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Faerun

Discussion in 'Civ5 - Modpacks' started by FramedArchitect, Dec 16, 2012.

  1. FramedArchitect

    FramedArchitect Reluctant Modder

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    v.13 is a small update that brings back farms as a buildable improvement and some other small bug fixes.
     
  2. FramedArchitect

    FramedArchitect Reluctant Modder

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    The Faerun Civs Pack (v.3) allows you to add a few Faerun Civs to a regular GnK game:

    Choose from six Civs inspired by some of the Forgotten Realms' most memorable kingdoms. Each Civ has a unique Trait, Building, and Unit.

    Amn: A trading kindom ruled by wealthy merchants.
    Baldur's Gate: A maritime civilization, powerful both on land and sea.
    Cormanthor: Elven forest kingdom, focused on culture and great people.
    Dambrath: Drow civilization focused on war and culture.
    Mithral Hall: Dwarven kingdom, focused on mining and production.
    Thay: A kingdom ruled by necromancers, bent on dominating their neighbors.

    Requires Gods & Kings Expansion to Load. Fantasy.
     
  3. Treehawk

    Treehawk Chieftain

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    Florida
    FA, I just tried to download the V13 from here and am getting a bad address message and no options to DL the latest mod. Can you check to make sure that it is a problem here and not something on my end? I have tried a few times and cannot figure out what the error could be if it is originating on my PC. This is the address that is copied over from the links here.

    http://forums.civfanatics.com/downloads.php?do=file&id=20811&act=down

    Thanks (and thanks for bringing the CIV pack over for us.)

    EDIT: Yes, it seems that FireFox was the problem, I was able to get it with Chrome just fine. Thanks for the idea Akiva.
     
  4. Akiva

    Akiva Chieftain

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    Montreal
    I got a "file unavailable" when using FireFox (Mac) but was successful in dl'ing with Safari.
     
  5. Akiva

    Akiva Chieftain

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    FA you built such a beautiful and accurate map. Are the starting locations supposed to be random?
     
  6. compubacter

    compubacter Chieftain

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    Thanks for a fun mod. Big fan of FR and Civ and I hope this mod stays active.

    After buying "Discern Location" from the Divination tree shrines do not give increased gold.
     
  7. Decuis

    Decuis Chieftain

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    Aug 26, 2013
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    Hey I love this mod but for me the charters ruin it a bit. Is there an easy way to remove them from the mod or would it be a complicated endeavour? (Bare in mind im relatively new to modding Civ5 apart from creating a few maps for personal use, im pretty experienced in modding other games though so I doubt it would take me long to learn) The main problem I have is that I always out pace the AI in this game, more so in this mod, I think this due to the "restrictions" on founding new cities (IE I always end up having 6+ cities whilst the majority of the AI Civs still have 2-4, this is because i dominate the City States nearest to me early in the game, in this mod anyway since getting charters to build more cities is the quickest way to getting an "Empire" & then dominating the AI Civs). Can anyone point me in the right direction?
     
  8. Treehawk

    Treehawk Chieftain

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    Actually I liked the charters and (while you did not mention it) the limitations he put in for building unique units - the two pricinciples work well together over the course of the scenario.

    However, on other points I run into the same thing as you seem to. I add in two other Mods (contrary to FA's statement not to add anything to Faerun - just cannot help myself) that I have found improve it quite a bit and bring another layer of unknown development into the game. Charter or not, the problem you mention is the bane of the expansionist player or so I have come to believe - the AI just does not keep up and once you get far enough ahead it turns into a steamroller effect.

    FA is likely to come here & slap me for even suggested this but...
    :)mischief:types fast and ducks quickly)

    The first is one of FA's other fantasitic mods - Militia Defense

    http://forums.civfanatics.com/showthread.php?t=495011

    Generates a temporary milita to defend any Civ that is attacked.

    The other is one by Daviiadams - City State Expansion (Extra Cities)

    http://forums.civfanatics.com/showthread.php?t=468738

    Grants the CS the ability to spawn one or two (based on parameters) additional CS nearby, allowing growth and expansion of the CS similar (but limited) to an AI Civ.

    These beef up the CS and provides a defense for all the Civs that I end up attacking, both of which play out very well within the Faerun (and most other) Mod. It seems like these additional (expanded) CityStates make the other Major Civs more expansion/warring active (if the CS are not growing fast enough for you reduce the number of them you are starting with as the more CS there are the slower they expand - I tend to use 12-15 CS for a nice growth rate), and it populates the map with these additional minor civs that add a nice flavor and a new tactical consideration that was missing (IMHO - is missing in most scenarios as the CS always seem like singular entities that just wait around to be conquored or bought).

    Unless I am mistaken, the major Civs are able to acquire additional charters through these secondary and tieritary CS, so that may be why they appear to expand more while using these mods; or if it is something in the AI that is causing their more aggressive attitude - perhaps the expanding CS are encrouching and the AI counters it by expanding themselves. Not sure to be honest - I cannot figure out just how to check but I do see a big differance with and without these two in place.

    If he cannot remove the charters, you might try something like this - it made a huge differance for me.

    Now if I could just figure out how to restore the cleric's abilties to Faerun (remove heresy, etc.) or expand the tech tree to buff the class further.
     
  9. Catan_Settler

    Catan_Settler Prince

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    Hey dude, Militia Defense? Are you aware that this mod already has that built into it? There's a tech you take near the end of the tree that activates it and then when you get attacked it spawns your militia. AI uses it a lot as it is, I'm wondering if putting another mod that does the same thing... doubles the amount of militia that spawn? Dang that must be nuts hahaha!

    I like the charters though, and to your point of steamroller hey don't blame the mod for that. It's just shoddy AI programming. Glad to see we have a new version out but really hoping someone enables MP in this at some point. I have pretty much played it out as much as I want to do vs the AI cause it really does get boring against the AI with its horrid tactics and whatnot. Quite enjoy the mod and unique mechanics with it, just need some better opponents now to keep it on the replay list. :scan:
     
  10. Treehawk

    Treehawk Chieftain

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    Yes, I know it is there and applies the effect much later in the game (as soon as anyone researches it), but the inclusion of the seperate Mod seems to bring it to an active status much sooner - when the AI needs it far more IMO. I am not sure if it is adding additional units though, it might be. I guess only FA can actually answer if this is true (the additional units) or if I am just enjoying an unpredicted glitch of some sort by layering the one onto the other. I think that having the defense as early as possible for the AI is better than waiting until "I" - it seems that I am always ahead of the AI so until I research it no one gets it - acquire it and the AI can finally use it.

    Speaking of quirks from doing what I was told not to (including any Mods with this), I did learn NOT to use Really Advanced Set-Up in this mod. I founf that if you add any start-up cash, etc., it grants that amount every turn, not just at the start of the game as it normally did. I discovered this after not resetting my RAS menu, before loading up a new game with this mod, and was scoring 1000 gold every turn.

    I was also previously able to load in a few of the newer WOW CIVs into the main Faerun conversion Mod (which actually meshed very well), but after the last patch it will not let me include these anymore. That created some variety that as you said, dies out after playing the scenario over and over. Now I am at the point of meshing together several unrelated mods, fantasy civs and other fantasy/medieval period enhancements to try to generate a "new" adhoc fantasy based medieval scenario, as I spend the rest of my time trying to learn to mod this crazy game.
     
  11. alekssandros

    alekssandros Chieftain

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    I istalled the BNW DLC and the problem with maps solved but the wrong menus and cities names still there :S )testing on v.13 too)

    I copy the errors that appear on the loading screen

    -Unable to load texture [ButtonSidesGold_Left.dds]

    this shows up many many times

    -Undentified Style [Grid9Detail162] in [Assets/UI/Ingame/Munus/GameMenu]
    -Unable to load texture [Assets/DLC/Expansion/UI/Art/Control/TopFrame_MainMenu_Detail.dds]

    I hope this help :S
     
  12. FramedArchitect

    FramedArchitect Reluctant Modder

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    To play this mod you must have GnK and uninstall (if you have it) BNW. To uninstall BNW, go the DLC menu from the main menu and de-select BNW.
     
  13. Decuis

    Decuis Chieftain

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    The limitations on certain units annoyed me lol. Only being able to build 4 broadswords men despite having more than 4 +1 weapons was irritating to say the least haha. In my last game I just left them out altogether & mass spamed an army of shortswords men backed up with a fair helping of clerics & mages, they were unstoppable :D

    Aye I notice this issue in the base game, the charters just seem to make it a bit worse, at least when it comes to my style of play. I have to say I do like the idea of charters though, as you say the problem lies with the AI & the base game rather than the mod itself.

    Anyway thanks for the mod suggestions, I'll give them a go & see if it helps. If anything though I may have to learn how to mod this game & see if I can change this mod for my personal use.
     
  14. alekssandros

    alekssandros Chieftain

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    ofcourse, the BNW uninstallation is AUTO

    can be because my Civ 5 is on spanish? the menus errors I say
     
  15. Stiflex

    Stiflex Chieftain

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  16. FramedArchitect

    FramedArchitect Reluctant Modder

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    It's excruciating for me to watch this... so many flaws in this mod.
     
  17. Deon

    Deon Lt. of Mordor

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    The tech tree does not scroll all the way down, any way to fix that? :)
     
  18. Deon

    Deon Lt. of Mordor

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    Radiant Shield is WAAAY overpowered. Reducing 100 to 5 or 10 should be fine. I got like 1500 free culture...

    P.S. Some bugs I've spotted.

    1) The Shining Citadel is called "The Shinging citadel".
    2) Deep Imaskar does not provide a free sorcerer's tower how its description states.
    3) After building a temple to Helm my faith went down to something around -4800.
     
  19. kylesailor

    kylesailor Chieftain

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    I downloaded the scenario, made it a folder, and put it in the mods folder. When I launch the mod, it says "configuring gameplay data" for a while, then returns to the main menu. I've tried deleting and re-downloading the mod, but it didn't help. I have Civilization V G&K on Mac, from the App store. What should I do?
     
  20. Deon

    Deon Lt. of Mordor

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    Okay, so I've played a game as Khazad Mithril Hall and I love it so far.

    It has a potential to be a Civ5's Fall from Heaven (not in terms of unique lore, Kael made an unique world and FFH has a content enough to write a few books), it's almost as fun. By "almost as fun" I mean that it requires a lot of polish and work, and you already know that.

    Thoughts so far.

    1) I love the "charter resource for settlers" mechanic, it keeps the maps with a lot of wilderness and removes overexpansion which turns everything into a domination victory attempt.
    2) However I did not see any barbarians, were they removed? Adding wild animals and wild orcs plus bandits would make those unsettled areas much more fun.
    3) Some aspects are really unbalanced and I would love to see them addressed sooner than later. Namely culture bonus from Radiant Shield. Also I am not sure how would "specialists require less food" from Illusion plus "+1 food from specialist" (1st spell tree, I don't remember the name) work, would it make absolutely free specialists? Please look into that.
    4) I feel like walls should add 1.2-1.5 more str to cities. A huge amount of strong siege units accessible early (wizards) makes taking cities from AI too easy (and AI does not position them well, so they are easily killed). Also making walls one of first priorities for AI would be nice, I've seen very developed cities without walls late in the game.
    5) Faith is underdeveloped, and some bugs with it did not allow me to test it well.
    6) The list of starting techs is a bit too big in my opinion. I like the overall tech tree, but combining a few starting techs would be nice (especially religions once). It should help the AI in the first place.

    The general impression is amazing. I hope you gather a small team which will help you with porting fantasy models and making proper art. I may be able to help you with some art later, once I am done with two mods I am working on. Keep up the great work!
     

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