Faerun

Incredible mod, thank you.

Some issues.

I just lost my first game, and I have no idea why, reloading seems to indicate that someone had a magical victory, could be a bit more clear.

Took me a long while before I understood that no religions would be founded, and what faith was for, again, a bit to subtle.

Could just be me being stupid of course, but still, we are people to! ;)

Wizards seems broken and/or overpowered.
Mine can range attack an infinite amount of times, only does like 1 or 2 damage but still.

One wizard in a city make that city invincible, I took out any unit entering within 2 tiles, no matter how many there were.

And not that it mattered at that point but each 1 point hit gave the wizard 2 xp, so within 4 units or so he was max lvl.

Also worked for hero wizards, although at one point all heroes stopped getting XP and lvl's/promotions, is lvl 4 max?

If wizards attacks are supposed to consume weave or faith, they do not, this would have been an understandable mechanic.

Still, the most fun I have had in civ for some time
 
Anyhow, if you'd like to add your changes to the base mod I can add you as a developer on the project (requires a SourceForge account). It is an interesting approach you are making.

Hi, well, for the great mages and great sages, I don't know if my approach is interesting, it's basically the original system, but hopefully a bit more lore friendly.
I'm trying to do something a bit more original for the archaeology replacement though.


FramedArchitect said:
My only edits to CO.lua was to disable the great works panes, which I think is commented at each change. It's not messy really (the UI coding for expansion2 is elegant compared to vanilla) but it's all hard-coded which is an unwelcome change from previous expansion. Why not make this modular like the specialist slots?

What do you mean by "Why not make this modular like the specialist slots" ?

I use this workaround for now: http://forums.civfanatics.com/showthread.php?t=502408


By the way, about the scout tower CTD, maybe you've found the cause since then. But if not, I'm almost certain it's caused by a conflict with Civilization_UnitClassOverrides in FS_Civilizations.sql. Line 362 the lancer is removed from the Minor unit list. I've tried to spawn units from this list with Building_FreeUnits and every one of them crashes the game. If the line is removed the lancer spawns as intended.
 
why does everything say TXT_KEY_TECH or TXT_KEY_CITY OR TXT_KEY_UNIT EXT..

also i could not choose a leader everything is blank just installed v.5 for BNW
 
Wizards seems broken and/or overpowered.
Mine can range attack an infinite amount of times, only does like 1 or 2 damage but still.

Firaxis bug, not mine. They changed the way Ranged support fire promotion works. So for now if you don't want this effect in your game, don't choose the Radiant Shield spell in the Evocation branch.
 
Firaxis bug, not mine. They changed the way Ranged support fire promotion works. So for now if you don't want this effect in your game, don't choose the Radiant Shield spell in the Evocation branch.

Ah, that explains it, as I started another game and wizards did not behave this way and I figured it was a one time bug, then all of a sudden it appeared again, I tracked it down to a spell but did not know which one.

Thank you for the clarification.
 
BNW v.6 Changes:

  • Policy TT updates
  • Heroes TT updates
  • Buildings TT updates
  • Quest TT updates
  • Changed Radiant Shield spell mechanic: Reflects damage to adjacent attacker based on Arcanist level
  • Reworked Top panel for better clarity on Religion and Hero quests
  • Added a help popup at begin game
  • Short-swords now require Iron
  • Arcanist base Strength increased
  • Governor Mansion maintenance decreased

Available via link in initial post.
 
Hello. Getting a CTD error on Barbarian turn processing at the end of Turn 78. Scout Tower was built a long time ago.

Running Windows 7 x64, running the latest version of Civ V, with only Faerun BNW v.6 and Faerun Music mods loaded. Running the Faerun+Underdark Scenario, playing as Mithral Hall, on the "Epic" time scale, and Prince difficulty.

Any ideas? Or any other information I could give to possibly fix this?
 
Just a quick question, where is the hero quests allowed turn time set? Currently 40 turn in my marathon game. BTW, great mod, really enjoying it.

Edit: Also a couple of thing,

1 . Where is the zombie spawn chance from crypts set?

2. I noticed that the witch king unit 'siphons' culture from foes, but I do not understand the mechanic. When a cleric kills a unit I see the +2 culture, however the witch king does not work this way??
 
How does religion work?
I love the quests, wish I knew if they will keep popping up as antiquities sites?

Great Mod thanks for your working making a fun game.
 
Questions:

  • What do Great Artists do now? Only building I've noticed that stores a work of art (Writing) is the uh... War Memorial, or uh, whatever that National Wonder is that gives Morale to new troops
  • For some reason... putting a Mine on top of my Mithril gives it +1 Culture. If I replace it with the Manufactory, I'll lose that +1 Culture. What is making it so that mines give +1 Culture for Mithril? (Playing as Mithril Hall)
 
hello and thank you for your work.
i'm trying the bnw v6 and i'm not sure everything is as it should: I can only choose one civ or random leader; in the city i have, from the very beginning, stuff in the building list that shouldnt be there (airport, colosseum etc, plus all the wonders from the vanilla game) and units like cleric of x (all of them, even though i dont have the necessary cult); and i start with a cacofiend, way too strong a unit for the beginning.
i don't have other mods installed; i had the faerun for gk v16, which worked just fine.
any suggestions?
 
Hello. Getting a CTD error on Barbarian turn... Or any other information I could give to possibly fix this?
This may be related to the AI religion spread. I have v.7 nearly ready that may solve such issues. If you want to send me the lua and database logs, that may help!

1.where is the hero quests allowed turn time set? ...

2 . Where is the zombie spawn chance from crypts set?

3. I noticed that the witch king unit 'siphons' culture from foes, but I do not understand the mechanic. When a cleric kills a unit I see the +2 culture, however the witch king does not work this way??

1. In "Faerun_Defines.lua" : g_PilgrimageTurns = 40 - (10 * PreGame.GetGameSpeed())
2. In "FS_Setup.sql": FAERUN_SPELL_ZOMBIE_RATE
3. Does culture not increase after kills?

How does religion work?
Well it works just as in base game, but spreads differently. The top panel tooltip gives most information on this.

Questions:
1.What do Great Artists do now?
2. Mine on top of my Mithril gives it +1 Culture.
1. Nothing (or possibly a golden age? I have not tested). I suppose I should delete them from the game.
2. Yes this is as it should be. It is a global bonus for any civ.
... I can only choose one civ or random leader; in the city i have, from the very beginning, stuff in the building list that shouldnt be there (airport, colosseum etc, plus all the wonders from the vanilla game)
Hi, are you running the mod under windows and with the latest version of the game? Also do you have both GnK and BNW installed?
 
Hi Great game by the way, It drew me back to playing CivV again for your BNW expansion. I've played Rauthauvyr for Sembia, and the Baldur's Gate civ as well. In both games the Spellplague ended the game for me way too quick.

To make the game last longer.... make the prereq's for Spellplague more difficult. Maybe making the masters of war, politics, nature, etc more difficult to attain. Either making the research longer, or more time consuming adding an event to make it possible to research it. Example: War - by declaring war on another civ. Politics, by researching a tech such as Constitution, Nature by building a druid or a treant. Otherwise it was great, love the Storm Giant, and the Emerald Dragon! Thanks for your continued work on this mod. :goodjob:
 
This may be related to the AI religion spread. I have v.7 nearly ready that may solve such issues. If you want to send me the lua and database logs, that may help!

1. Nothing (or possibly a golden age? I have not tested). I suppose I should delete them from the game.
2. Yes this is as it should be. It is a global bonus for any civ.

Thanks. I'll try and figure out how to get those logs for you, I think you may have mentioned it in an earlier post. Or at the very least they'll be ready in the future. Eventually I was able to continue.

As for the Artists, Yeah, I've used them to give myself golden ages. I just noticed they don't give any sort of building.

And nice to know about the mithril. I ask since it isn't listed as a bonus in the civlopedia. Thanks again!

Another thing I did notice though... is that the demon you summon from that policy/spell, the one represented by the red samurais... I've noticed that if he kills a unit that has some respawn ability (Like the Fantastic Flying Machine), that it won't proc his "Heal on Death" ability. This may also be true for the likes of Heroes that are respawned via an Alignment policy. Is this your intention that he doesn't get healed, or an oversight due to the oddly functioning game mechanics?
 
.... I've noticed that if he kills a unit that has some respawn ability (Like the Fantastic Flying Machine), that it won't proc his "Heal on Death" ability.
Technically, the defeated unit in question does not actually die. The game event used is even called "CanSaveUnit", which is the same effect as in the Firaxis Civil War scenario for generals. So it seems right to me that on death effects won't proc for this ability. Note, however, that EndCombat spells and abilities (like Acid Fog) do proc even if the defeated unit is saved from death.
 
Ah, I see. Thanks!

Another question to toss your way: In many cases the manufactory improvement seems to be a trade off or sometimes a debuff on things like mountains with mithral (you lose the culture bonus) or gems (you lose gold), especially interacting to Mithral Hall's racial ability for bonuses on mines. Furthermore, putting a manufactory on Gold disqualifies the closest city for the Mint building. Is this something that you might plan to change, as Great Person buildings should generally be an overall improvement, especially when replacing mines? Or do you think they're fine as they are, and shouldn't be used as an attempt at super-tiles?

No other questions/comments I can think of at the moment... other than it seems you'll lose your ability to spend faith on units if you don't have a majority religion, seeming to be a trade off for multi-faith attempts done through Hero quests. I currently have about ~7000 faith saved up.
 
@FramedArchitect "are you running the mod under windows and with the latest version of the game? Also do you have both GnK and BNW installed?"
hello. yes, windows 7, 64 bits; civ version is 1.0.3.18, I dont know if its the latest. also, I am sure I have BNW, but not sure if I have GK, but when I used your mod for GK it worked perfectly, so I assume I also have GK.
thank you for the quick response.
 
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