The purpose of this mod is the add a little more balance to the game to give some factions more of a fighting chance while also enhancing some of the map features.


New Features include:

-New Others Faction: Adds the others as a playable faction however it is recommended to leave them as an AI faction as they are too overpowered. Feel free to try them out though.
-New Buildings: Adds more building to construct so that factions may increase income of build more troops. Also the return of smithies.
-Tweaks to the Map: All factions now have a fortress as their starting capital and the ability to construct roads anywhere.
-Custom Strat Map Models added: To add more flavour to the map the more famous settlements such as Casterly Rock or Storms End now have custom settlements.
-New Targaryen Faction, No dragons.

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Other Changes Include:

  • New Others Strat Models
  • All factions receive a warning if the Nightfort has fallen
  • Rebalanced Buildings and Incomes (Still wouldn't say its perfect but better than before in my opinion)
  • Fixed Kings Landing (In the previous version the Targaryens can't build kings landing, was an accident but its fixed here.)
  • Ironborn and Mudd Family trees have been extended to include their lords so they aren't so easily wiped out as the AI. Ironborn factions now also own an extra island each and the lords associated with those islands are part of their faction.
  • Hammer of Justice can now be acquired at Oldstones
    Wights and Other stats reduced slightly to make them more manageable, they are still a tough fight though

Ice and Fire


ice and fire

The Battle of for the Dawn has begun, hope you enjoy it. Feel free to leave any comments below.

Version 1.0 Release & Hotseat Forum Opening

Version 1.0 Release & Hotseat Forum Opening

News

Version 1.0 of the mod has been released, a Hotseat Forum has also been opened to host games. Go to the forum to sign up and choose your faction!

First Release Beta

First Release Beta

News

The first release will be today. Enjoy and provide any feedback.

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Age of Petty Kings: Ice and Fire V1.4

Age of Petty Kings: Ice and Fire V1.4

Full Version 22 comments

This version is stand alone, delete any previous versions before installing. To install extract the folder and then cut and paste the Petty_King_3 folder...

age of petty kings  ice and fire portraits  mini mod

age of petty kings ice and fire portraits mini mod

Other

i have replaced all custom portraits from named characters also replaced all normal portraits from all cultures plus added a few portraits to targaryan...

Win Conditions for Factions

Win Conditions for Factions

Other 5 comments

Win conditions for all factions, both Long and Short Campaigns. Updated 07-13-23

Age of Petty Kings: Ice and Fire V1.3(OUTDATED)

Age of Petty Kings: Ice and Fire V1.3(OUTDATED)

Full Version 48 comments

This version is stand alone, delete any previous versions before installing. To install extract the folder and then cut and paste the Petty_King_3 folder...

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others WITH PATCH(OUTDATED)

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others WITH PATCH(OUTDATED)

Full Version 21 comments

To install simply download the file, then extract it and then cut and paste your Petty_Kings_3 folder into your mods folder and you are ready. Now your...

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others PATCH (OUTDATED)

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others PATCH (OUTDATED)

Patch 4 comments

-UPDATE- This patch has been updated, if you downloaded it before 15:00 on the 3rd of May download it again. It now fixes the others battle captains...

Comments  (0 - 10 of 295)
talhabulunmaz
talhabulunmaz

How's the development of this mod going? It's been some time since the last update

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LittleLegion Creator
LittleLegion

I should also add i have been toying with the idea of adding in an alternate campaign, maybe even two separate downloads so that both can be played hotseat, that replaces the Others with the Wildings. This isnt 100% but its been requested, and im considering it.

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LittleLegion Creator
LittleLegion

At the moment im planning out all the changes that have to come.

- Faction changes,(still waiting to see the outcome of the polls) with regards in the best way to handle the Others and the potential return of the Wildlings and the removal of another faction.
-Economy changes, the economy need a massive overhaul as it very quickly gets out of control. I want individual kingdoms to be wealthy enough to maintain big armies, but that should be more towards the higher tier buildings. At the moment things get rapidly out of control and most factions end up with insane wealth.
-Family trees, the family trees need to be overhauled as i had tried to include minor houses as branches of the major houses trees. This way if the main branch of the starks was wiped out the minor house would still technically be of stark blood. The problem is that the of blood traits are no very confusing and the family members seem to very rarely reproduce despite bonuses to fertility. I think the family trw has limits to expansion causing this. I thought itd be nice to be able to track all the familys family trees but sadly its cause problems.
-Traits, there needs to be a lot of work done in terms of fixing the traits particularly the of blood traits and the relations traits which appear as both saying of blood and its confusing. I also need to add in more traits and trait triggers to level up princesses charm and various other stats for generals and diplomats etc.
-Map changes, I will have to fix the map round about the vale gates but other chmages may need to happen. Might even remove the gates as they have given arryn a massive boost.
-Units, I was sent more unit models but I have been unable to add anymore as i think that the limit has been hit. One thing i do want to add is Giants for the others to mix up their forces a bit. Plus ive already added all the buildings to recruit them an stuff, was all ready to go bu was having problems with the giant being see theough at a distance after i changed the skin to look like a giant wight.

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talhabulunmaz
talhabulunmaz

Thank you for your answers, can't wait to play this mod again after the update. Good luck and thank you for still working on this mod, it has a lot of potential

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Jeey
Jeey

This mod is fantastic ! But is there anyway to make the Others less strong or replace them by wildlings ? As they are taking easily all kingdoms, somehow that's killing the Petty Kings experience (alliances between families, step-to-step developpment...). Thank you !

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LittleLegion Creator
LittleLegion

Thats one of my main goals for the next version, my main problem was in past versions when I weakened the Others it was impossible for them to get through the wall at times. As the AI sometimes messes it up, the Nights Watch can hold the nightfort against the 3 total armies that can attack, I may add a script in that say randomly between a certain amount of turns turns off. The script would provide an army of defenders to hold the nightfort temporarily or something. Still the issue has gone back an forth with the others either overwhelming the map or doing nothing at all, the plan was for them to be an overwhelming end game scenario that would require everyone to unit together against. Anyway, I'll do my level best to sort it and make them less of a threat earlier. I need to massively rebalance the economy as, in last few versions it was overdone so human players would all have substantial wralth for massive wars. It has gone way to far though, so in the course of that I'll probably nerf everyones and maybe add a script that increases the income of other late game giving them that boast they need. Also ill probably make the wights cost something upkeep wise, story wise it made sense they didnt draw a wage... gameplay wise, not so much

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chocolatepotato
chocolatepotato

The AI does also get a ton of money and are able to keep dozens of full stacks come late game, though.
Fighting these huge battles when there's always a chance the game will glitch by the end of it all is extremely frustrating, so personally I tend to avoid battles altogether in the late game and rely mostly on extended sieges, autoresolve, and diplomacy. It's an interesting (and honestly also realistic) dynamic even if it's forced by the engine's limitations.
On to the economic stuff, IMO the "Caravanersary" building needs to either be removed or hugely nerfed, and I'd also recommend nerfs to "Mason's Guild". The towns/cities tend to fall behind Castles when it comes to income because the stuff they can build (Merchant's Council, Bank, Docklands) are a lot more expensive and don't provide nearly as much of a boost to the trade income compared to the combined effect of Castles' Caravanersary, Mason's Guild, Hinterland Towns, Brothel, Paved Roads and Smith. Since towns can also build the last 4, I think nerfing the first 2 makes the most sense.

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LittleLegion Creator
LittleLegion

I have a look at that. I am planning to rebalance all the buoldings and economy in general so ill try and get that sorted. I think the others are in part responsible for crashes an glitches, to a degree though some will always remain there can always be unexpected errors when it comes to mods. I think the expanded family trees are also an issue so they will be getting removed.

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glassesman
glassesman

i have a request:can you make a alternative campaign in wich the wildlings replace the others?i rather play as them and fight them whenever i play as the night's watch,as underpowered as they are there is a certain fun about their units or fighting hordes of them with night's watch,you can make it so its a separate campaign like vanilla kingdoms campaigns for instance.

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LittleLegion Creator
LittleLegion

I'll need to look into it in terms of how you add custom campaigns, I'll see what i can do. All the units an stuff for the wildings still exist so it should be possible, although ive need added or messed with more than one campaign in a mod ive seen it done with others. It definitely would bring a more balanced feel to the whole game if the others were gone.

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chocolatepotato
chocolatepotato

If I may say so, the older versions also seemed less prone to glitching, although I'm not sure if it has something to do with the Others. The curent version seems to glitch at least 3x as often as Stainless Steel does, while the older versions were about the same.

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LittleLegion Creator
LittleLegion

In terms of the custom campaign i may just make two seperate mod downloads one with others the other with wildlings, because if it is a custom campaign then it won5 be able to run hotseat. My my goal atm is to create a more balanced and stable original, with a end game scenario with the others. Might actually make the others an emergent faction instead, not 100% atm though

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Jeey
Jeey

I agree ! That would be so cool and more balanced even if this mod is already awesome :)

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