• We'll be making a number of structural changes to the forums on Wednesday, 06.12.2023. No downtime is expected. Read more here.

SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

Which do you prefer?

  • The books

    Votes: 888 51.2%
  • The show

    Votes: 847 48.8%

  • Total voters
    1,735

Users who are viewing this thread

Indeed, is it?

If it is, moreso if it is savegame compatible, I'll go into tweaking and get back to the mod.

And Sergio I am not really expecting Cozur to actually revert the changes or listen to what I write, but I state my opinion here about what his mod would benefit from. Kind of like the point of the entire "rework season 8" petition. No one actually expects them to do it. Having dyeworks be profitable in every city is also not what the economy should be like.
 
Sergio_Morozov said:
7.1 Old Oak Exterior does not have access to the Prison. A Passage (Menu Item 7, Entry Point 0) must be added into the scene.

The same applies to Rosby. Actually, they do not have a passage to Lord's hall either, but that is not crucial to any missions  :wink:.
 
Is the Crowned Stag event bugged or am I an idiot? I have Renly Baratheon as a prisoner in my party and when I speak to him I do not get an option to execute him per the quest.
 
I also understand that creator of this mod "Did a major overhaul of the world economy." But in my opinion 6.2 economy was more interesting, probably easier but I liked it a lot. Great opportunity to make huge amount of money, but without it, it is still easy by tournaments, enterprises, bandits, prisoners, raiding etc. Just one less sensible way to make a good business..
 
is the disappeared quest bugged? (starts in the northern flint keep, goes to Highpoint), says to check out the abandoned village near Highpoint, think it's called, Omsform or something, when I seem to discover all the 200 exp checkpoints and the chest nothing happens, I'v been over just about every inch of the village and not getting prompted for the quest to advance or anything that says "you have successfully explored X area". If you try to ride out of the immediate village you hit invisible walls on all sides, it's a claustrophobic scene, so idk if/how I could have missed anything if it's not bugged.
 
I have a problem with valyrian swords, i have two of them (one out of the quest and other by conquering lys) but none of them stabs, they have trust dmg info but don't actually do the animation or attack.
 
locochombok said:
I have a problem with valyrian swords, i have two of them (one out of the quest and other by conquering lys) but none of them stabs, they have trust dmg info but don't actually do the animation or attack.
You can use Morgh's Tools to fix that. In case you're not familiar, here's a brief tutorial.

Search for "valyrian" and toggle the flags (Capabilities) of all the attacks that it should be capable of doing, like thrust_onehanded, overswing_onehanded, etc. When you click the item on Morgh's, you will probably get an error about 'ShowFlags' or something. Ignore that. Just check the flags you need if they're not checked already. Don't worry, this won't break your save file or the mod. If you screw up, you can just do it again until you get it right. It's not hard.
 
Regarding the economy:

There are still many profitable trade routes. The primary ones I use:

Maidenpool to literally everywhere - Gold Chalices
Draconys, Norvos, White Harbor, and Weeping Town to Kayce or Hull - Jars of Oil
More than half of the cities in the game to Stoney Sept, Maidenpool, Lannisport - Tools
Norvos and Planky Town to Hull - Iron Bars

Just go to any market and assess the local prices with Maron in your party, he starts at Trade level 4. Find anything with a greater expected margin than a couple hundred coins, and buy the higher quality versions of that item. Don't sell or buy too much at a time, as transactions temporarily warp the price of goods. Profit. It may not be as cut and dried as "Buy a ton of salt at Saltpans, sell it everywhere" but it gets the job done.

By the way, what do you guys think about the Riverlands Troop Tree having only 1 tier of archers? I have never personally tested them. Are they good enough to fill their role?

Even elite crossbowmen struggle to get results against anything but the lightest armored of units, since crossbow attack power does not scale with character stats.

Basically, if it's called Crossbowman or Archer, I don't believe in the efficiency of the unit. Once archers become Longbowmen, you start getting good value. I'd rather have a base level Longbowman than an elite Archer (like Dragonstone's forces have). Crossbows are only good if you can't spend the stats on a hero for Power Draw or Throw, I see no reason beyond flavor/lore to take troops with those weapons in your army. The discrepancy in power becomes extremely apparent during sieges, where 300 elite archers inside a castle would be terrifying (depending on the structure of the scene) while 300 elite crossbowmen would just mean that a bunch of spawns would be taken by units that didn't pull their weight, making it easier to get inside the walls.

I haven't gone into many of the troop trees, but I suspect that The Westerlands has the best setup if you don't mix and match. Stormlands is pretty cool but doesn't have an elite tier longbowmen. Riverlands, Reach, and Vale are underwhelming because of the Xbows, haven't messed with the North, Iron Islands, or Dorne too much. Dragonstone suffers in ranged combat but their halberdiers are absolutely nuts and get great value in both sieges and in the field- they don't have shields, but you better hope you kill them before they get to you, and they chop up cavalry like it's nothing.

Possible Bug

The "Masterwork" prefix on trade goods gives less of a price multiplier than the "Well Made" prefix.

 
Azsouth said:
is the disappeared quest bugged? (starts in the northern flint keep, goes to Highpoint), says to check out the abandoned village near Highpoint, think it's called, Omsform or something, when I seem to discover all the 200 exp checkpoints and the chest nothing happens, I'v been over just about every inch of the village and not getting prompted for the quest to advance or anything that says "you have successfully explored X area". If you try to ride out of the immediate village you hit invisible walls on all sides, it's a claustrophobic scene, so idk if/how I could have missed anything if it's not bugged.

Did you find the bloody footsteps?
 
TarquinGaming said:
It may not be as cut and dried as "Buy a ton of salt at Saltpans, sell it everywhere" but it gets the job done.
Yeah. That's why it's not a major issue for me. The economy feels just difficult enough because I keep spending money to upgrade units and paying their wages. I like the specialty goods in different towns because it makes the world feel real and polished. Flavor.

TarquinGaming said:
Even elite crossbowmen struggle to get results against anything but the lightest armored of units, since crossbow attack power does not scale with character stats.
After testing, yes this is true. They barely hurt at all, because crossbow doesn't scale and the weapon's attack stat is only slightly higher than longbows. I think it's 31 against 35 or something. I believe pumping the stats for crossbows to around 50-ish would fix the problem. Make crossbowmen use heavier crossbows as they level up.

Personally I tweaked the troop tree instead. Copied the Westerlands longbowmen tree as a base. Thankfully the armors are already balanced, so it was just a matter of mix and match.
 
Grank said:
After testing, yes this is true. They barely hurt at all, because crossbow doesn't scale and the weapon's attack stat is only slightly higher than longbows. I think it's 31 against 35 or something. I believe pumping the stats for crossbows to around 50-ish would fix the problem. Make crossbowmen use heavier crossbows as they level up.

Even in the previous versions crossbowmen were pretty useless, especially those from the Reach and Riverlands.
And it shows the most during sieges.

Bowmen tend to squeeze in a kill here and there, but crossbowmen tend not to kill anything at all.
And that's not an exaggeration unfortunately, especially if they waste all of their bolts on the initial spawn series of heavily armored opponents.

I mean it does seem like a realistic portrayal of plate armour, but even a small bump in damage would go a long way as far as game mechanics go.
 
shar_N said:
YourStepDad said:
Why are all show items so... ridiculously cheap? :???: It beats the point of progression and looking forward to that new piece of equipment. If you can get a 54 armor chainmail for 1800 gold in the beginning of the game, you can bet your ass something is not right. The most expensive items seem to amount to an average of about 3500 gold. There is no point in getting loot or in changing equipment throughout the course of the game if I can get pretty much the highest value armors at the beginning of the game, within the first five minutes.

The new tournaments, while a nice addition ( I haven't been to enough to confirm that the old ones are not present still) are nothing more than an exploit given how easy it is to actually fight 1v1. On highest difficulty.

Don't think I'm going to play this mod ever again unless this is fixed/changed. The mod literally gets worse with every patch. 1 step forward two steps back. Every goddamn time. Another example, albeit banal, is the removal of some of the flavor NPCs that had dialogue in the Vale Tournament quest. In favor of what? New closed tent props that weren't at all what this mod needs. Bah.

If you don't like the mod then don't play! Valid criticism is not allowed!


On a more serious note: I do notice this a lot but that's just the reality of modding. You can deal with it or try and tweak it for yourself. Unfortunately even Morgh's no longer seems to work with ACOK and I like modifying the companions into my friends and editing troop trees to my liking but now there's no reason for me to bother. What's funny is I wanted to play ACOK out of disappointment of the TV show then just ended up disappointed twice in one day lol

Yep to this. Can't play ACOK without Morgh's and TweakMB. Completely removes the ability to add a narrative to create your own culture of troops once establishing a Kingdom. Other than the new quests; ransom brokers, economy, bandit, sailing, and diplomacy overhaul, is there any real changelog listed anywhere? I can't seem to find it, or a real reason to upgrade since I dislike most of the changes. I actually kind of like the sailing bit though despite most people don't.

On a side note: I am still on 6.2 (obviously) and my army takes virtually no casualties (sometimes a few, like 10 at most) from any infantry or cavalry. I am playing on the hardest setting (81%?). The only things that can hurt my troops at all are elite archers, and they usually only kill archers. I remember in a previous version no matter how good my army was, I'd still see a lot of orange and yellow in the kill feed. That being said, I usually vastly outnumber my enemies in the battles/sieges and have 14 tactics. Is this just a matter of tactics and numbers? My infantry/cavalry chop through elite and heavily armored troops like butter while all their attacks seem to just bounce off of my troops who aren't even wearing plate (companions exception). The only troops to ever do any real damage was Dragonstone Halberdiers before I conquered Dragonstone, but even then it was minimal compared to previous versions.  Is renown, honor, or charisma tied into this? The game is getting pretty boring just obliterating every army/town/castle I come across. I just want some of my troops to DIE lol. I'm aware of the OP plate issue but as I said most of my troops aren't even plated.

Edit: I am just realizing that my near godlike companions (30 str 10 IF, 10 PS,) are usually the vanguard, and may be protecting my troops considering they get a crazy majority of the kills even on huge battles. Despite them wearing Kingsgaurd armor and helmets with which only comes close to the stats of reinforced plate. I will run an experiment without them and see if there's any difference. It should also be noted that my infantry are custom troops that are copy/pasted versions of Ironborn Household Guard with no different equipment/stats except weapons (two versions, one with spear and shield, and another with a halberd). Any insight greatly appreciated.
 
shar_N said:
Unfortunately even Morgh's no longer seems to work with ACOK and I like modifying the companions into my friends and editing troop trees to my liking but now there's no reason for me to bother.
Sorry I missed this. What part of Morgh's no longer works with ACOK? If you're talking about the troop editor, it still works fine for me. Granted, there are some bugs with the flag functions, but that only cause some flags to be "unchecked" when you first edit an object. You still can check those flags manually and save, and the bug will be gone and the mod will work like normal.

At least that's according to my own experience. I've only edited items and extended the Riverland's ranger troop tree with Morgh's, so I can't testify for other features.
 
People were compaining that if they edited anything in Morgh's it created a bug that started giving them crazy xp every second. May have been patched in 7.1 or something. I'm going to download 7.1 and give it a try to see if it works for me and TweakMB as well.
 
1) Where is Melly Waterman?

2) I want my Crowned Great Helmet!

3)
Grank said:
shar_N said:
Unfortunately even Morgh's no longer seems to work with ACOK and I like modifying the companions into my friends and editing troop trees to my liking but now there's no reason for me to bother.
Sorry I missed this. What part of Morgh's no longer works with ACOK? If you're talking about the troop editor, it still works fine for me. Granted, there are some bugs with the flag functions, but that only cause some flags to be "unchecked" when you first edit an object. You still can check those flags manually and save, and the bug will be gone and the mod will work like normal.

At least that's according to my own experience. I've only edited items and extended the Riverland's ranger troop tree with Morgh's, so I can't testify for other features.

Looks like editing itemkinds.txt leads to some weirdness? But it is unclear if ANY edit will do that, or some particular edits only. Anyway, it is a .txt file, can be edited with pretty much anything, just not so convenient...
 
Melly should be in Sisteron, unless I am confusing her with Fenna, who is in that other northern town who's name I cannot recall right now.
 
Grank said:
locochombok said:
I have a problem with valyrian swords, i have two of them (one out of the quest and other by conquering lys) but none of them stabs, they have trust dmg info but don't actually do the animation or attack.
You can use Morgh's Tools to fix that. In case you're not familiar, here's a brief tutorial.

Search for "valyrian" and toggle the flags (Capabilities) of all the attacks that it should be capable of doing, like thrust_onehanded, overswing_onehanded, etc. When you click the item on Morgh's, you will probably get an error about 'ShowFlags' or something. Ignore that. Just check the flags you need if they're not checked already. Don't worry, this won't break your save file or the mod. If you screw up, you can just do it again until you get it right. It's not hard.

I still can't do it, i have modifided it with Morgh's but it doesn't seem to work.
 
Sergio_Morozov said:
Looks like editing itemkinds.txt leads to some weirdness? But it is unclear if ANY edit will do that, or some particular edits only. Anyway, it is a .txt file, can be edited with pretty much anything, just not so convenient...
Huh that's weird. I've been editing items and troops with Morgh's and I haven't got any issue whatsoever.

locochombok said:
I still can't do it, i have modifided it with Morgh's but it doesn't seem to work.
Well it should've worked. Just to be sure. You need to press Update first after you edit the flags, and then you Save. If you want me to try fix it for you, just tell me the names of the swords and I'll send the item_kinds1.txt to you via PM.
 
The Crossing Siege Fix

So, the Crossing has a long-standing issue with some of the defending ranged units being sneaky divers...

Turns out, it has not enough archer spawn points, so adding Entry point 39, 47, 48 and 49 somewhere inside the courtyard helped.

(Not sure which exact entry point helped, adding all four may be superflous, but too bothersome to test, and extra ones do not hurt.)
 
Back
Top Bottom