GrnEyedDvl Posted January 11, 2007 Share Posted January 11, 2007 Song of Ice and Fire quotes Hey guys. I have no idea if someone has thought of this or not, probably not since everyone is working on maps and units and factions etc. I took the quotes.txt file and edited it. I removed all the vanilla quotes and pulled stuff from all the books. All the house quotes are in there, all kinds of stuff from all characters big and small. To use it go to the data/text folder and drop it in, then delete the quotes.txt.strings.bin file. When the game starts it will take quotes.txt and convert it into a new quotes.txt.strings.bin. You can place it either in a mods folder or in the original folder and it works just fine. I am playing the vannila installation but now I have asoiaf quotes. If you want to change the quotes just edit the file, just make sure you keep the spacing right. Feel free to add/remove quotes as you see fit. There are 120 slots for quotes, but for some reason CA skipped 9 numbers, leaving 111 in the original file. The numbers they skipped are: 28, 62, 63, 70, 77, 90, 91, 97, 101 I will be adding those numbers back in to see if they work, and I will try adding more than 120 later this week. I don't know if 120 is a hard coded number or not, but its possible that it is. Cheers. Link to comment Share on other sites More sharing options...
GrnEyedDvl Posted January 11, 2007 Share Posted January 11, 2007 Update on the quote mods. I added in the missing file, and took the count to 122 and everything seems to work. No crash at least. However I do not know if the extra lines are getting parsed as I have to hope one of those extra lines gets picked to be shown. If you are using this mod and you see something like Quote 121 by Author 121 that's what I am looking for. I have been continuing campaign and ending campaign for 15 minutes just to see the quotes and havent gotten it yet. The ones I am looking for are: Quote 28 - Author 28 Quote 62 - Author 62 Quote 63 - Author 63 Quote 70 - Author 70 Quote 77 - Author 77 Quote 90 - Author 90 Quote 91 - Author 91 Quote 97 - Author 97 Quote 101 - Author 101 Quote 121 - Author 121 Quote 122 - Author 122 If you get one of these shoot me a PM and let me know which one and I will replace it with a real quote. If we get 121 and 122 to show up then I will start adding them in groups of 10 and see how many I can get. Link to comment Share on other sites More sharing options...
Merentha Posted January 11, 2007 Share Posted January 11, 2007 Right, I've been playing some custom map seige battles to get a feel for the size of the maps. Fortresses with a few extra monetary buildings will work perfectly for Winterfell and other non-Citadel capitals. Link to comment Share on other sites More sharing options...
MagtheMighty Posted January 11, 2007 Share Posted January 11, 2007 Song of Ice and Fire quotes To use it go to the data/text folder and drop it in, then delete the quotes.txt.strings.bin file. When the game starts it will take quotes.txt and convert it into a new quotes.txt.strings.bin. You can place it either in a mods folder or in the original folder and it works just fine. I am playing the vannila installation but now I have asoiaf quotes. If you want to change the quotes just edit the file, just make sure you keep the spacing right. Feel free to add/remove quotes as you see fit. Where is the "quotes.txt.strings.bin" file? It never comes up when I do a search. Do I need a different program? Thanks for any help you can give me. Link to comment Share on other sites More sharing options...
GrnEyedDvl Posted January 12, 2007 Share Posted January 12, 2007 Where is the "quotes.txt.strings.bin" file? It never comes up when I do a search. Do I need a different program? Thanks for any help you can give me. M2TW files are not like RTW files, them come "packed" to save disc space. First you have to have the official 1.1 patch installed. Then go to the tools/unpacker folder and run unpack_all.bat. Make sure you do exactly as the read me says, if you are new to modding games it might be best for you to make a copy of the entire folder first. After its unpacked its in the data/text folder. There is a lot of information on this subject here: http://www.twcenter.net/forums/showthread.php?t=73557 If people still have problems after reading that thread I will will write some more instructions. Link to comment Share on other sites More sharing options...
Ser Greguh Posted January 12, 2007 Share Posted January 12, 2007 Where is the "quotes.txt.strings.bin" file? It never comes up when I do a search. Do I need a different program? Thanks for any help you can give me. You have to use the unpacker, a tool located in (your install directory)/tools/unpacker. It came with the first released patch. Make sure you kind-of-sort-of-pretend to know what you're doing before playing around with this tool, as you can do some damage with it, but it's what creates your files for you. Follow the instructions in the readme, and you should be able to unpack the quotes file. (I've done an unpack all, but I wouldn't think that would be particularly recommended if all you want are the Westeros quotes) Link to comment Share on other sites More sharing options...
chewietobbacca Posted January 12, 2007 Share Posted January 12, 2007 I've actually had all the quotes done already... just need to do the cities types and stuff. Link to comment Share on other sites More sharing options...
GrnEyedDvl Posted January 12, 2007 Share Posted January 12, 2007 I've actually had all the quotes done already... just need to do the cities types and stuff. Cool, I would like to see what you came up with for quotes as I am sure we have some that differ. If I can get it to load more than 120 we can combine the files. I didnt originally intend to do the entire thing but there was someone on the twcenter forum asking for it that didnt know how it worked, so I just did it. Only took a couple of hours. Link to comment Share on other sites More sharing options...
chewietobbacca Posted January 14, 2007 Share Posted January 14, 2007 Hmm any idea on the rest of the settlement levels? Link to comment Share on other sites More sharing options...
Werthead Posted January 14, 2007 Share Posted January 14, 2007 The 'main' Total War forum (totalwar.com) has set up a new subforum for Medieval 2 mods. I PMed the guy in charge with details of our mod to see if they'll add it to the list! Link to comment Share on other sites More sharing options...
chewietobbacca Posted January 14, 2007 Share Posted January 14, 2007 Here goes with the current list of implemented city settlements... need to fill in the blanks basically, give me some suggestions/corrections! Sorry about the formatting, it's direct from Excel The Night's Watch The Shadow Tower Castle Castle Black Castle Eastwatch by the Sea Castle Mole's Town Village The Wildlings Thenn Village The Frozen Shore Village Hardhome Town The Starks The Dreadfort Fortress/M Karhold Castle Winterfell Fortress/E Deepwood Motte Motte & Bailey White Harbor City Torrhen's Square Castle Barrowton Town Moat Cailin Castle Greywater Watch Wooden Castle Ramsgate Wooden Castle Oldcastle Castle Flint's Finger Motte & Bailey Widow's Watch Castle Last Hearth Wooden Castle Hornwood Wooden Castle Bear Island Motte & Bailey The Rills Town The Greyjoys Pebbleton Town Hammerhorn Castle Saltcliffe Town Pyke Fortress/E Blacktyde Town Orkmont Town Ten Towers Castle Old Wyk Town The Tullys The Twins Castle The Twins Castle Seagard Castle Harrenhal Citadel Pinkmaiden Wooden Castle Fairmarket Town Acorn Hall Wooden Castle Maidenpool Large Town Harroway Town Saltpans Town Darry Castle Wayfarer's Rest Motte & Bailey Stone Hedge Motte & Bailey Raventree Hill Wooden Castle Stoney Sept Large Town Riverrun Fortress/M The Lannisters Casterly Rock Citadel Lannisport Large City Crakehall Castle Kayce Town Faircastle Wooden Castle Golden Tooth Castle Banefort Wooden Castle Silverhill Castle Ashemark Castle Feastfires Motte & Bailey The Crag Castle Sarsfield Hornvale Deep Den Cornfield Renly Baratheon Griffin's Roost Castle Evenfall Hall Castle Storm's End Citadel Bronzegate Stonehelm Rainhouse Blackhaven Castle Felwood Nightsong Castle Mistwood Greenstone The Martells Sunspear Fortress/E The Tor Castle Ghost Hill Motte & Bailey Salt Shore Town Lemonwood Godsgrace Wyl Yronwood Castle Sandstone Castle Starfall Castle Hellholt Wooden Castle Skyreach Castle Vaith Wooden Castle Blackmont Castle Planky Town Town Stannis Baratheon Driftmark Claw Isle Castle Dragonstone Citadel Sharp Point Castle Sweetport Sound Joffrey Baratheon Antlers Wooden Castle Stonedance Castle King's Landing Huge City/Unique Rosby Castle Duskendale Rook's Rest Castle The Arryns The Eyrie Castle Gates of the Moon Castle Heart's Home Runestone Castle Gulltown City Ironoaks Castle Redfort Castle Coldwater's Burn Strongsong Old Anchor Longbow Hall Wickenden The Bloody Gate Castle The Tyrells Highgarden Fortress/M Old Oak Oldtown Huge City Uplands Wooden Castle The Arbor Large Town Southshield Three Towers Castle Ashford Goldengrove Tumbleton Bitterbridge Grassy Vale Cider Hall Longtable Wooden Castle Honeyholt Wooden Castle Horn Hill Castle Bandallon Motte & Bailey Coldmoat Castle Brightwater Keep Castle Rebels Craster's Keep Motte & Bailey Fist of the First Men Motte & Bailey Kinghouse Motte & Bailey The North tends to have more castles in general because of how old the North is. The Riverlands may have a lot of provinces but they also have a lot of towns and are hard to defend. Also note that whlie the Greyjoys have lots of towns, they might not have a disctinction in units produced at castles vs. towns Link to comment Share on other sites More sharing options...
GrnEyedDvl Posted January 14, 2007 Share Posted January 14, 2007 When in doubt, make it a small town/village. Most of the obscure places in the books, especially in the riverlands as you mentioned, are smaller towns that get sacked. Also maybe start a few more of those off as rebels instead of being attached to a faction, not to change the story line any, just to make it a bit harder. For example, Saltpan and Darry in the Riverlands. Yes technically in the books they start off being held by the Tullys, but by the time of Storm of Swords Saltpan has been sacked and is mostly deserted, and the entire Darry family is dead, Darry was supposed to be given to Lancel Lannister but he went religious and isnt doing what Tywin wanted. Remember the conversation between Jaime and his aunt outside Riverrun? Just a thought anyways. Also what about the abandoned castles of the Nights Watch? We know for a fact that the one Sam Tarly came through is pretty much abandoned, but the Reeds and Bran Stark did see some people there. For that matter Jon Stark ran across some people when he crossed the wall with the wildlings and they wanted him to execute one of them. Maybe throw those castles in as rebels too, I dunno. I would have to some reading to get a good feel for some of the other places. Link to comment Share on other sites More sharing options...
chewietobbacca Posted January 14, 2007 Share Posted January 14, 2007 When in doubt, make it a small town/village. Most of the obscure places in the books, especially in the riverlands as you mentioned, are smaller towns that get sacked. Also maybe start a few more of those off as rebels instead of being attached to a faction, not to change the story line any, just to make it a bit harder. For example, Saltpan and Darry in the Riverlands. Yes technically in the books they start off being held by the Tullys, but by the time of Storm of Swords Saltpan has been sacked and is mostly deserted, and the entire Darry family is dead, Darry was supposed to be given to Lancel Lannister but he went religious and isnt doing what Tywin wanted. Remember the conversation between Jaime and his aunt outside Riverrun? Just a thought anyways. Also what about the abandoned castles of the Nights Watch? We know for a fact that the one Sam Tarly came through is pretty much abandoned, but the Reeds and Bran Stark did see some people there. For that matter Jon Stark ran across some people when he crossed the wall with the wildlings and they wanted him to execute one of them. Maybe throw those castles in as rebels too, I dunno. I would have to some reading to get a good feel for some of the other places. Well the Reeds and Bran mainly met the aforementioned Sam and Gilly, and there were lone people wandering around in the north as expected, as some people don't necessarily live in a home. The only issue with there being abandoned castles is that you have to not only besiege them but also the wildlings could use them... Link to comment Share on other sites More sharing options...
aeoleron9 Posted January 14, 2007 Share Posted January 14, 2007 Found a piece in Citadel dealing with the snowline in Westeros. From what we've seen in the books so far, it looks like even in summer the snow covers most of the lands in the North, and it surely does cover all in winter, doesn't it? I wouldn't say that snow "covers most of the lands" in summer. Rather than they have occasional summer snows. It never gets really hot in the north, even in summer, but it's not icy and snowing all the time either. Surely, the import of grain from the South alone can't cover the North's needs. And, by the way, does it snow in the South during the winter? Yes, some times, in some places. The Mountains of the Moon get quite a lot of snow, the Vale and the riverlands and the west rather less, but some. King's Landing gets snow infrequently, the Storm Lands and the Reach rarely, Oldtown and Dorne almost never. Here's the linky Hope it helps. Link to comment Share on other sites More sharing options...
French DireWolf Posted January 14, 2007 Share Posted January 14, 2007 Some other suggestions : The Martells Sunspear Fortress/E The Tor Ghost Hill Salt Shore Town Lemonwood It's a knightly house, so a Moat and Bailey or a village Godsgrace Moat and Bailey ? Wyl Yronwood Castle Sandstone Starfall Castle Hellholt Wooden Castle Skyreach Castle, or Wooden Castle (Warden of the Prince’s Pass) Vaith Blackmont Planky Town Town Stannis Baratheon Driftmark Castle ? Claw Isle Dragonstone Citadel Sharp Point Castle Sweetport Sound Large Town ? Joffrey Baratheon Antlers Stonedance King's Landing Huge City/Unique Rosby Duskendale Castle Rook's Rest The Arryns The Eyrie Castle Gates of the Moon Castle Heart's Home Runestone Castle Gulltown City Ironoaks Castle Redfort Castle Coldwater's Burn Strongsong Old Anchor Longbow Hall Wickenden The Tyrells Brightwater Keep Castle Link to comment Share on other sites More sharing options...
Marcus Posted January 14, 2007 Author Share Posted January 14, 2007 Looks good, except why are the Frostfangs still on here? Keep the opinions coming! Link to comment Share on other sites More sharing options...
French DireWolf Posted January 14, 2007 Share Posted January 14, 2007 Renly Baratheon Griffin's Roost Evenfall Hall Storm's End Citadel Bronzegate Stonehelm Rainhouse Town ? Blackhaven Felwood Nightsong Castle Mistwood Greenstone Castle The Tyrells Highgarden Fortress/M Old Oak Wooden Castle (Oak ? ) ? Oldtown Huge City Uplands Vintown Southshield Castle or wooden castle ? Three Towers Ashford Large Town ? Goldengrove Tumbleton Bitterbridge Wooden Castle or Castle Grassy Vale town ? Cider Hall Moat and Bailey Longtable Honeyholt Horn Hill Castle Bandallon Coldmoat Castle Brightwater Keep Castle And The Arbor ?? A Castle or a Large City, with the best shipyard Link to comment Share on other sites More sharing options...
Curiousepic Posted January 14, 2007 Share Posted January 14, 2007 In following with the realism aspect of this mod, here are some thoughts I've had about realism in build/recruit orders and some other aspects. I realize this isn't the current focus, but I was thinking this morning and couldn't help myself. In vanilla M2, the timescale is 6 months per turn (or 1 year with modding). At this scale, it is believeable that any settlement could be given any orders, by implied messengers sent from generals to the settlements. Because the time scale is shorter for this mod (some number of weeks or 1 month per turn), this is no longer as realistic. Only generals can give any type of order while in a settlement. (I realize that this and the following ideas can be overidden by an option in the campaign window, but I'm assuming our players would opt out of this in favor of greater realism and enjoying the amount of work these concepts would take to mod). There are some special agent units that can give certain types of orders, while in a settlement (and they would be such that there wouldn't be a reason to move them away), a castellan in a castle can recruit some basic units, a governor in a town can build some buildings and recruit militia, etc. These units would be either recruitable from a general's mercenary window, or from a town hall building, etc. Generals can recruit (via mercenary window) free or cheap "messenger" units, very fast, that, once arriving at a settlement, can give any order, but only for one turn, it then disbands automatically after ending turn (ideally, but may not be possible). This simulates the amount of information a general could give a messenger to deliver to a settlement, even though you can change your mind after the messenger has left, but tbefore the week/month is out. Preferably this would be an actual military unit of 1-3 men (perhaps you could recruit an escorted messenger unit as well, with some bodyguard units), so that it follows the restrictions that military units do, and could be killed on the way to deliver his message. While in a settlement with a "rookery" building, a general can recruit a raven unit which acts as an extremely fast messenger unit (but is an agent unit; though ravens can be shot down by enemy archers, this is rare and forgivable to omit). Though there are a couple downsides to this idea: The unit would be restricted by the same movement limitations that every land unit is, but the movement speed would be high enough for this not to matter. Also it would be nice to have a custom model for the unit, but this is forgivable in my opinion. Following these ideas, it seems roads should give a moderately higher bonus to movement speed, and be placed logically, so that the player will be following them more, and also has the ability to set up checkpoints along roads in invaded territories to police messengers or any other units travelling along it. Certainly they aren't as imperative as other aspects, but I'd love to seem them in this mod as I really feel like realistic medieval communication is a big factor in the books. Anyone agree? Link to comment Share on other sites More sharing options...
Marcus Posted January 14, 2007 Author Share Posted January 14, 2007 Well, more like is it possible to do? I'm not sure. Perhaps it is possible to make it a requirement that a character has to be in a settlement to allow building, will have to look into it. Link to comment Share on other sites More sharing options...
MagtheMighty Posted January 14, 2007 Share Posted January 14, 2007 Here goes with the current list of implemented city settlements... need to fill in the blanks basically, give me some suggestions/corrections! Sorry about the formatting, it's direct from Excel Here's what I came up with, from memory and from looking at the maps and the Concordance on The Citadel site. The Tor Castle Ghost Hill Motte & Bailey Wyl Village Sandstone Castle Vaith Wooden Castle Blackmont Castle Claw Isle Castle Antlers Wooden Castle Stonedance Castle Rosby Castle Rook's Rest Castle Heart's Home Castle Coldwater's Burn Motte & Bailey Strongsong Castle Old Anchor Motte & Bailey Longbow Hall Motte & Bailey Wickenden Wooden Castle Griffin's Roost Castle Evenfall Hall Castle Bronzegate Castle Stonehelm Castle Blackhaven Wooden Castle Felwood Wooden Castle Mistwood Wooden Castle Uplands Wooden Castle Vintown Town Three Towers Castle Goldengrove Castle Tumbleton Town Longtable Wooden Castle Honeyholt Wooden Castle Bandallon Motte & Bailey The Arbor Large City Link to comment Share on other sites More sharing options...
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