Faerun

Other notable things (Not sure if these were mentioned earlier):

  • You can still build specialist arcanists (Conjurers, Abjurers, etc) as well as the Wizard hero after the Spellplague
  • I noticed I killed a Treant and it respawned at half health at the enemy city. Is that getting picked up by the hero respawn mechanics?
  • There sometimes seems to be some odd tracking issues with lumber particulary. I've traded for it in the past and I end up not recieving anything. Also do buildings permanently take up a required strategic resource?
  • Why do enemy Militia spawn in the middle of my turn? It's a bit infuriating when you've made tactical commitments only to be undone by Militia that just pop out of nowhere and you can't proper react.
 
While playing as Thay I noticed that you can't use your trade routes for internal food boost.
This is probably because Thay's UB the slave market replaces the granary, but I don't know if it is an oversight or intentional?
 
... Great Person buildings should generally be an overall improvement, especially when replacing mines? ...
I agree that the GP improvements should improve all strategic resources.
1. You can still build specialist arcanists (Conjurers, Abjurers, etc) as well as the Wizard hero after the Spellplague
2. I noticed I killed a Treant and it respawned at half health at the enemy city. Is that getting picked up by the hero respawn mechanics?
3. There sometimes seems to be some odd tracking issues with lumber particulary. I've traded for it in the past and I end up not recieving anything. Also do buildings permanently take up a required strategic resource?
4. Why do enemy Militia spawn in the middle of my turn? It's a bit infuriating when you've made tactical commitments only to be undone by Militia that just pop out of nowhere and you can't proper react.
1. Thank you for the report! 2. Yes "saved from death" results in a health hit. 3. I think the resources for buildings work as they do units. I never noticed an oddity with lumber trades. 4. Militia spawn the instant an enemy unit enters hostile territory. Is this an issue?
While playing as Thay I noticed that you can't use your trade routes for internal food boost...
Oh thanks for the report. My thinking is that this may be hard-coded to the granary building. Are there any base game civs that have a unique granary?
 
I agree that the GP improvements should improve all strategic resources.
Ah, okay. So I guess perhaps the easy fix would be for GP Improvements to qualify for racial/building bonuses, provided they're on the right resource?

2. Yes "saved from death" results in a health hit.
The treant isn't a hero though that qualifies for "saved from death" though, right? It's just a spawn from one of the Druid's special abilities.

4. Militia spawn the instant an enemy unit enters hostile territory. Is this an issue?
Hmmmm... I was already in hostile territory when it happened. I'll have to go back and take a look at it. It happened after I had already moved units inside of the territory already... Perhaps the militia cooldown had just ended... in which case my units in enemy territory already didn't trigger the militia spawn... and I took those moves earlier in my turn... but somewhere else later in my turn I moved one of my units at the -edge- of the enemy border -into- enemy territory, and that triggered the militia, seemed to trigger it mid-turn.

So theoretically, If your units are inside enemy territory before the cooldown is over, they won't trigger the militia as long as they don't cross the enemy border even after the cooldown is over? But I'm just guessing... I'll try to test this later when I get a chance, I usually boot up my current save once or twice a week if I have time.

Thanks again by the way, it's been fun to play, and I look forward to future updates.
 
I apologize if somebody else already asked (I looked through the messages and couldnt find any post about it), bu I have a question about QUESTS: how can I follow them? I cannot find any button for them and they don't show up in the Notification Log. So if for any reason I don't remember exactly what the city-state said, I'm fu..ed up. And another issue: sometimes I have no idea where I should go (for example I must look for a ring in the Jagged Forrest, but I cannot find the forrest on the map).
thank you!
 
I apologize if somebody else already asked (I looked through the messages and couldnt find any post about it), bu I have a question about QUESTS: how can I follow them? I cannot find any button for them and they don't show up in the Notification Log. So if for any reason I don't remember exactly what the city-state said, I'm fu..ed up. And another issue: sometimes I have no idea where I should go (for example I must look for a ring in the Jagged Forrest, but I cannot find the forrest on the map).
thank you!

Selecting the hero who received a "Go to plot" quest will highlight the quest plot. Also the plot will be revealed on map if you have not yet uncovered that plot.
 
I tried to find some information on "Divine favor", rigth now it just accumulates and it seems to be of limited use. Am I missing something?
 
Hellos FramedArchitect, looks like you have been busy making sci/fi-fantasy mods for civ5 with fury...:beer:

Big 2nd edition AD&D fan here..downloading atm..will report any bugs/suggestions ect:scan:
 
Hey so im liking the latest version of the mod (BNW Version) so far but I have noticed some things that may or may not be working as intended. Firstly I was playing on a huge pangea map, emperor difficulty, epic speed with abundant resources and I started to notice that all but one of the other civs had large income deficits (Some were well over -100 GPT), even I was struggling to remain in the black at times.

The game was over 200 turns with all Civs having 4-5 cites when I really started to notice it. I think this may have something to do with unit/building maintenance costs (Particularly unit maintenance as a lot of the other Civs had pretty big armies) but I can't really say for sure. Secondly in the same game the other Civs did not seem to be using the City States apart from the Religion/Hero Quest side (I wasn't either) but im assuming this was due to a lack of aforementioned gold.

Thirdly I spent most of the game as a peaceful Civ and the only war I had was when Saverok declared war on me, he proceeded to capture one of my cites at the expense of his entire army of which he had over 12 units compared to my 4 lol (I recaptured the city within 3 turns as a result of that), anyway I took one of his cities after this to teach him a lesson & I was rewarded with an Extreme warmonger modifier.......Yeahhh I wouldn't have minded that but then all but one of the other Civs declared war on me thus ruining my Civ's carefully planned trade routes etc. (This wouldn't have mattered that much but as I said before I was barely keeping my Civ in the black). After that I called it a day because well I was pretty annoyed at the whole thing.

On a side note the game likes to hang for 5-10 seconds when processing turns (Starting at turn 1), I only mention this as this does not happen in vanilla (Or other mods in similar scope to yours) on similar/higher game settings. EDIT/ADDITION: It also likes to crash during turn processing, I think its doing this somewhat randomly when processing barbarian turns.

Ah anyway sorry for the eye full there, hopefully these issues haven't already been brought up and my apologizes if they have. Apart from that im liking the way the mods going (Except for the Charters but I've accepted those are probably here to stay lol).

Keep up the good work.
Snoopy.
 
Selecting the hero who received a "Go to plot" quest will highlight the quest plot. Also the plot will be revealed on map if you have not yet uncovered that plot.

I don't see this working, or I have misunderstod something. i have a quest that requires me to go to the great rift, i haven't a clue where to find it ... and selecting the hero in the map don't show anything...
 
Been playing for a while now, and the only thing I have observed that could be a bug, is that the "need to prepare spell" have gone from my Witch-king hero... he can just walk around and sling spells without any set up needed.
 
:(... Found out this is not compatible
Spoiler :


When used with this mod this happens:badcomp:
Spoiler :


Maybe there will be a fix for this??:please:
 

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Oh thanks for the report. My thinking is that this may be hard-coded to the granary building. Are there any base game civs that have a unique granary?

No there isn't but the Iroquois have a unique workshop replacement, and i'm quite sure they are able to use trade routes for internal production boosts.
 
Loving this!!

Thanks so much for creating and supporting this Mod(s). I've greatly missed Falling from heaven and Fall Further for civ4 and so far this has been scratching that itch very nicely.

Couple small issues I'm running into:

Playing the Stumpies (Dwarves) from Mithral Hall and running into a couple art issues:

1) Gareth the Paladin has no art in this form. I've done a workaround by editing his art file and changing his art to Bruenor's for the mean time just so I can see him and he's not just a symbol on the map above an empty tile.

2) Light Cav and Heavy Cavalry: Both are invisible as Gareth was. Not a huge deal except since I upgraded the Lights to Heavy they basically crash the game. If I try to use the Heavies in combat, the game crashes. I even had a heavy swimming across the ocean and when he hit the other continent and tried to land, game crashed.

Tried the same workaround with the art - replacing the heavy art info and files with the light cav art (they were invisible too, but they weren't crashing the game) but that hasn't worked.

I've just downloaded Modbuddy and am playing around with stuff in there in the hopes that I can fix this...if I figure out what the issue is I will update accordingly.

Thanks again for putting this together!!
 
I've been playing with v .16 and I noticed false victory notifications still appear at turn 10.

I've also noticed the wolves at the beginning of the game are a little strong...even a pack of wolves should be easily defeated by an organized military unit. I suggest lowering their strength to 6, and perhaps limiting their pillage ability to pastures and farms. To compensate for this, I recommend mythical units such as goblins, orcs, trolls, ogres, beholders, wraith etc as enemies for early to late game. Perhaps even a mostly Human bandit faction?

Concerning spells: in Faerun magic isn't handled on the scale of nations, its handled and passed by individuals, almost always independently of government. Spells are taught by master to apprentice, shared through guilds, or sold by nations such as Thay. Its alright to give boosts to magic users through policies, and give unique buildings, but having policies be the primary source of magic doesn't fit with magic in Faerun.

Very fine job so far FA, keep it up.
 
Hi FramedArchitect, this mod is awesome, my compliments.
I'm learning modding looking into the files of mods like this and I have a question:
I'm wanted to give buildings a specific Religion prereq in my mod. Sadly I'm still not able to write in lua, but I tried to use your lua function in "Faerun_GameEvents":

Spoiler :
function OnCityCanConstruct(iPlayer, iCity, iBuilding)
local player = Players[iPlayer];
--Enables religious buildings
local religionRequired = GameInfo.Buildings[iBuilding].ReligionRequired
if religionRequired then
local city = player:GetCityByID(iCity);
return city:GetNumFollowers( GameInfoTypes[religionRequired] ) > 0;
end
return true;
end


I've set VFS: False and created an InGameUIAddin entry, but it didn't work.
I really don't know what to do, please, can I ask your help?
 
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