Ive never modded before, I feel like, a blind man feeling my way threw a razor blade factory

Comment History  (0 - 30 of 45)
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Along with the ones listed the only other real potential would be House Banefort, historical 1st stop for all Ironborn attacks on the Westerlands. Since the Houses of Tarbeck and Reyne were put down, few current houses have ability to field a large military presences, nor would they be inclined to spend money on it if they could. As Rysy says most families are more concerned about making money off of their mines. Having a large military would deplete their work forces heavily not to mention the cost of logistics. Their for most Westerland lords are content to pay House Lannister to deal with the problem. This is how the Lannisters have a near near inexhaustible supply of funds even though their own house and the Crown itself is in heavy debt. They are running a protection racket basically.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Were working on that its just a tedious thing. And it clutters up the Roster a bit. Hopefully we have time to put it in the next update. But yeah its not going to stay like that.

Good karma+3 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Even more for us because we have to update it as we make the content since the ***** still under construction. So double that.

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

How many licks DOES it take to get to the center of a tootsie pop. Now that I've found Waldo, WHY was he hiding. I understand that it makes a sound, but WHAT actually made the tree fall in the 1st place. WILL this comment ever not get posted once every 6 hours. These are the great questions of are time.

Good karma+5 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

The Generals have the best equipment in their factions, and the best Stats. They also have a list special abilities that can be selected from in Custom battle menu. Generals are going to be integral part of the mod. Their one of things that makes this mod special. They will receive more options in the future, we just have to focus on things overall before we can dedicate time to fully flushing out individual concepts. The issue for missile resistance is that the general units have no shields. In the show they always riding with just a Sword so that's how Blick wants them to look.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

If you throw them against any units in formations they will DESTROYED. They are amazing at hacking into flanks or chasing light troops because that is there job and role. If their in loss formation they should simply get run over by cavalry as they have no bracing. But maybe the addition of a 100 to 150 to the cost would help balance them out. They have about the same damage out-put as other swordsmen but no durability or endurance in prolonged fights. Skilled players can over come that disadvantage if they are good with their alpha strike and do alot of damage before that comes into play. Every unit is powerful in its own right. Even pawns can take Queens and Kings. Its about how you use them. In a straight up fight Levies loss to higher grade troops every time, but good generals never give there a opponent a fair fight.

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Challenge Accepted

Good karma+5 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

If he want anywhere (not saying he is) it would be to the Crownlands because this is correct.

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

House Mazin is not real

Good karma+3 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

I understand the desire to focus on the little guys, I'm all for it. In fact more then anyone else on the mod I fight for more inclusion of the lesser known stuff because the **** I'm more attached to. The little details that make the who thing come together. But give us some slack, its a 4 man crew. Rise of Mordor has like 30 people. We want to add more, but we got 3 or 4 entire factions to make, splitting hairs on a sub faction is just nothing something we have time for. And the North already has more Subs then anyone else.

Good karma+3 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Look I dont know anything about being paid money. I never saw any. But just Level with me. Sorry if I came off as rude its just frustrating as **** when you spend hundreds of hours on work and people only seem to tell us over and over again, whats not there, or whats missing. Like we don't agonize over it everyday. It puts us down, and kills are will to work.

Good karma+5 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

(SARCASM) was implied here

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

............

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

If you can find me one visual reference for the House I will personally add them in for you, the name "Mazin" is a reference to Craig Mazin, a friend of showrunners David Benioff and D.B. Weiss, who gave them advice upon seeing the pilot episode that led them to refilm it. This has nothing to do with game of thrones, its a shout out, not an actual House of Westerous.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

This is the greatest comment this page will ever know......

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

We will see Davos in the next update most likely but House Seaworth has no references for soldiers so they will not be getting a faction slot anytime soon. We need to do everything we can get a reference for 1st then we can start doodling that **** when we have the time. Its not that we don't wanna do these things but we kinda need to know wat they look like before we can take a stab at it. -Wiid

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

If you could link a picture that would be great. I need some Cerwyn references.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

I agree with you, but please understand the time per House is limited. We have a lot we want to get to. Making a brand new asset from scratch with no references is a time consuming process, and a daunting challenge. People have expectations about what things should look like because this mods visual look is based on the context of the show. Trying to fill game play gaps the show doesn't touch on (which is a lot) understandably makes us nervous. We don't want to do dis service to the source material nor do we want push the mod further from the shows atheistic. We need to handle such thing carefully. Like the shields for the Levies. If the houses had more kinds of shields we could easily scale them for that. But since most have one or 2 and they generally of a heavier style. It makes it hard. Giving everyone the same shield, makes it harder to distinguish heavier better units from lesser units. And clashes with the look we want for the levies as they kinda of look just as well equipped as the heavier units. We want to add shields to the light units but it goes back to what I was saying about no references. We want to give any gameplay related additions to the mod the upmost care to make sure they fit seamlessly into the atheistic. Right now are concerns more focused on big gains and we can make the most by going threw other things we have visual sources for like the Wildlings and the Nights Watch.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

For get what I just said we have the wrong animation in while patch that to thank u

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

The Spears disappearing is actually an animation bug in Attila base game. And thanks for the heads up about the Javelins I missed a varaint. Will patch that.

Good karma+1 vote
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Honestly I thought that the Ser title took precedence because it was tied to the religion. In order to be officially knighted, you needed to do a whole bunch of ****. I figured men of equal power would call each other this because anyone can be a Lord, all takes being born in the right place and family. You had to earn the title of Knight. In fact one of the biggest issues regarding social standing was how one achieved this honor. I may have been mixing it up with the real word. It will be patched. He is technically a Knight but I guess no one would use that title as being Lord Protector of the West, makes that one of those goes with out saying moments

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Tywin was Knighted. There for he is a Ser. His underlings call him lord because for them that title takes presedence but if he were to talk to an equal in social standing (which would be few and far between) they would address him as Ser Tywin of House Lannister. Source
Quora.com

I'm pretty thorough with this stuff.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

Agreed

"Oberyn Martell has been killed, to avenge him lets murder the rest of his beloved family, violate everything he taught us by killing an innocent little girl, and bring down his dynastic heritage. That'll show his enemies what happens when you mess with Dorne. We are a strong independent nation and need don't need outsiders to destroy us. We'll do it just fine by are selves."

That all makes perfect sense.

Good karma+7 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

After the new update goes live on friday, I'm going to take on the role of community liaison for the mod team, to try to help set the community up. This is a multiplayer mod. I've spent the last 6 months gearing this for PvP almost exclusively, since the campaign tools are not useable. The reason I didnt start this at launch is because there were key components that didnt make it into the mod and are going in with this weeks update. Once their in, I think the mods ready to actually see heavy traffic.

Please join the group Steamcommunity.com
The easier it is to find other people with the mod. The easier it will be to get games. The easier it will be to have fun. The AI in this game sucks, I will do the best that I can but you can only polish a turd so much. I need you, to help me, help you. With your feed back I can make this mod the mod you want it to be and the mod that we can be proud of. The campaign front is grim. But if were so success full even in spite of that, how could they deny us I.imgur.com

Good karma+3 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

The New update is slated for this Friday, its pretty crucial. Along with the balance feed back from the community this fixes the UI which wasn't ready for my new stats when we launched. I was still in the process of teaching myself how to (correctly) edit this part of the DB. Please post feed back after you get some time on the update. Feed back is critical. Multiplayer balance is based on what the community as a whole experiences in the game. I will be posting articles about the major statistical and game play changes that were made to the system soon. This doesn't handle like Attila anymore. Its a brand new animal......or monster. I'm not sure yet. -Wiid

Good karma+3 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Seven Kingdoms: Total War

- Wiid (Data Base Coder)

Ok, I feel I should jump in on the conversation. What Rysy says is true if we tried to give each added House as a whole its own special niche in the balance, we would ultimately have to start to consider opting out of making certain houses to fit the current diversity, to prevent redundant Houses with similar traits and keep each House unique. Basically we don't want game balance to dictate what were working on at the moment. What we do next is up to the visual references we dig up. Were still making everything, so its difficult to assign set roles to things that are changing constantly. The Lore here is both a good and a bad thing. Because the show has very little focus on military matters outside of the general story (Training,Supplies, RELIABLE ARMY SIZE COUNTS, Tactics) and what info is there, is vague and at times contradicted by other sources. The show is different then the books, so using lore from the books to fill in the gaps has the annoying probability of being contradicted by the show in the future and as it was stated before, the show is the guide post because its the visual and thematic reference, so it would all have to be remade. All of that said. There are small stats edits current in the build, for lore based reasons. Northmen units have a bonus to HP because they are a notoriously hardy people. The Vale has the best and most expensive Heavy cavalry. There are small edits to this effect threw out the mod. Its not much but its there. The mod is still evolving were not even really sure the full scope of it yet. But know that we want, what you want. Its just a matter of trying to figure out the best way to get it to you. I'm busting my *** trying to make combat much more enjoyable then the base game.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Star Wars: Interregnum

Thanks that's all I could ever ask :D. I'd love to capture a star forge and replicate the Munificent Frigate. I like using the more offensive Frigates as Cheap patrol Fleets for rapid response to threats that my capital ships cant get to in time. I feel this would work for the Mandalorians, who would definitely want ships that could punch above there weight class, to fight the starting capital ships earlier then other factions to promote there aggressive tactics. Also be nice for some of them to have an ability called "Bounty", were they receive funds for destroying/damaging units. To help supplement there rather weak economy. This would allow them to focus on raiding rather then colonizing. Which is the play style I believe you'd want them to have.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Star Wars: Interregnum

@GoaFan77 mods awesome, have had no issues with it myself. I love how you threaded no only regular Sins faction but also threw a little Clone Wars era tech in the tree. That really made it for me. Small request, can the Munificent Frigate make a reappearance, I think the Mandalorians would really appreciate a frigate thats basically nothing but an engine with guns on it.

Good karma+2 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ Total War: Rise of Mordor

Dear mod team

Wanted to see if you still needed any modders for the project. I've been modding Rome 2 for a year and just started working on Attlia. I have a good understanding of DB table edits, Custom unit design, Faction design, and basic texture work.

I made this unit pack over the weekend for practice with Attila and as an audition.
Steamcommunity.com

My Work in Rome 2:
Steamcommunity.com

Good karma+5 votes
NapoleonBlownapart
NapoleonBlownapart - - 45 comments @ La Guerre de Cent Ans - The Hundred Years War

King_Z can you possibly list any links on Medieval II: Total War: Kingdoms Map editing, I wanted to start getting into map editing for my own personal stuff but I cant seem to find anything about it anywhere
.

Good karma+2 votes