FramedArchitect
Reluctant Modder
Hey
I have cut of lathander Cleric that dies from attrition when at war in enemy land.
Well this is the price he pays for being able to spread religion.
Hey
I have cut of lathander Cleric that dies from attrition when at war in enemy land.
Well this is the price he pays for being able to spread religion.
Embarking triggers hero and treant birth/death sequences. This was very unexpected for me, and there isn't a good fix that I can see. In the next version I have a method that will significantly reduce the exploit.Treant has an exploit. It respawns not only after death, but also when entering Underdark or switching to embarked mode, at least in my game.
For next version I am adding dynamic city naming for the scenario map. This means that newly founded cities will automatically pick the best available name for their location. Some conquered cities will change names, depending on the conqueror/conquered. This will also entail a much larger list of city names, so this issue should be solved.You might want to reshuffle city naming distribution.
I'm completely redoing the tech tree, which I will release with future version (probably 10 or 11), so I'm not paying any attention to the current tree. The new tech tree will be more dynamic, meaning that certain tech choices will block off other tech choices. This means that civs will be able to choose an alignment (or none), opening up larger and more interesting trees. Alignment will have a much bigger affect on future games, both in terms of diplomacy, religion and available units and buildings.Some content descriptors for technologies are also not accurate.
I dunno on the knights....this happens when you lose access to a strategic. Yes the unit upgrades are awful. In general I hate unit upgrades anyhow. I find it cheap that a unit is basically immortal inheriting all its forbears skills.Really liking the mod.
[*]When I built a knight as Amn, nothing happened. The unit didn't show up so I'm not sure what happened.
[*]Some of the upgrade paths are strange. I noticed that spearmen and pikemen upgrade to lancers, which is not an upgrade path I would expect (nor want) since it reduces the attack power significantly.
Yes embark is currently hidden on the tech tree because I have too much on that particular tech. I'm not changing this now. See above explanation.No sign of embark until late game. Think it shows up in Navigation.
That sounds good. I would guess tech trading by diplomacy would have to be limited for this to work though. Will there be some form of research "maintenance" cost for owning many techs/cities a la Pazyryk's mod?Techs will also be more in the vein of GalCiv, in that they don't really indicate your march through time, but rather your specializations. This will have a big impact on basic buildings and units, too. Specializing generally will open up add-ons for basic buildings and grant new promotions or strength for basic units. Generally finishing a specialized branch offers a very good reward, though it is purchased at the price of not specializing in other areas. This allows the mod to have a more consistently medieval feel, while maintaining a sense of progression and reward.
Hmm I like that, an interesting tradeoff between "wide" and "tall" empires. But "Patent" sounds like something from the patent office, maybe a "Charter" or something else?Finally, expanding will be tied to a specialization in the tech tree. Training settlers will now require a kind of "Patent" or permission from the ruler. Most civs will begin with two or three Patents, but in order to expand beyond that they will have to invest in the expansion branch of the tech tree.
I'm not sure how he (she?) is dealing with curbing expansion, though I'm sure it's brilliant! For my simple purposes, I plan on having a Governor's house in all cities outside the capital that will require maintenance in the form of gold and food. I'm hoping to balance this such that, like GalCiv, new cities are a drain on the economy until they reach a target pop.... like 4 or 5. Most of the upper echelon buildings (and the only buildings that will have specialist slots) will also require a minimum population. Some of the expansion techs will open up new government types that will reduce the cost of expanding. Evil aligned civs will have a much easier time expanding.Will there be some form of research "maintenance" cost for owning many techs/cities a la Pazyryk's mod?
Sounds good!maybe a "Charter" or something else?
Yeah, I'd much rather have farms in the mod, but I think this is the best workaround for the farm replace crash. Also I plan on introducing two new map resources, so there will be more variety in the look of the map.BTW I kind of missed being able to build Farms, or at least have a variety of Improvement choices other than Village, being able to influence production toward specific yields.
I think I will have version 8 out today or tomorrow. It provides fixes for lots of problems including the spell effect crash I introduced with v.7. It will also include dynamic city names for several civs.Thanks for heads-up, all looks good, I am looking forward to the updates. Any ETA for them?
I'm not sure, technically, how to extend the religious system for CS. Right now that just doesn't exist. That said, I don't think it would add much for human players if CS had their own pantheons.So for example Zhentil Keep will have 'a Bane' pantheon(and some relevant bonus), but that would'nt interfer with your already set system of only 12 religions, as they will will/could just converse the followers of the pantheons mentioned.
For my simple purposes, I plan on having a Governor's house in all cities outside the capital that will require maintenance in the form of gold and food. I'm hoping to balance this such that, like GalCiv, new cities are a drain on the economy until they reach a target pop.... like 4 or 5.
I plan on removing the concept of "science" as much as possible, including Great Scientists, and there will not be a research oriented tech branch with libraries, universities, etc. The only way to generate additional research will be through specialists (all will generate some research) and possibly conversion of excess happiness.
Ah I hadn't heard about that crash.. damn Civ5 modding engine lol Would it be possible to allow "Plantation" or something as a pseudo-Farm, so there would be some alternate choice to mass Villages if you want to prioritize Food over Gold, and something to put on on top of Wheat etc? I'm always glad to have more resources in any case. I can't emphasize enough how cool it is to have a decent selection of buildings that are only buildable in certain environments (near river/ mountain) or can interact with the local resources (eg Stone Works in a Marble-rich area). That adds flavor to the micromanagement and keeps every city's building chain from being the same.Yeah, I'd much rather have farms in the mod, but I think this is the best workaround for the farm replace crash. Also I plan on introducing two new map resources, so there will be more variety in the look of the map.
What you seem to want is a playable Zhentil Keep civilization, and this has been suggested a few times. But given the scenario map layout, you'd have to decide between having Cormanthor or Zhentil Keep in the scenario.
Okay, my misunderstanding. Actually I would much prefer your idea to the way I have developed "religion", and in fact was the way I had designed the pantheons originally. Turns out that I wasn't technically capable enough to make that kind of system work.What i meant is that in the vanilla game you can get a pantheon, and keep it even when 'all religions' was been establish. Given that there are an almost unlimited number of deities in the forgotten realms, I thought that if it was possible to introduce some minor deities(modded pantheons) to the game it would add to flavor!
Still in my Deity Drow game on v.8. Things I noticed:
- Some city names pop up with _TXT_-something something (Amn). I've also seen several city duos sharing names even if distant by several hexes (Riatavin).
- Baldur's Gate gets rolled over by Amn/Cormyr third game in a row for me. Maybe it needs a boost.
...
- Underdark is a free ride. It really needs to be denser or surface civs encouraged to descend to make it more competitive.
I'd rather see an expanded surface map and the underdark dropped altogether.