Faerun

@FA

The normal units that get yield from kills (cleric of mask etc) were also not working. I believe its because the hero file overrides/deletes it. I moved all of the data (normal units) over to the hero's file, and they now work as intended.


Edit: Also, on the main map (huge) the timber resource up near the witch-king start, is a 23 resources timber, is this intended or a bug?

Perhaps it should be harder to get races other then your own. For city stats, make it so only allies can get it, rather then just friends.

Edit 2: Got a quest from a city state for going to war, but the civ in question was allied to this particular city state, so accepting the mission put me at war with them also, which seem a bit weird.

Edit 3: Noticed that the guidance spell adds more then three if the unit has higher combat rating. Ie bane cleric 13, becomes 19.

Also, not sure if this is because of my 'tweaking' on the fly, but the cleric hero levelled up fine, but upon reload has had it strength reduced to 21 (should be 28-level 5)

Lastly, how would I go about making a particular unit gain xp per turn (like you have done with the ai hero's). Because I love the undead race, I am buffing up vampires significantly and would like to add this feature to them (ie trueblood style, very old vamp=very powerful vamp)
 
Worth a new post. Just been reading through the whole thread, and boy do you put you mod down mate. Don't be fooled, your mod and work is really great, and VERY much appreciated.

Edit: Could you also give me a few details on how spell damage is calculated?

The reason I ask is that take horrid wilting for instance. I have used it on a dragon and it reduces the dragons hp from 100 to 2hp, which seems a bit overpowered to me. I am assuming that the spells don't look at the combat rating of the unit, just its hit points, which is why the damage done to a archer or dragon is the same. Is this correct?

Edit 2: The unique hero cleric levelling and guidance spell seem to cause the strength 21 bug. In another play through, while powered by guidance, I levelled him up, and once guidance was over, the strength 21 bug was present.
 
How do you play with Srinshee (Comanthyr elves). Mouseovering enemies shows i will attack with ranged combat and take no wounds but she attacks with melee and allways gets wounded. Any advice?
 
Srinshee is an Arcane caster so she must "prepare spells" (or in normal Civ5 terms "set up for ranged attacks" before she can fire, using one move. So she can't move and attack.

Speaking of Comanthyr, in scenario map the location of Myth Draenor 1 tile away from the river is ... annoying considering the number of useful riverside buildings.
 
Hey FA. I've made it through two games now with this mud and want to say great work on this and thanks for putting it together. Quite enjoyed getting Drizzt the first time too!
 
I'll be releasing v.10 later this week, which mostly includes bug fixes and changes to make economy a bit easier to manage.

The only major change will be the substitution of Influence victory with Domination victory. Domination will be attainable by controlling 75% of all land tiles owned by major civs.

Because influence is out, I've made some changes to a few of the alignment beliefs, which mostly supply econ and science bonuses. Good and neutral aligned civs can choose a belief that protects trade routes from barb pillaging (ala Beyond Earth).

I also added a Pedia entry to better explain Pantheons (religions), how they are attained, and how Divine Favor (faith) can be spent.
 
Oh, speaking of Divine Favor. Is it intended that you can buy archers or soldiers with faith but not clerics? Seems a bit counter intuitive :crazyeye:
 
v.10 Available for download via link in top post or on Steam.
  • Bug fix: Can no longer cast Charm or Maze on enemy units in cities.
  • Bug fix: Can no longer cast Teleport or Summon Undead on cities.
  • Bug fix: Removed the "Restart Game" option from the Game Menu.
  • Bug fix: Workshop and granary UBs now allow appropriate internal trade route types.
  • Bug fix: Barracks UBs now benefit from Fire Wall spell.
  • Bug fix: Pantheon temples available to build as described in help text.
  • Bug fix: Royal Constabulary happiness effect no longer stacks.
  • Bug fix: Settlers are permanently destroyed on capture.
  • Bug fix: Dragon attack effects properly scaled to screen.
  • Bug fix: Flying units no longer get road movement reduction cost.
  • Bug fix: Heroes now receive yield from kills at all levels.
  • Bug fix: Minor pop gifts no longer possible with insufficient population.
  • Bug fix: Reward Popup for Hero events now displays properly.
  • Bug fix: Clones of Heroes no longer counted as hero units.
  • Bug fix: Druid Ruins no longer tradeable resource.
  • Bug fix: Bison removed as a map resource.
  • Balance: Reduced Unique hero bonuses.
  • Balance: Unhappiness thresholds less severe; documented in TopPanel TT.
  • Balance: Unhappiness from number of cities and population increased.
  • Balance: Spellplague Victory tech requirements reduced.
  • Balance: Tier 4 and 5 tech costs reduced.
  • Balance: May have four Tier 2 units of any type or race (was 3).
  • Balance: Markets available at Trade Tech.
  • Balance: Non-military Tier 1 buildings require no maintenance.
  • Balance: Reworked traits: Durpar, Dambrath
  • Balance: Influence bonuses removed from Alignment beliefs.
  • Balance: Science bonuses added to several Alignment beliefs.
  • Balance: Arcanist Academy and Gnomish Inventor provide an Alchemist slot.
  • Balance: Pyramids grants an Engineer instead of a Charter and Settler.
  • Balance: Great Alchemist "Discover Tech" ability enabled.
  • Balance: AI will choose Alignment based on game speed.
  • Balance: AI begins with additional exploration units.
  • Balance: AI more likely to be hostile or declare war.
  • Addition: Domination Victory (replaces Influence Victory). Removed UI references to Tourism (Influence).
  • Addition: Faerun Pedia entry for Pantheons (Religions), found under Religion Tab.
  • Addition: Good and Neutral Alignment Beliefs that reduce Barb ability to pillage trade routes.

Accuracy updates for unit, resource and building TTs.
 
The normal units that get yield from kills (cleric of mask etc) were also not working.
Fixed in v.10!
Perhaps it should be harder to get races other then your own. For city stats, make it so only allies can get it, rather then just friends.
I tested both options, but AI is not as likely to have allies and thus cannot benefit from racial choices as much as human.
Edit 2: Got a quest from a city state for going to war, but the civ in question was allied to this particular city state, so accepting the mission put me at war with them also, which seem a bit weird.
Nefarious CS! Hilarious!
Edit 3: Noticed that the guidance spell adds more then three if the unit has higher combat rating.
Guidance grants base +3 Strength and +1 for each caster level (this is why the effect only lasts 3 turns).
... but upon reload has had it strength reduced to 21 (should be 28-level 5)
Maybe a reload from an autosave? I use just in time save data so, only reloading from a discrete, earlier save (i.e. not reloading from the same turn as the save) can be supported.
Lastly, how would I go about making a particular unit gain xp per turn (like you have done with the ai hero's).
You can see how I did this in Faerun_Heroes_Functions.lua Its quite simple:
Code:
unit:SetExperience(unit:GetExperience() + variable);

Edit: Could you also give me a few details on how spell damage is calculated?
Most spells deliver variable damage based on the caster's ranged strength and their level. So higher level, stronger units do lots of damage. Ideally I would like to have introduced resistances to each type of magic damage, as I have with Fire damage. But that was just a bit too complex for my first pass on the spell system.

How do you play with Srinshee (Comanthyr elves). Mouseovering enemies shows i will attack with ranged combat and take no wounds but she attacks with melee and allways gets wounded.
That unit should attack always as ranged. This is fixed in v.10.

Oh, speaking of Divine Favor. Is it intended that you can buy archers or soldiers with faith but not clerics?
Yes, that is intended. I've introduced policy and religion requirements for cleric upgrades, and buying with faith end runs those requirements. This is kind of a technical limitation, but not bad because clerics are pretty cheap.
 
First, congratulations on a magnificent mod! It's almost as compelling as my Civ IV favorite mod, Fall Further (still the best mod I've ever played). I've only played it a few times, but encountered a bizarre effect on my last game: my hero quests stopped working. I was playing that merchant civ (I think it was Tumberic or something like that) that sits on the west coast of the large continent above the long strip of land that that evil civ is on. I had (I think) three heroes, including the unique hero and a paladin. After the first couple of quests were given, a new quest round began. Most of the minor civs around me were offering a quest (silver fist below the name), but no matter what hero I moved close to a city, no quest was offered. I tried entering the actual land area of the minor civ, nothing. Different minor civs were tried, with different heroes, but I simply got no hero quests although they were available. Can anyone tell me what's happening here?

One other question - in my first game (standard length) I lost on turn 320, but the interface didn't tell me why. I was in the middle of acquiring the third column of achievements (where the turn counts go up to 20-something turns each) - nowhere near all the possibilities. Is that the length of a standard game? Is there a way to get a game in which players can actually get all (or most) of the scientific achievements? From the turn counts, it doesn't look possible even with 500 or so turns. How can I get a game long enough to acquire most of the scientific achievements?

Still, it's a great mod with a lot of very original and creative concepts. I hope to continue playing this mod, but would be very happy if I could figure out these two problems. Thanks for any assistance!
 
Thank you for the update.

I might have found several text-errors in the "Faerun_en_US.xml".

[Line 2758] Temple of Mielikki: +2 Weave on Furs... -> +1 Weave
[Line 2891] Temple of Sebek: +2 food on Sugar -> +1 food
[Line 7797] Temple of Cyric: Units produced in this city receive the Charge Promotion -> "Mounted" Units produced in this city...(?)
[Line 7971] Temple of Talona: +2 Food on Pearls... -> +1 Food
[Line 8090] Temple of Chauntea: +2 Weave on Wheat... -> +1 Weave
[Line 8207] Temple of Waukeen: +2 Weave on Gold -> +1 Weave
[Line 8488] Temple of Selune: +2 Weave on Fish... -> +1 Weave
[Line 8546] Temple of Torm: +2 Weave on Iron. -> +1 Weave on Iron "and Timber(?)"

And I have a questions.

[Line 8263] What abilities does "Temple of Oghma" have?
 
I first want to compliment you on your excellent mod! I have had a great time playing so far. Love the Realms!

Also: I have found a bug that I have encountered twice now. I have had 2 mage heros on for Sibule and one for Waterdeep that loose their global + weave buff as soon as they level to 2. I get a pop up message saying that they have died when they have not.

Thanks!
 
Thanks for the comments!

I might have found several text-errors in the "Faerun_en_US.xml".
[Line 8263] What abilities does "Temple of Oghma" have?
Thank you for the reports! Oghma provides an Alchemist specialist slot, which is reported in the regular tooltip.

I have found a bug that I have encountered twice now. I have had 2 mage heros on for Sibule and one for Waterdeep that loose their global + weave buff as soon as they level to 2. I get a pop up message saying that they have died when they have not.
I think you may be using v.10. You should delete v.10 from the MODs folder and update to v.11, which solves this problem.

...my hero quests stopped working. .. Can anyone tell me what's happening here?
I suspect this has arisen after reloading from an autosave, which will destroy much of the persistent data in this mod. I always advise loading from discreet, named saves.
... I lost on turn 320, but the interface didn't tell me why.
This is just the "Game End", same as regular games that reach a certain turn limit (I think it's 500 on standard speed in normal games.) For Faerun:
  • Marathon -- 930 Turns
  • Epic -- 465 Turns
  • Standard -- 310 Turns
  • Quick -- 205 Turns
Extended play is enabled, so you should be able to continue the game by choosing the "One more Turn" option from the end game screen.
 
I'll be releasing v.10 later this week, which mostly includes bug fixes and changes to make economy a bit easier to manage.

The only major change will be the substitution of Influence victory with Domination victory. Domination will be attainable by controlling 75% of all land tiles owned by major civs.

Because influence is out, I've made some changes to a few of the alignment beliefs, which mostly supply econ and science bonuses. Good and neutral aligned civs can choose a belief that protects trade routes from barb pillaging (ala Beyond Earth).

I also added a Pedia entry to better explain Pantheons (religions), how they are attained, and how Divine Favor (faith) can be spent.

This looks to be a phenomenal upgrade to an already fantastic mod. Are you still in need of unit art? I have been out of the scene for a while but I hope to be back in a month or so. If you have a wish list, let me know.

Can't wait to sink my teeth into this - excellent work!
 
This looks to be a phenomenal upgrade to an already fantastic mod. Are you still in need of unit art? I have been out of the scene for a while but I hope to be back in a month or so. If you have a wish list, let me know.

Can't wait to sink my teeth into this - excellent work!
Hey Nomad,
You don't know me but I just wanted to tell you how I love your units and how my heart made a jump reading about your coming-back.
I hope FA doesn't mind me using this thread. :)
 
...Are you still in need of unit art? I have been out of the scene for a while but I hope to be back in a month or so. If you have a wish list, let me know.
Thanks again for all your nice unit models! It's been fun for users, I think, to see them in this mod.

I've actually been planning a larger update for buildings, resources and wonders, but I also wanted to include several new "big" monster slaying quests. So new unit models for those would be cool -- but which monsters?

In 2013, somebody volunteered to make unit models for this mod, and we came up with three monsters that seemed to really define the horror of Faerun: Illithids, Beholders and (of course) Bears! I think those would still be on my wish list.

I hope FA doesn't mind me using this thread. :)
Not at all!
 
Thanks again for all your nice unit models! It's been fun for users, I think, to see them in this mod.

I've actually been planning a larger update for buildings, resources and wonders, but I also wanted to include several new "big" monster slaying quests. So new unit models for those would be cool -- but which monsters?

In 2013, somebody volunteered to make unit models for this mod, and we came up with three monsters that seemed to really define the horror of Faerun: Illithids, Beholders and (of course) Bears! I think those would still be on my wish list.

There are already lions and tigers....and bears (oh my!) but mindflayers and beholders would have to be something existing that I could readily convert. Otherwise, they would be difficult to make and regardless would require some custom animation. Not to say it won't happen, but it would definitely be a challenge. The beholder would be easier (because it just floats and shoots projectiles out of its eye) but I would want to include some custom animation for its eyestalks. To make an Illithid I would really want to get elaborate with its tentacle attack and that would require completely custom animations. But I like a challenge! :)
 
Thanks again for all your nice unit models! It's been fun for users, I think, to see them in this mod.

I've actually been planning a larger update for buildings, resources and wonders, but I also wanted to include several new "big" monster slaying quests. So new unit models for those would be cool -- but which monsters?

In 2013, somebody volunteered to make unit models for this mod, and we came up with three monsters that seemed to really define the horror of Faerun: Illithids, Beholders and (of course) Bears! I think those would still be on my wish list.


Not at all!

Sound really good, 1 or 2 huge evil dragons sitting on a stash come to mind and regenerating trolls.
 
Top Bottom