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Age of Petty Kings: Ice and Fire V1.3(OUTDATED)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

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others (OUTDATED)

Age of Petty Kings: Ice and Fire V1.2 Wrath of the Others (OUTDATED)

Full Version 7 comments

This version is standalone, delete any previous versions of the mod before installing. Not save game compatible.

Age of Petty Kings: Ice and Fire V1.1 (OUTDATED)

Age of Petty Kings: Ice and Fire V1.1 (OUTDATED)

Full Version 10 comments

Hi sorry for uploading the whole thing again, however it was necessary as I have made a lot of small changes to lots of different files.

Comments  (0 - 10 of 242)
Storm_Kensho
Storm_Kensho

I had another quick question that could also be an idea for further updates:

Have you ever considered possibly adding the models for the various special weapon ancillaries that generals can gain? Or are battle models unable to interface with ancillaries?

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Storm_Kensho
Storm_Kensho

I have a quick question unrelated to the other comments I've made: With regards to Dice Roll mechanics(Spies infiltrating, Merchants acquiring other Merchants, ect.), do you have the mod programmed to keep the Random Number Seed to prevent save scumming?

I just ask because I've repeatedly seen 70+% chance success rolls fail even when I try to save scum to avoid losing good agents. Or, in the case of having a bunch of spies in a settlement(to the point of a 97% chance of the gates being opened), and them repeatedly failing to open the gates.

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Storm_Kensho
Storm_Kensho

So I didn't realize until today that my version of the mod was outdated.

I downloaded the new version and started a fresh campaign. Over 60 turns in, and the Nightfort hasn't fallen, yet. So, thus far, it looks like the extra tweaks to the Others and rebalance has kept them from being too much of a problem, for now.

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Joe021194 Creator
Joe021194

Glad its helped i didnt have too much time to test it myself so glad for the feedback mate. I want them be like a looming end game threat so i dont want them to be too weak yeno aha

Problem is if they end up too weak they never get through the wall which is equally ennoying đŸ‘€

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Storm_Kensho
Storm_Kensho

I understand completely.

I get why the Others are made the way they are, the problem is that their sheer numbers makes fighting them a chore, especially when they can crank out doomstacks of Wights and overwhelm any army you set against them.

If you saw my earlier suggestions, I'd appreciate some feedback on them.

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LtRik
LtRik

Hey Joe, good to hear from you, is there any chance of some sort of status update for 2.0?
Love your mod!

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Joe021194 Creator
Joe021194

Honestly have no idea, 2.0 was meant to include new troops for every faction and i cant make them. I will release new updates that the campaign and map an stuff but thats it really i can do im afraid

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Storm_Kensho
Storm_Kensho

Commenting again for further emphasis: The Others are too broken, even with the nerfs already given. After making a decent amount of progress against them when I attempted to intervene, they proceeded to throw just endless fullstacks at my armies, and no amount of chokepoint use or powerful units will stop a full stack of Wight battalions if they're led by a White Walker. A single unit of White Walkers was able to cut through the majority of my heavy cav, with experience built in them and heavily-upgraded armor and weapons, mind you, and even kill one of my generals before the leader of the White Walkers even went down. And EVEN THEN, the unit kept fighting, never broke, and cut all of my Heavy Cav and General's Bodyguard down to the single digits. By the end of the battle, what forces I did have were sparse, and I had no choice but to retreat from the SECOND full-stack army that followed it.

I think I'm gonna have to wait until the 2.0 update and further nerfs before I can play this mod again, because the frustration of losing far too many men to make a campaign against the Others work is just stressing me out, at this point. What's annoying is that I'll have to start all over with regards to(assuming I play the Reynes again) conquering my early enemies, setting up my economy, and finally getting my kingdom consolidated. But it'll be worth it, because I do love this mod overall.

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Storm_Kensho
Storm_Kensho

Badass mod and I love the new graphics for the overworld to being more lore-friendly.

Gotta echo the guy from earlier, though: The Others are way too OP, even with their recent nerfs and the NW AI’s buffs. I think a direct strength buff for NW and Northern Units against the Others would go a long way toward mitigating it, though.

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