FramedArchitect
Reluctant Modder
... civ version is 1.0.3.18, I dont know if its the latest....
Faerun for BNW requires the latest version, which is 1.0.3.144. Please update your game to play this mod.
... civ version is 1.0.3.18, I dont know if its the latest....
I agree that the GP improvements should improve all strategic resources.... Great Person buildings should generally be an overall improvement, especially when replacing mines? ...
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?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.
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?While playing as Thay I noticed that you can't use your trade routes for internal food boost...
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?I agree that the GP improvements should improve all strategic resources.
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.2. Yes "saved from death" results in a health hit.
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.4. Militia spawn the instant an enemy unit enters hostile territory. Is this an issue?
Faerun for BNW requires the latest version, which is 1.0.3.144. Please update your game to play this mod.
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.
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?