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I feel like the White Walkers should NOT be powerful at all on offense in the early game. In fact, they should be completely unable to fight outside their territory until they reach a certain tech which them makes them OP. It fits the theme of them just chilling up in the north for waiting for winter to kick in. Maybe that should be their UA?
UA "All units receive attrition while outside their borders. Upon reaching a certain tech, or perhaps building a UB, this attrition is removed."
UU "White Walker. Replaces the Knight. Buffs all adjacent Wights (similar to Great General) and causes attrition damage to adjacent enemy units (similar to citadel). Requires a strategic resource.
UU "Wights. Replaces the warrior. Can either be produced in cities or by defeating or capturing enemy units. Costs no gold to maintain."
has something to do with unit capacity ?
taking over defeated soldiers is a really white walker thing and pretty awesome
i have even taken over one of deanerys dragons
a bit overpowered though ?
i ran down the wildlings, nightwatch, the north, and part of the iron isles before any other civ took one city
having some troubles and ideas:
Troubles:
- unit cap...
since u can't found cities, u just can hold around 10 Units (the white walker are a horde Nation)
Also, the mod says that the units are free of maintenance. But i pay 0,2 gold per unit per round
Ideas:
U could remove the Food for this civ (it cant raise or decrease) for each unit, the others capture, u get an additional Inhabitant for ur city (that would also be good for the limmiting cap)
Also, anyone looking to download the ASOIAF mod series, It goes very good with the Classical Age and Medieval Age mods by BlouBlou.
I'll try to replace the Wight's symbol soon; I made this back when I didn't know how to give units new symbols, so I think I'll create a new one for it so it doesn't get mixed up. I might do one for the Other anyway while I'm at it.
As for the scouts being invisible, I can't really do that since there's no way to implement it in Lua, and the XML end of things wouldn't work either for that.
I think, to make them a bit harder, I may give the White Walkers a culture penalty since it seems they have no form of culture.
A map is coming soon, along with a War of the Five Kings scenario.
Petyr Balish (the Vale)
Mance Raider (freefolk)
Doran Martell (Dorne)
Edmure Tully or Walder Frey (Riverlands)
Roose Bolton (The North 3)
Renly Baratheon (the Stormlands)
and seriously where is the MOTHER OF DRAGONS?!?!?!?!?!?
Daenerys Targaryen (mereen)
Also, please do it, it being the conversion mod. I've been playing with the G&K ASOIAF mod for the past week and would love to see a BNW one that works and includes the Others.
Additionally, there isn't any canon that states they actually utilize the snow for anything; their strength is their Others and horde, not the land.
I considered making their cities and units temporarily convert the surrounding area to snow/tundra, but Civ engine limitations along with it not being very useful led to me getting rid of it.