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Faerun

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

  1. Deon

    Deon Lt. of Mordor

    Joined:
    Jan 13, 2008
    Messages:
    2,956
    Location:
    St.Petersburg, Russian Federation
    While I remember.

    1) When there's no tech for embassy, it says that the nation "does not have writing yet". Probably something in text files to fix.
    2) For some reason when I moused over copper, it said that it requires "ancient lore" to use while nothing is mentioned in the tech.
    3) Amn with their Shadow Thieves Guild could have a bit different Unique Power. Something along the line of Extra Spy at some tech which unlocks constebliaries.
     
  2. Deon

    Deon Lt. of Mordor

    Joined:
    Jan 13, 2008
    Messages:
    2,956
    Location:
    St.Petersburg, Russian Federation
    I can reskin units to look like orcs and drow if someone shows me a tutorial with links to programs to view the result on units :D (I know how to work with Civ4/5 DDS files). I cannot seem to be able to see units with Nexus from Modbuddy... The graphical view is blue background with no unit when I open the .fxsxml file.

     
  3. Force2reckon

    Force2reckon Chieftain

    Joined:
    Aug 29, 2013
    Messages:
    11
    First, love this, obviously there's still spit and polish to be rubbed on as well as some elbow grease to be applied but you've shown a solid understanding of that.

    I do have one quick question, do you intend to have a BNW update to the mod? Doesn't necessarily have to be soon, I'd just love to see how that would be implemented :p
     
  4. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    No, I have no plans to continue adding content for this mod or updating it for compatibility with new EPs. However, if users report major bugs and or awful gameplay elements, I may issue small updates for fixes.

    I highly recommend trying out some of the better and more extensive fantasy type mods now available.
     
  5. Zavaleta

    Zavaleta Chieftain

    Joined:
    Jul 22, 2011
    Messages:
    18
    Could you make some suggestions? I have had a hard time finding any. Thanks
     
  6. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    I'm sorry for the long delay but there are two Ice and Fire mods that I know of that are fairly comprehensive, as well as an early version of Ea, a non-derivative fantasy world.
     
  7. orlanth

    orlanth Storm God. Yarr!

    Joined:
    Nov 17, 2001
    Messages:
    1,776
    Well don't knock it; I actually think this is a quite fun and well designed mod & still like to play it from time to time :king::goodjob:
     
  8. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Changes for v.14
    • Mod now properly loads/unloads DLC
    • Barbarians now spawn properly on all map types
    • New barbarian type: Wolves
    • Increased the chance of Ogre barbarian events
    • Expanded Free Techs for AI on all difficulties
    • Reduced building and unit costs slightly
    • Tier 2 Tech costs reduced by 15%
    • Tier 3+ Tech costs reduced slightly
    • Increased base City Defense
    • Increased Fire Walls Defense
    • Increased maintenance cost of Governor's Mansion
    • Allied Minor Civs no longer provide expansion Charters
    • Reduced Minor gold gift values
    • Enchantment Spell Tree balance
    • Charm Person spell now functions as per help text
    • Radiant Shield weave bonus reduced and capped at 1000
    • Updated Tooltips for units, features, buildings
    • Trade Screen tooltips display proper Tech requirements
    • Deep Imaskar now provides a free building as per help text
    • The Pyramids provide a free expansion Charter
    • Added new splash screens for eight wonders
    • New version of the Assassin's Guild wonder
    • New Unique Buildings for Amn and Chondath Civs
    • Updated trait for the Drow Civ
    • Scenario map updates for civ placement and natural features
    • Timber generates more broadly, but in smaller pools
    • Added new strategic resource: Robes +1 (produced at Sorceror's Tower)
    • Added defensive upgrade path for non-UU Arcanists (requires Robes +1 resource)
    • Reduced Explorer combat strength and cost
    • Clerics no longer take attrition damage in hostile religious tiles
    • Ranger heroes now require an improvement sacrifice as per help text
    • Unique ranged heroes now accurately level within their class
    • Added selection sounds for all new units
    • All database entries are now in sql format
     
  9. orlanth

    orlanth Storm God. Yarr!

    Joined:
    Nov 17, 2001
    Messages:
    1,776
    Nice update I'm enjoying it :goodjob:
    It seems quite hard to get any more expansion Charters, which was actually good on the scenario map but less so on a large random one; maybe enable a way to get them by spending Weave Energy at escalating cost?
    When the map is near one of the new Orc units a bunch of ray-shaped graphical artifacts show up on my PC (Windows 7 using directx 11); otherwise no issues so far.
     
  10. PawelS

    PawelS Ancient Druid

    Joined:
    Dec 11, 2003
    Messages:
    2,803
    Location:
    Poland
    When I played this mod long ago, it was already pretty good, but when I recently started playing it again, I must admit it got much better :) Especially I like the addition of Charters that limit expansion. (Perhaps there should be more of them on larger map sizes.)

    I noticed something strange though - creating a religion made my Faith go negative. After founding the Cult of Torm I have -19409 Faith. I'm playing on Marathon speed, but I don't know if I manage to produce so much Faith until the end of the game. So I can't buy any religious units or buildings. I don't think it's intentional, so it must be a bug...
     
  11. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
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    Location:
    Missouri
    Definitely a bug, and unfortunately I haven't been able to replicate this in my own tests. I will keep looking for the source of this error, as it really ruins the game from that point on.

    EDIT:
    This was a bug in how I calculated the Faith refunded to player upon founding a Pantheon; I had not take into account the FaithPercent variable on gamespeeds other than Standard. Fixed and will be part of v.15 update.
     
  12. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
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    798
    Location:
    Missouri
    This may impact the fun on large maps, so I will think about adding additional starting charters on large and huge map scripts (not the scenario maps, though).

    That graphical issue for that unit model has been reported for both this mod and Ea, so I presume it has to do with one of the display settings that I never use or a driver issue. I would like to get a handle on this so I could report this to the unit model creator... Could you tell me which Video Options you use (e.g. Screen Resolution, Anti-aliasing pixels, Shadow Quality, etc.)?
     
  13. PawelS

    PawelS Ancient Druid

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    Location:
    Poland
    Do you need a save before it happens?
     
  14. orlanth

    orlanth Storm God. Yarr!

    Joined:
    Nov 17, 2001
    Messages:
    1,776
    ok here are my graphics settings:
    Directx 11
    AMD Radeon HD 6900
    1280x800 windowed
    anti-aliasing 4x MSAA
    vsync on
    gpu texture decode on
    all quality settings: high
     
  15. HahnHolio

    HahnHolio Warlord

    Joined:
    May 15, 2004
    Messages:
    138
    Location:
    Germany
    Hi all!
    just returned to civ from some time off and found this very nice mod,but ...
    i do get the strange 'invalid map file' error and i cant even select the maps in the advanced setup as they are all reded out ...

    couldnt really find any enlightening solutions on the forums, so i wanted to ask if the maps were eventually made with another patch or something?!

    thx for your time and help in advance

    HahnHolio
     
  16. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
    Mar 25, 2012
    Messages:
    798
    Location:
    Missouri
    Hey Deon thanks for all your comments; I used several of your criticisms to improve v.14. On this specific issue, that is a mere graphical glitch that wont show the down arrow on that scroll bar. You are still able to scroll all the way up and down by manually moving the scroll bar or using the mouse wheel.
    I think this is the issue with that unit model, as it was the only setting I cannot test on my laptop. I'll look at that setting more closely on another PC.

    My first thought on this issue was that it is related to mac users and their game setup interface, because I have never been able to replicate this problem on any of my PCs. Do you use a mac? If not, are you using the standard install path for mods?
     
  17. HahnHolio

    HahnHolio Warlord

    Joined:
    May 15, 2004
    Messages:
    138
    Location:
    Germany
    yes, i do use the standard install path: user\documents\my games ... u know what i mean ^^
    still, for some mods i´ve tried i get the invalid map file thingy, but not for all modded maps, which in turn brought me to the idea of eventual differing version numbers at the time of the map creation ...
    just a thought tho, no idea if that impacts at all ...
     
  18. Caelum

    Caelum Chieftain

    Joined:
    Dec 9, 2010
    Messages:
    16
    Location:
    Michigan, USA
    Congrats on the Kotaku recognition! Been a fan since I first got back into Civ 5.
     
  19. FramedArchitect

    FramedArchitect Reluctant Modder

    Joined:
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    Messages:
    798
    Location:
    Missouri
    Changes for v.15
    • Adds custom music track for all civs (see readme.txt for details)
    • Adds a Fisherman specialist (Lighthouse)
    • Small changes to unit required resources
    • Small update for Scenario Maps
    • Faith Refund bug fixed

    Note that v.15 is now 75mb (up from 22)! If there is demand for the pre-music version I can make that available via an alternate link.

    What's a kotaku?
     
  20. Caelum

    Caelum Chieftain

    Joined:
    Dec 9, 2010
    Messages:
    16
    Location:
    Michigan, USA
    Kotaku is a game news website. Link to article
     

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