settlements, and only TWO of them are max_settlements = 1 (keep in mind we have about 350 land provinces, so divide these results by 3...). They would correspond to our worst beyond-the-wall provinces, and max_settlemens = 2 would be only the absolute crappiest provinces south of the Wall. In my opinion, the Fingers might have 2 max settlements, and one of them (the "duchy capital", so to say) could even have 3, with 2 of them built (not the Baelish one, of course; it's explicitly stated to be the worst one).
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Re: The Vale

PostPosted by knuckey » Mon Apr 02, 2012 11:19

Nice work cabe, I wouldn't of been able to do any of this until tomorrow evening anyway so it would be good to get it done sooner. Then we can get into the process of actually balancing.

I pretty much concur on the max holdings thing, although ive found running the game for a couple of centuries all provinces are pretty much built to max holdings as there is nothing else to spend money on. It might be a good idea to implement the other building chains early on to counter this.
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Re: The Vale

PostPosted by Rody » Wed Jun 13, 2012 16:48

in my save (War of the Usurper scenario) the Mountain Clans for YEARS-DECADES now have had a levy of 30k just sitting around in the vale - no movement, no nothing.

I think it is a bug - since it has been there for years.

and if I try to wage any war vs the Eyrie or anyone in the Vale - the war ends inconclusively right on the spot
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Re: The Vale

PostPosted by mp84 » Sun Jun 17, 2012 01:20

Rody wrote:in my save (War of the Usurper scenario) the Mountain Clans for YEARS-DECADES now have had a levy of 30k just sitting around in the vale - no movement, no nothing.

I think it is a bug - since it has been there for years.

and if I try to wage any war vs the Eyrie or anyone in the Vale - the war ends inconclusively right on the spot


Actually I think it is, I remember Devs saying they are going to do away with that Event that spawns them for the next patch till they come up with a better plan to make it to work.

Which makes me wonder, if it's something as simple as putting a "#" next to the line of events for this, any idea where this is so I can simply change it myself? As it's not game-breaking, but still annoying for me too, heh.

thanks,

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Re: The Vale

PostPosted by Ogaburan » Sun Jun 17, 2012 08:15

Yeah.. We said we will disable them for now.
At least till the end of the Euro (if we even release something before that), its in two files marked mini_invasion_1 & _2 simply remove them...

I had some plans to make them "camp" on a teritorry and devastate its economy... forcing the owner/his liege to deal with them with a specific cb.
But i lack the time to make it so.
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Re: The Vale

PostPosted by mp84 » Sun Jun 17, 2012 18:23

Ogaburan wrote:Yeah.. We said we will disable them for now.
I had some plans to make them "camp" on a teritorry and devastate its economy... forcing the owner/his liege to deal with them with a specific cb.
But i lack the time to make it so.


Ahh doh that's ashame, heh.. Thanks for pointing out the files though :)
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Re: The Vale

PostPosted by Comradebot » Tue Jun 19, 2012 14:30

Aye, a shame, I like the invasions (even though the Summer Islander one tends to be more pathetic in their failures than anything).
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Re: The Vale

PostPosted by Tycho » Mon Oct 01, 2012 19:17

Good work on the latest Vale update in 0.3.1, its nice to see all families with complete histories! And Ned's great-aunt is finally married into House Royce! Just one minor nitpick here: One of her daughters still needs to be married to a Corbray... Daveth would work if the women are made a few years older, or maybe add a new Corbray just for that purpose.
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Re: The Vale

PostPosted by HobbesMkii » Mon Oct 01, 2012 20:01

Tycho wrote:Good work on the latest Vale update in 0.3.1, its nice to see all families with complete histories! And Ned's great-aunt is finally married into House Royce! Just one minor nitpick here: One of her daughters still needs to be married to a Corbray... Daveth would work if the women are made a few years older, or maybe add a new Corbray just for that purpose.


Damn, I knew I forgot something like that. Thanks, I'll change it for the next version.
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Re: The Vale

PostPosted by Toccs » Mon Nov 05, 2012 08:27

With The Sisters, House Sunderland is set as the High Lords. Sunderland Hall however is not the county capital of Sweetsister, Breakwater is which makes House Borrell the Lords of Sweetsister. I'm not sure if this done purposefully or not it just seemed a little weird to me.

EDIT: disregard, after rereading the text and looking at the wiki, the way it currently is seems to be the best way, and the only way to have both Houses Borrel and Sunderland playable.
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