Faerun

Released v.9 which adds some new content and fixes for patch issues and save/load errors. Changes:
1. New tech tree with 35+ techs (huge thanks to Pazyryk)
2. One new civ; four old civs; total of 25 playable civs.
3. Added three playable scenario maps of various sizes.
4. Supports advanced modding setup screen; play any map, any settings
5. New non-magical upgrade paths with new resources and buildings.
6. A new expansion system that makes expanding tech dependent.
 
I have Civilization 5 gods\kings (not a license) but when i run your mods (v8, v9) the game crashes out.
But i can play "Faerun Scenario for Vanilla". Can you help me with this problem? or something advise?
 
Just fired up my first game with the new version last night. Played about 80 turns. First impression-- holy crap, it's quite different, the tech tree is barely recognizable and my favorite civ is nerfed! I loved the civ with Mystra's chosen and the babylon-ish +50% great alchemist points. Anyhoo, I'm trying out my necromancy/transmutation strategy with the Arabian fellow (sorry can't remember the name, he's the one with Genies for a UU) and will let you know how it goes.

Actually, I am kind of in favor of some of the nerfing you did because... to be honest, playing with that civ in v8 made it quite easy to totally pwn the scenario... just REX and put crypts everywhere, and by the time her UU's came into effect it was just a steamroll machine and every city seemed to have an academy in it. Meanwhile all the "important' techs could be finished by like turn 200, and the rest were essentially filler. So, while I do feel like.. the new tree is rather confusing and super hard to navigate I think it may be better for the scenario over all to have more techs and slower culture times. ANyways, so far so good. I'll post more as I play through some games. :)
 
v.10 Fix for barb spawns and BNW release; adds a Victory Progress screen displaying unique Faerun Victories. If you play this mod with BNW installed, you'll have to manually unload it from the DLC screen.

hello
I gave a try and lost twice in less than 10 turns (diplomatic vitories) ????
 
I have a question. How are you going to implement all the new BNW features like trade routes and the great work system?
 
1) turn 349: game always crashes to the desktop with an error.
2) Unit "Orcs riders" causes black lines on the map
3) when i learn 4 Schools of Magic i don't win the game> so Magical victory type isn't work
4) One more crash...something was casts on my city by civ of Bruenor and my game crashed
5) about turn 345-349: orcs have TWO heroes: fighter and ranger.(?????)
Please pay attention to this problems to make this mod better.
 
1) turn 349: game always crashes to the desktop with an error.
I cannot do much to solve a crash without some additional information. Attaching a saved game to your post that allows me to replicate the crash will be the best way for me to investigate.

2) Unit "Orcs riders" causes black lines on the map
There is no Orc Rider unit in this mod. For graphics issues in general I highly recommend running civ under dx11. I never test under dx9.

3) when i learn 4 Schools of Magic i don't win the game> so Magical victory type isn't work
This victory type also requires 4 magical CS allies. Check the Victory Screen for details.

4) One more crash...something was casts on my city by civ of Bruenor and my game crashed
See my answer to #1 above.

5) about turn 345-349: orcs have TWO heroes: fighter and ranger.(?????)
Please pay attention to this problems to make this mod better.
Well, it's possible to have a regular hero and a unique hero simultaneously. I'll look at the hero routine again. As far as "paying attention" to problems, I've been working on this mod for well over a year, and I assure you I do troubleshooting quite often.
 
Sorry, Unit "Orcish Raiders" causes black lines on the map. I am sure.
For problems of crashing. I restarted the game and the crashes disappeared. BUT new crashes appears after new few turns. I don't know where is a cause: in my computer system or in this mod.
There is my moddedsave. I always run civ under dx11.
Thanks for your answers and for your huge work.
 

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Sorry, Unit "Orcish Raiders" causes black lines on the map. I am sure... I always run civ under dx11.

I have the same problem and I use DX11 too. The same thing happens when I play Pazyryk's "Éa, The Ageless and the Divine" with his Orc barbarian units. Do both mods use the same unit files?
 
There is my moddedsave. I always run civ under dx11.
Thanks for your answers and for your huge work.
Thanks for the saved game. I ran it up through turn 425 without a crash, so I reloaded and auto played it a few more times. The only crash I was able to get was one on a diplo screen close, which I haven't modified. I was running your save under my new version 12, so I may have inadvertently fixed an issue. I'll release v.12 later this week, which is mostly balance changes.

I have the same problem and I use DX11 too. The same thing happens when I play Pazyryk's "Éa, The Ageless and the Divine" with his Orc barbarian units. Do both mods use the same unit files?
Maybe, but I have not played Pazyryk's mod so I don't know. I'm guessing there's an issue with video drivers here, though I'm not able to replicate this on any of the three computers I test on.
 
I'm a bit confused about the Charter system. It seems to make the game unplayable. So I have so many charters, that limits when I can build settlers. All well and good. Then I go to war, I conquer some cities, and those cities use up more charters (that I don't have) with big penalties (in theory) for not having them, while at the same time I can't raze these cities (in the case of capitals), and puppeting a city *still* uses a charter. Which is an extremely non-fun mechanic. How is this supposed to work?
 
I'm a bit confused about the Charter system. It seems to make the game unplayable. So I have so many charters, that limits when I can build settlers. All well and good. Then I go to war, I conquer some cities, and those cities use up more charters (that I don't have) with big penalties (in theory) for not having them, while at the same time I can't raze these cities (in the case of capitals), and puppeting a city *still* uses a charter. Which is an extremely non-fun mechanic. How is this supposed to work?

I realized that v.11 did not include key charter functions only after I updated. All these issues you have described I have solved and the changes will be in version 12.
 
I'd love to know where this non existant pdf is that the civ pedia advises me to look up
 
I'd also like to report a bug, I cannot load saves from this game. They always crash. from -9000 DR to wherever I happen to be at.
 
Few bugs I noticed in v11 over the weekend (been playing a lot lol).

Evocation policy that says it increases cleric healing speed, does not grant any promotion to clerics nor seem to do anything.

Abjuration policy that plants a defensive glyph does not seem to do anything either.. no new actions or promotions given to my clerics.

Saving/loading games seems to have some weird, hard to reproduce crashes. There are some games that reload fine form all save files, then other ones it seems every save from that game is corrupted. I learned this trying to retrieve auto saves after I messed up some invasion, and found not a single save from that game worked. It doesn't affect every game though, seems something like every 4th or 5th game gets a virus and will not load from any of its save files w/o crashing. This often leads to glitchy loading screens as it crashes too, where instead of the leader pic and text all I get is red/white checkers and "Placeholder Text goes here" or something to that effect while it tries to load, then boom game kicks to desktop. I couldn't see any commonolaties between the games that bug out either.. for instance it wasn't always one Civ or always one set of policies or anything I could tell.

Well those are the bugs I found, although I do have some thoughts about game balance as I think it's a little wonky right now for a few civs. Mainly I think Evocation needs to be stronger somehow as it's pretty much entirely ecclipsed by Transmutation and Necromancy and no matter how many games I play, I always regret taking Evocation cause it locks out the two strongest trees. Also, the Orcs rock. Like hard. Perhaps too hard. I mean, they basically can have their full mainline army up and running around turn 50 or 60 and most other civs need till turn 150~200 to field melee that can stand in their way. Then again, they are AWFULLY fun. ;)

Anyways, keep up the great work. If you need any more info about the bugs or need someone to test things for ya I'm game. :king:
 
I'd also like to report a bug, I cannot load saves from this game. They always crash. from -9000 DR to wherever I happen to be at.
I was not able to replicate the issue from a shared save game that was reported to crash on load, so this may be machine specific.

I'd love to know where this non existant pdf is that the civ pedia advises me to look up
Thanks for the sarcasm. I removed the pdfs a while back because they were horribly outdated and were just dead weight in the mod folder. The text for this mod is now over 10,000 lines, so I focus my efforts on updating tooltips so users have an accurate in-game report.

Abjuration policy that plants a defensive glyph does not seem to do anything either.. no new actions or promotions given to my clerics.

Saving/loading games seems to have some weird, hard to reproduce crashes. ....

Mainly I think Evocation needs to be stronger somehow as it's pretty much entirely ecclipsed ...

Anyways, keep up the great work. If you need any more info about the bugs or need someone to test things for ya I'm game. :king:

I tested glyphs and they work fine; note that the pantheon specific clerics cannot build glyphs. No idea on the save/load issue, as I haven't been able to replicate it. I upped the bonuses for several Evocation spells; it seems to be a great support branch now. I may take you up on your offer to test!
 
v.12 Changes
* Civilizations may now have up to three heroes at the same time. New hero slots are opened by research in the alignment branches of the tech tree. A civ may only have one of each Hero type.
* Balance changes for policy acquisition, city growth and expansion.
* Bug fix for charter counts on capturing foreign cities.
* Previous advanced start settings will not affect the ancient era start of this mod.
* Small consistency changes for units and buildings.
 
I tested glyphs and they work fine; note that the pantheon specific clerics cannot build glyphs. No idea on the save/load issue, as I haven't been able to replicate it. I upped the bonuses for several Evocation spells; it seems to be a great support branch now. I may take you up on your offer to test!

The glyphs thing now makes sense to me, since I have a habit of only building the specialist Clerics of __ and I haven't tried the cleric hero yet either, although now that I can have 3 heros I will be sure to give them a whirl. So sure, let me know what you'd like some testing done on and anything you'd need to know (what kind of info to collect) and I'll be able to get some done this week since I have a week off work and plan to play a few games. It's actually rather fortuitous you came out with a new version of the mod just now since I'll have time to really dive into it right away! :goodjob:
 
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