Faerun

You are referring the base game mechanic that generates "rebels" when empire reaches "very unhappy" -- in your case probably from annexing a city. In Faerun the threshold is -6 unhappiness. The game engine chooses the units (most powerful melee currently available). And I think you cannot build settlers when "very unhappy" (base game mechanic).

I see, thanks a lot! But I've bult the settler, and my charter was gone. I guess there was some conflict there... Is there a way to make game not spawn heroes?
 
One tiny bugfix for v.13, available in top post. Updating will not affect or break saved games.
  • Bugfix: May have multiple hero missions simultaneously.
  • Bugfix: Sage specialists provide weave as described in tooltip.
  • Bugfix: Mage heroes provide weave as described in tooltip.

Sorry to be a real pain in the ass, but can you tell me specifically what was corrected?

As, in my own version I change many thing to increase marathon games to 6000 turns, which takes around 1-2 hours to get everything sorted and I am 800 turns into my current game (latest v13 minus the above) and would rather just manually apply fixes myself.

If not, I'll understand.

Edit: Playing in my current game (and thoroughly enjoying it) I still get the feeling that spells are way to powerful. I think they may scale with level, and I think perhaps the damage calculations are too much. Where specifically are spell damaged calculations listed?

Cheers
 
Sorry to be a real pain in the ass, but can you tell me specifically what was corrected?

If you choose one of the hero quest turns reduction beliefs you can have two heroes with "go to plot" missions at the same time. Previously the code couldn't handle that circumstance and the mission quests would be fouled up from that point on.
 
Hey there!

I downloaded the mod yesterday and tried it a bit, I'll launch my first real game today.
Thanks a lot for all this hard work, it looks very interesting.

I was looking for the new FFH for civ5, and at this moment, from looking at the forum for a few hours, it's seems you're it !
 
Hi!

The Faerun for BNW mod says to me that my version is not compatible. Which version I need?

Thanks for all!!
 
Joseyuri : I didn't do anything special to install the mod, I got the steam version with GNK and BNW, and I subscribed to this mod, the art resource and the music resource. With those three mods activated it should work. If you don't activate the art resource before activating the main mod file, it won't work.

So I played for a bit and I like the fact that there is no science anymore. It makes it more of a city builder but that's ok :)
I got a problem with heroes though. Well, mainly with quests :
I have my first hero, and I went to a silvanus city state, there was a fist under it, and I got my first 2 citizens in my capital transformed to sylvanus followers.
I didn't receive a quest. Then I went to a shar city state and refused the quests each time (I got 2 quests in two turns, simply moving around - each time to the border of the city state).
And now I don't receive any quests anymore. I'm about 30 turns later, on 3 city states, trying to get quests for them. There is a fist under the name of the city state. I'm not camping, I'm moving from one city state to the next, trying with 3 of them and I can't seem to get a quest from any of them.

I don't have any other mods installed (only art, music and faerun for BNW).

Also, my citizens are automatically converting to sylvanus in my capital now.
Aren't they supposed to stay at 2 citizens converted? I can't get any other religion in my capital since there is never more than one citizen without a religion (I'm guessing I must have 2 of them to be able to convert them).

So the mod seems really interesting, but with the heroes not working for me, it cuts quite a bit of the fun. Hope there is a solution to my problem.

I'll create a new game and see if I have the same problems to be certain. Too bad, it was really a good start, with the chult, neutral, sylvanus, waukeen and ogma city state very near...

Edit : After playing more, I found out what the problem was. You don't need to be near the border but within 2 hex of the city.
 
So the mod seems really interesting, but with the heroes not working for me, it cuts quite a bit of the fun. Hope there is a solution to my problem.

Thanks for the reports.

The issue is a deep and abiding one: handling saved data. Unfortunately I put my trust in TableSaverLoader, which is a nice tool but seems to have a very serious drawback: the game data for the most advanced save is always loaded in. That means reloading a turn 10 save when you've previously advanced to turn 30 will actually load in the data from turn 30. So all your spell cooldowns, quests and such are just wrecked. This is my fault for not testing TSL thoroughly enough.

Rest assured I have a solution but it will be a while before I upload BNW v.14. First, the problem isn't really game breaking (you're just stuck with decisions you made in game). Second, I'm working on the Sword Coast scenario and v.14 in tandem so they must both be published at the same time (along with an update to the Art Assets). the reason for that is that I've decided to implement Hero Items, and a few new UI elements for v.14.

That's a long response, but I wanted users to know that I'm still plugging away at the mods, I know there are issues, and I will try to resolve them as well as add fun new content.

best,
FA
 
Hello and thank you for this great mod.

Playing Thay, as you get several cities and several slave markets and their upgraded versions (purchase cost reduction of buildings and units) they start giving you cash instead of charging you for the purchase, hence breaking some epic games. This leads to huge amounts of gold and makes the game unplayable after.

This may or may not have been posted already. I apologize if this is so. It would be great if there is a future fix for this.
 
Hello and thank you for this great mod.

Playing Thay, as you get several cities and several slave markets and their upgraded versions (purchase cost reduction of buildings and units) they start giving you cash instead of charging you for the purchase, hence breaking some epic games. This leads to huge amounts of gold and makes the game unplayable after.

This may or may not have been posted already. I apologize if this is so. It would be great if there is a future fix for this.

This isn't really a bug, this is just people really, really exploiting the jail buildings and founding tons of cities. I'll obviously have to put a cap on this in future to keep people from ruining their games with this exploit.
 
Thank you for your prompt reply. The mod is very enjoyable with the current building upgrade system. We appreciate the time devoted to making this mod and making it better and better.

I can't speak for anyone else, but I am definitely waiting for future versions.
 
Hello!

I have played for the last week to this mod (GnK) but today, when I try to start a new game, I noticed that the heroes aren´t avalaible and if I choose a random hero, the game crash and I can't play.

It's a bug or is only my problem?

Thanks for all (and more thanks for this greaaaaat mod) ;)
 
Hello!

I have played for the last week to this mod (GnK) but today, when I try to start a new game, I noticed that the heroes aren´t avalaible and if I choose a random hero, the game crash and I can't play.

It's a bug or is only my problem?

Thanks for all (and more thanks for this greaaaaat mod) ;)

Not sure what you mean by "random hero"? As far as I can remember the GnK version requires you to actually choose to train a specific hero type. So, my guess is that you may have a conflict with another mod.
 
Hey FA!
First I want to give you some appreciation for your great work with the mod! I really enjoy it, especially in the last BNW version and I very much look forward to the Sword Coast Scenario. Some thinks to mentions:
1. I really love the building upgrade concept, keep the tech out whatever other people say!
2. Limited charters are perfect! Exploring a completely settled Faerun would be much less an adventure. Still, as a human player I can scam charters by trade in the early game, and don't suffer disadvantages from having less then used later on. Some way to make the AI keep them in higher value? Or massive unhealth/unhappiness if not enough charters?!
3. Dunno if already mentioned earlier, but Map Labels for the geography of Faerun would help greatly with the immersion!
Again :thumbsup: for you and all who contributed! Grizlob
 
This is a really great mod, I like it very much!

Found a crash bug, enemy (Impiltur) charmed (with charm person) my bailinger ship and drove it to his city. Once the charm expired, game crashed.

Workaround was to conquer that city, just managed it before charm expired
 
Hi,

I recently got your Faerun modification and I am loving it! Honestly, it should get its own expansion for a civ game with that kind of atmosphere it creates. Anyhow I was wondering if u could help figure out if there is an option to play the Faerun(+underdark) scenarios in epic or marathon pace? I love long playthroughs and it does not allow me. In case I uncheck the scenario button, I can choose like a normal game but does that also include the true start locations or is it random?

Thx in advance!
 
@FramedArchitect:

I'm playing the current version of the mod, and it's great - the latest changes make it truly unique (there is no typical tech tree, for example, but some other features that replace it) and complete - of course there are always things that can be improved, but I feel that I'm playing a completed product, which doesn't happen often when it comes to mods.

The bug that I found is that somehow a quest ending event happened twice. I had a quest to go to a "mysterious land tile", and when I went there, the message said that 4 anti-paladins appeared and an elven archer joined my cause. But in fact there were 8 anti-paladins and 2 elven archers, and the influence in the city state went up by a double amount too. I think I have a savegame before it happened, so I can check if I can reproduce the bug and send you the save if you need it.

@Nikoyan:

I managed to change the game speed in the scenarios by hex-editing the scenario files (as trying to open them in the World Builder results in a crash for me). If you're familiar with hex-editing, it's a simple thing to do:

1. Find the scenario files - they are in Documents\My Games\Sid Meier's Civilization 5\MODS\Faerun for BNW (v 13)\Map
2. Open the scenario file that interests you in a hex editor
3. Search for "GAMESPEED_STANDARD" and change it to "GAMESPEED_MARATHON" (luckily these have the same number of characters; I haven't tried to change it to GAMESPEED_EPIC, which has a different number of characters, so I don't know if it would work)
4. You also need to change the number of turns - it's near the gamespeed, as a hex number, so 300 is 2C 01. The number of turns in a marathon game should be something like 1200 (B0 04).
 
@PawelS:

Thank you! I will try it out, shouln'd be too difficult. Do you experience any bugs or problems by extending it to Marathon or does it play as smoothly as on Standard?

Thx again for your reply!
 
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