Faerun

I got a couple hours in last night, and just wanted to stop by and say GREAT JOB!! This is by far my favorite mod and really the only reason I'm still playing CIV V now.
 
Scenario is probably more balance.
And you cannot start the game with Drizzt.
 
Uskevren -- Werewolf

When transforming between wolf/man it seems to re-fire the hero creation trigger.

Meaning when the hero turns back into a human it removes 1 population from the host city.

While in werewolf the civ also looses the +food and production at the capital.
 
I had another bug with heroes, I had a limit of 2/3 but could not hire heroes in my cities (they were not listed in unit construction).
And then, I loaded my save after couple hours spent on civ5 vanilla, and I could again hire heroes.
So I am thinking, maybe when this bugs trigger one workaround is to save, pass a turn and then reload previous save.
 
When transforming between wolf/man it seems to re-fire the hero creation trigger.
...
While in werewolf the civ also looses the +food and production at the capital.
On the first, I think I have fix for this. On the latter I think this is as it should be... the increased power of the hero is a temporary loss of hero benefits.

I had another bug with heroes, ....

Thanks for report. I rewrote all the code for the heroes save routine, as it was really old and hardcoded and... horrible. You won't see any difference in game, but v.9 will be more stable on save/load.

I think v.9 will be out this weekend to fix some issues (worst was cooldowns being reset when embarking!), so if you have any other things to report, before this weekend would be ideal!

I'm trying to get all the base modules in a nice condition to make a new mod based on Faerun ideas. I think I will call it "Descent" and it will be set entirely in the underdark and extra-planar realms and focused on heroes and story rather than empire building. My friend Kat, who has always pushed me to better this mod, has some good ideas.
 
I encountered a bug where all my arcanists became impossible to kill due to the dimension door (?) ability, though I hadn't bought them any upgrades whatsoever. Even when I tried to delete them they would teleport back to the nearest city every time. One time when Kelben Blackstaff "died" two wounded Blackstaffs appeared outside my city.

I also have a few layman's quibbles on your otherwise splendid mod.

The random location of cult centers often means that a religion of the same alignment as your civ is very far away. It may help if all city states started with a religion, even though not all could be holy cities. Also, even once you've got one of your cities converted, spreading a religion through your empire is very difficult. Would it be possible to have a weak religious pressure, or some sort of missionary ability/unit? On that note, there are few things to spend faith on now that missionaries are gone. One possible fix would be to make cleric spells cost faith instead of having a cooldown time.

Next, even a small city is incredibly difficult to seize. Was this intended? Are there any plans to reintroduce siege weapons?

Lastly, I'm curious about the charter system. Was it meant to stop some civs from expanding explosively across the map? If so, there may be other ways to curtail runaway expansion without relying on hard limits, such as disaster events (dragons threatening to attack if you don't give them money, ogre invasions, etc.) which target players in the lead.

Thank you very much for your efforts.
 
I ported over all the new leader artwork and the unit upgrade system to the GnK version, which now also requires Faerun Art Assets. Top post has links to all.

Thanks for the comments, Rhadam. On the manual deletion of units with Escape, my suggestion is just wait one turn and keep trying. There's a random roll process and eventually they will indeed be deleted (they're tenacious survivalists, these arcanists). Problem is you can't distinguish a key down event from a normal game event (or so I think...).

On the charter system, I just wanted to preserve a a sense of a wild and mostly uninhabited land for the scenario maps. Same with population, though it is possible to push a city into the low teens. Playing on small map scripts, the charter limitations seem much less important, I think. It is a very different feel than normal civ.
 
I am not sure you would be interested Framed.
But since couple days I have in mind to do either a mod or modmod.
I didn't learn any basics yet, just looked into various mod folders to see how things are organised.
Anyway, before starting up I gathered many of my ideas into one document which is forming some kind of ruleset.

About the same time you mentioned you would start a new project, so... I don't know, maybe you can find one or two things that you like:
https://docs.google.com/document/d/1RdlRI53N1RGRfiWQFrbzz4Cpv7bxDojQ3peQv5W1aqM/edit?usp=sharing


Cheers.
 
My immortal arcanist problem is worse than I thought. Not only can they not die--I tried on multiple turns by various methods--but now they are reproducing. When I built a new mage and upgraded him to a Conjuror the game counted that as a "death" and "saved" the non-upgraded mage, leaving me with a Conjuror AND a wounded mage. Every time I tried (across several turns) upgrading the new mage it spawned another one. So now I have six new immortal mages running around, all immune to violent death, gifting, and deletion. Good God, what have I done?!?

Also, have you considered integrating other Forgotten Realms game soundtracks into your mod? I recommend Neverwinter Nights I and Icewind Dale II. Some guys at GOG were working on making the Demon Stone soundtrack available, which might make good battle music: http://www.gog.com/forum/forgotten_realms_demon_stone/soundtrack
 
... I gathered many of my ideas into one document which is forming some kind of ruleset.

Looks good! If you would like to contribute your ideas into Faerun rather than starting from scratch, that would be fine. I can add you as a contributor on the SourceForge repository, so you can make changes/additions to the code. As far as buildings go, I think they need an overhaul, but for me the terrains, resources and improvements are more important, and changes to those would in turn inform buildings.

My immortal arcanist problem is worse than I thought....
Also, have you considered integrating other Forgotten Realms game soundtracks into your mod? ...

I've tested Escape ability with new Hero save routine and I don't think there will be a problem anymore. I haven't considered expanding the music selection, as the file is already quite large and I don't want to get involved in copyright issues.
 
Hi,

Thank for this great mod (v.8)

I play, and I dont understand the unhappiness.

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Sorry for french language. :)

At the top, we can see -1.
The first line say -3.
The second line say : -10 or less ! Carefull ! ... and I have revolt ...

So, or I dont understand how that work, or there is 1 or 2 bugs here.
 
Looks good! If you would like to contribute your ideas into Faerun rather than starting from scratch, that would be fine. I can add you as a contributor on the SourceForge repository, so you can make changes/additions to the code. As far as buildings go, I think they need an overhaul, but for me the terrains, resources and improvements are more important, and changes to those would in turn inform buildings.
Great!
Well I cannot really do any input right now, I am learning the basics and didn't produce anything, even in .xml, yet.
So, ill try to catch up fisrt :p


@Kaein
Cannot help, because I'm too noob. But yes, it seems something went wrong, 40 happiness - 43 unhappiness should makes an overall -3 unhappiness. I guess if it is a bug, it is in your favor.
 
I guess if it is a bug, it is in your favor.

In my favor ? Two rebels paladins decided to kill two archers. And I had a strong penalty when i fight.

The top say -1; but when I fight, it is -3/-10 , and I have rebellion. If I see before -5 or -8 , I build something funny for my people, or I organize starvation or raze one city.

I really recommend the following over faerun:
Chronicle Adea
Epicc's Heroes
Ice Fire Mod
Ea
Wheel of Time
Thx for recommendations.

Chronicle Adea, Wheel of Time and EA :
= Not on steam, not finish, but people work on this. But look like good. Try one day if they release on steam.

Epicc's Heroes : You need to change the URL ! Your is very old and bad. I will give up before see the new one.
http://forums.civfanatics.com/showthread.php?t=522685
= Look like great ! Next try for me. :)

Ice Fire Mod
= I try, good.
 
I played as Neverember and some time when I capture a babarrian camp with the mage BlackStaff I get a 2nd hero mage as if if died capturing the camp!
 
In the original Baldur gate 2 game the Underdark was quite a hostile place for the surface dwellers, maybe that should be taken into account! Also, there should be longer quest in time and distance for the Heros! There should be some plot between good and evil as well.

I love this mod anyway, the magic system is very good and every time I play it I have an itch to install baldur gate ;)
 
Just a tought, Illithid and Beholder should be added as they where 2 strongs factions opposing for the control of Faerun but maybe not as player.
 
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