Fairy Tale

How are Princess born? Is it completely random or do I need to set up my specialists a certain way?

I've starting playing the Fairy Tale scenario which I assume is the main campaign. Playing as the elves. Looks good so far with lots of room for improvements, but I know it's young. I few initial early comments:

1) I really dislike the Elven capital, especially it's location. It really peeves me to see the cap off the coast like that and there very few hammers. Granted you can cottage up the cap but research is not a priority in this game with such a limited tech tree. I'd rather have more hammers and either move it on the coast or move it west for more hammers/no coastal tiles.

2) Map could be a little bigger with more sea

3) Strange tech situation. A few of these AIs have relatively advanced techs but none of the prereqs

4) As you fine tune your events I recommend getting rid of some of the bogus vanilla events in the game. For every one event I think you put in, I get 10 that destroy buildings in cities, etc.

5) Elves could use at least one good offensive unit

6) Should Dragon strength be a bit bigger?

Looks good. I'll enjoy playing this more.

edit: Also, do the Elves have the capability to build magicians? I've completed research and don't see any magic capabilities for the Elves.
 
Thanks, Lymond, for some good comments. I will keep them in minds as I continue to work on this.

The Elven starting position in the main scenario is a bit awkward. I am planning to make a larger map of the entire Kown World, that I won't keep scenario-specific, but that will inclde all the nations. On the Scenario Fairy Tale map, as it is, I don't get to place all the civs I've created, and the map I already have, is, as said, full of strange occurences.

Many of the civs themselves will be needing some work too. They are playable and all have their basic units, but I want to make the Yatengi, the elves as well as the Crystallin more specific. The Elves will indeed need better offensive late-game units. As it is now, they have to rely on the dragon to an extent.

And the Dragon's not too strong an attacker either. I placed him at Combat 10 only for testing reasons, but found no reason to strengthen him either. Maybe a few more attack bonuses will help...

Regarding the Magicians. You need to have the School of Stealth built in your cities to build the Magician. You also need the Mage's Guild to get the Destruction spell. Magicians do well in battle as they are strong, they can also bombard cities and they do carry the destruction spells.
 
I playing through the scenario. It's kind of interesting with respect to how the evil civ sends massive stacks my way. The elite elven archers do a pretty good job. With enough civs I've been able to take some cities - mainly ones the bad guys took from my allies. Trebs help alot -with enough of them archers/crossbows can do some damage. The elven hero helps a lot too - I have him highly promoted with an attached GG.

I built both the Stealth building and Mage guild and cannot build magicians or spells.


Couple of notes:

1) Curious if you did some tweaks to the AI as far as combat. The bad civ does some interesting maneuvers that I haven't seen. In some respects they seem more intelligent in then a mass stack will suicide itself against one of mine.

2) My allies such as the Principality, who is now my vassal, may need some work as far as building units. They such don't build enough in terms of defense. I've had to send stacks over and even gift them units but it's not enough.
 
I played a game myself, tried it out with the Principality.
Had all buildings and techs, but I also didn't get any type of magicians or spells. The Mage Guild says it allows the snakesomething spell, but I could not build anything similar
 
Thanks for your comments. With the bad civ you mean the beer drinkers? I know they're a pain, but I didn't tweak AI in any such way. I was only lucky. :p

Actually I myself did a game just now and I couldn't get the princess to be born either, nor did I get the Magicians and spells to open for building. I need to patch it. It's probably just a couple of lines in the UnitInfos that are screwed up...
 
Patch 0.3c

*Here's a patch for Version 0.3b. This modifies the game so that you can build magicians and the destruction spell! Excuse the bad buttons on the spell still.

*It also gives access to the Princess. The Princess founds the Royal Family when Monarchy is researched. Needless to say, there will be more Royal Family members in the future, all with different functions and businesses. They will one day replace all "Great Persons".

This patch is not imperative to playing the game. Fairy Tale will work without it, but it activates the above mentioned functions. Install it by dragging the Fairy Tale folder within the patch zip to the Fairy Tale folder on your install. Overwrite all old files with the new ones! Download the patch (73,7 Kb's) here!

I have to leave you all with this for tonight. I'm going to watch Star Trek with my girlfriend. Cheers!
 
Awesome additions!
Keep them coming ;) :D
 
Thank you kindly, Absinthe.

I started work on what I call Version 1 now. I did the Royal family last night and there will be at least a king, a queen and the prrincess born to each nation's royal family. It might take a while before the full version is finished though, but I'll probably be publishing smaller updates in the meantime here, like additions to Civilopedia and so on. If I'm lucky I'll be able to work on this in the weekend, but I also have some stuff to do on my Hundred Years' War mod, so we'll see how things actually develop.
 
Fairy Tale on ModDb

Fairy Tale is now on ModDb as well. All future updates will be placed on that server and the links here on CivFanatics updated accordingly. This is a better system than uploading all files to FileFront and hassling with addresses and such.

ModDb gives me a really beautiful page as well! With a bit of work, I can get this one to really look awesome; it makes uploads of Screenshots easy as well as publishing News about the mod and what's going on. Check it!
 
In the Works -Version 1

Yes. shamelessly triple-posting.

Beta testing is over. No serious bugs have been reported, as expected. This is going according to plan. This is what I'm doing right now.

*The Royal Family is done. There's a King, a Queen and a Princess. All are born to each nation upon the discovery of certain suitable techs. New techs have been added for this. All these units have special capabilities. The Princess is a mega-city attacker. In this mod she doesn't stand still and wait to be captured by an evil dragon and be rescued by some noble prince. No-no. Here she breaks down city walls and slaughters enemy garrisons.

*The female warrior nation of Crystallin has been updated and given some more of SaibotLeih's excellent Amazon units. The Crystallin is one of the most dangerous foes in this game, as of now.

*There's also a bunch of other things coming with the Version 1 update. Scenarios that put each and every one of the civs in focus, new unique civs, a heap of new units and more.

There's much to do. So much to do, so little time, as they said in Morrowind. I hope to have Version One ready by the end of the weekend!

 
Version 1

Version 1 of Fairy Tale is here. It is downloadable from the CivFanatics download page. ModDB still has to validate all files it gets and it takes days for them to do it. What a disappointment. Oh well.

V1. Update, February 28, 2010

*For game variation purposes, I added some new leaders. Two Vikings, one Collective, one Namyr and one Yatenga. These leaders also come with portraits of characters of mine from good old Morrowind. Yeah!
*Explorers can no longer enter rival territory without open border agreement.
*Corrected issue with the Crystallin gaining access to their longbowmen (Amazon archers) at research of Archery, which created imbalance.
*Added some more of SaibotLeih's units to the Crystallin. Gave them a superior Scout too.
*Added a Mounted Formation to the Yatengi, instead of Horse Archers.
*Redesigned the Royal Family. Now it is founded by The King at the completion of Monarchy (The Kingdom) and additional members are thereafter added upon subsequent techs.
*Added the Tech Court, which opens up The Queen for building.
*As a result of the Royal Family, I heightened research costs for Monarchy and Divine Right a bit.
*Removed the confusing Sid's Tips for all Techs and most of the units.
*Added the scenario "The Valley".
*Added the Angvina Civilization, along with proper leader and selection of units. They are a nation of people inhabiting the great southern rainforests.
*Included the map script Planet Generator 0.68. It has a tremendous amount of choices and creates truly beautiful, realistic and surprising maps!
*To conclude Version 1, I created the huge map "The World of Fairy Tale", which puts all Fairy Tale civs on one huge map of The Known World.


Screenshots as usual.

 
Sounds good, I will try it out soon :)
Really like the newest additions too!
 
Yes, do try it out, Absinthe. And post your opinions.

Known Issues

I've been doing some playtesting and the following are some known issues that need correcting. They are not too horrible though, just minor balance tweaks and so on. I'll be doing a list here as I go. All these issues will be corrected in a minor patch later on, and some of them don't even need correcting, but I will point them out anyways.

  • There is no Iron near the Namyr starting position on the Huge World of Fairy Tale map. As it is now, playing the Namyr, you will have to conquer or trade Iron! I'm not sure if I will correct it either, since it actually makes for a rather interesting game.
  • The Crystallin units have strange stats. The Raid Archers are pretty much useless as it is and so is the Great Swordswoman. This will be corrected, since I really want to show off those SaibotLeih female amazon units.
  • There are some miserable Mission Buttons left on the Snaketrail spell that need removing. If for nothing else, they just spoil the atmosphere a tad.
  • Angvina Archers have no action buttons and their UI is all messed up!
  • I spelled SaibotLieh wrong four lines up. It's IE, not EI. Corrected.
(...)
 
There is also a problem with the Angvina Archers (6 strength ones), probably an issue with the art for them.
None of the action icons show up for them (so no promotions, upgrades, etc.)
 
... since I really want to show off those SaibotLeih female amazon units.(...)

I second that. :lol:
By the way, it's SaibotLieh, but otherwise close enough. ;)

Oh, and what I meant to ask already some time ago, where is your menu music from? I know that I know it from somewhere, but I can't remember it's origin. This slowly drives me mad. :wallbash:
 
Thanks for reporting, Absinthe! I checked the Angvina out. All other units work, except for the archers. What a strange phenomenon! I've seen nothing like it. Oh well. It is easily corrected. Thanks again for the report.

You wouldn't believe where the menu music is from, SaibotLieh (Yeah! I always get your handle wrong.). It's actually a vanilla song played in the Middle Ages in Civ. Haha. That's also where you know it from. I've been looking for a better theme-song, but not found anything better yet.
 
Patch 1a

Yeah. Patch, patch, patch. Always patch. I corrected the most pressing issues.

*Gave SaibotLieh's Great Swordswoman a combat value of 10. That is only fair, since the Crystallin lack heavy cavalry.
*Heightened the Raid archer's combat value to 7 and gave them 50% City Attack bonus. Now they are truly raiders.
*Corrected issue with missing Interface on the Angvina Archers! It was a matter of .kfm, strangely enough. The animations worked, but not the Interface. Baffling, but corrected now.
*Updated the map with resources.

Download the patch here! It is not imperative to play the mod, but highly recommended. Especially if you want to play the Angvina. Install it by unzipping the Fairy Tale-folder found inside the .zip to your Fairy Tale-folder on your harddrive. Overwrite where asked. It will not invalidate your saved games.
 
You wouldn't believe where the menu music is from, SaibotLieh (Yeah! I always get your handle wrong.). It's actually a vanilla song played in the Middle Ages in Civ. Haha. That's also where you know it from. I've been looking for a better theme-song, but not found anything better yet.

:blush: I already thought that this question would kind of embarrass me, but I couldn't constrain myself. :lol:
Thanks for the answer, in fact I like that music very much. :)
 
The Fairy Tale Theme Song

This is pretty big news for this mod. I have long wanted a new theme song, and while looking for composers and suitable music, I found the Greek composer Zero-Project who has made an album called "Fairytale" (!). When I listened to his work, I was totally amazed and could only see that it was perfect for my mod.

I have made contact with the composer, and he has given his express agreement that I may use his "Knights of Darkness song" as a soundtrack for this mod. He also tells me that I can use all other songs from his Fairytale album as well!

This is all excellent news! Right now, I was only looking for a stirring, powerful theme song á la Beethoven, Wagner or the LoTR films, but I guess all diplomusic issues are solved as well! Yeyy!

Watch the Knights of Darkness Fairy Tale Theme Song Video on YouTube and listen to the song.

Zero-Project's website and listen to his other work as well. His whole albums are there to be listened to!
 
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