Hi, just curious if you have a basic guide showing descriptions of the Faerun BNW Leaders, Resources, Buildings, Wonders, etc? I looked around for a link, but didn't see anything. Thanks, and amazing work!!!!!
Hello, framedarchitect, how do you do? I really enjoyed Civ5 Faerun mod, and I would gladly contribute for the Civ6 version, if you are still working on it. I read you were about to release an alpha in February, but nothing came out since then. Let us know what is going on, as I said, I am ready to patronize.
I have concept art, designs, and illustrations for Cormanthyr - from units to heroes to events. All 2D art. Left overs from a graphic novel project from the early days of the DMsGuild I've since turned into a loose art book to explore at will. Would you be interested in these for your FR mod? Sample of the art - https://imagizer.imageshack.us/a/img921/2303/Gd4RCf.jpg
Hey I'm a modder-in-training and I'd love to know how you managed to add a whole new mechanic to the game in health and plague. As in how to make it appear on the toolbar and make it.. work in the game basically hahaha
Zyxpsilon, I didn't use any "gimmicky trick" to create the leader screens; I used photoshop. And just a slight correction here... the Andean scenario is not "hangman's" -- it was a collaborative effort. We are co-authors.
I am trying to update Native Wonders, and I noticed you posted something on a similar mod's thread "No building of world wonders by AI" that had the same exact coding that Native Wonders uses... so I thought you might be able to help me figure out how to do that, but for custom wonders? For whatever reason, the old coding Native Wonders was using is outdated and won't work for it. I know nothing about coding, I was just copy+pasting! Thanks for any help you can give me! I can also send you my version of the mod as it is now if you need to take a look at it!
bismark439, as I wrote in a post on Steam I removed my mods due to technical difficulties and Steam's lack of support. Regarding the New Kingdom Scenario, you are very welcome to use any of the code in the mod; the two relevant files are AES_Functions.lua and AES_Main.lua.
Thank you for contributing such excellent mods to the community! They are truly the most well polished and engaging I have had the pleasure of trying. In fact, you inspired me to attempt a mod of my own. Of course, I lost patience and the mod never came to fruition, but you inspired me nonetheless! Again, thank you.
@Treehawk The best way to communicate is probably through the Steam friends chat tab, as it's obvious there when friends are available. You can add me on Steam if that works for you (id = FramedArchitecture)
Ok I have opened your mod up and am looking it over (ok - more like seriously studying it) in preperation to try a few things. One question I have before I begin messing with this is what is preventing the cleric from being able to Remove Heresy (among a few other things). I am looking over the coding but no where nearly skilled enough yet to catch just what you have done here. I ask because of my interest in diversifying your tech tree to expand on the classes as I mentioned, and one of the ones that you have already mapped into the tree is the cleric class, so I thought I might start there for my tests. I can give you an email address if this is not a good place to answer that.