Faerun

Cities always teem with evil and decay. Let's give it a good shake and see what falls out! But thats true, cities are hard to imposible to take when they reach 40 and more defence. For reference I was at prince level.
 
Cities always teem with evil and decay. Let's give it a good shake and see what falls out! But thats true, cities are hard to imposible to take when they reach 40 and more defence. For reference I was at prince level.

I think taking cities will be "easier" with upcoming v.12. For one, it will be possible to build up to two siege engines (there will be upgrade options for these based on your racial alliances). For another, tech won't add to city defense, because there won't be any tech.

Also, I'm thinking seriously about adding in a new type of city ("Colonies") that don't require charters to found. The trade-off is that these new types of cities will only be able to build Level 1 buildings, will cost a lot of gold to support, and will be much easier to capture. These Colonies (as opposed to Chartered cities) may be useful for forward settling (both human and AI) as trade hubs and military bases, but it will be difficult to balance this against the "wilderness world" I've always aimed for in Faerun. Also, teaching the AI what kind of city to found could be very involved... I've not tested this, particularly as it would affect Victory, so it's up in the air.
 
I'm glad to see it getting such a makeover in the last few BNW versions!
Adding to Faerun over the years has been a great learning experience for me!
If v12 isn't too far along already, I'm working on my Elf pack - as you know, they've been updated with teamcolor, better rigging, and better textures (plus variant models for the first four units)...

Elves, drow and dragons sound great! I actually hadn't planned on adding much in the way of units for v.12, but what with the work you and Nomad have done, I should take a few days to update them. If I don't add many new unit models for v.12 I certainly will for v.13 which will support the scenario I am planning (Faerun: Sword Coast).
 
I've finished off the buildings and updated most of the Civ Traits. Things are on track for a beta release the last week of May.

Spoiler Civ Traits :

  • Aglarond: (Acolytes of Mystra) Learning Spells in the Schools of Magic costs 10% less Weave.
  • Amn: (City of Coin) Production cost of Commerce Tree buildings reduced by 15%. Begin with all Coastlines explored.
  • Baldur's Gate: (The Flaming Fist) Production cost of all Barracks, Archery Ranges and Shipyards halved.
  • Calimshan: (Underworld Trade) Caravans gain 50% extended range. Double the normal number of trade routes available.
  • Chessenta: (Red Dragon's Gaze) Units earn promotions 25% faster, and generate Divine Favor upon killing enemies.
  • Chondath: (Masters of the Reach) Cities founded on coasts claim nearby resources. Naval units receive +2 Movement.
  • Chult: (Gates of the Fugue Plane) Owned Mountain tiles generate +2 Divine Favor. Enemy units move slowly and take damage while in Chultan territory.
  • Cormanthor: (Elven Heritage) Earn Great People 25% faster.
  • Cormyr: (Fount of Honor) Production cost of Level I buildings reduced by 15%. Maintenance for Blunt, Slashing and Mounted units reduced by 50%.
  • Damara: (The Lich King's Rule) Begin with Undead, Orc and Goblin unit upgrades. Collect 10% of Gold income as Taxes every 10 Turns.
  • Dambrath: (Nation of Pain) While at War, +3 Happiness per city. Founded cities receive a free Monastery. Clerics begin with additional experience.
  • Drow: (Adherents of Lolth) While at War, Happiness is converted to Production in the Capital. While at Peace, Happiness is converted to Divine Favor.
  • Durpar: (Crossroads of Toril) +2 Gold and +1 Weave for each Trade Route with a different Kingdom or Free City.
  • Halruaa: (Heritage of the Netheril) While at Peace, +2 Weave per City. Doubles number of available Spellbooks and unit defense near Sorceror Towers.
  • Impiltur: (The King's Code) +20% Combat bonus vs. Civilizations with more cities.
  • Mithral Hall: (Masters of the Forge) All cities receive a free Moradin's Forge. Mines produce 2 additional Gold.
  • Mulhorand: (Empire of the Pharaohs) Acquiring plots costs 25% less Weave and Gold. +10% Empire Health.
  • Many Arrows (Orc): (Hordes of the North) +30% Combat Strength when attacking Free Cities. Military buildings produce Food.
  • Rashemen: (Witches and Berserkers) When war is declared, enemy units and cities are revealed. After attacking, land units have a chance to enter a Berserker Rage.
  • Sembia: (Trade Brokers) Founded cities receive a free Trade Warehouse. Each traded resource type generates 2 Gold per Turn.
  • Tethyr: (Order of the Silver Chalice) May train an additional Hero. Heroes earn additional battle experience.
  • Thay: (Reign of the Red Wizards) While at War, Arcane Libraries increase Happiness and Weave. Slashing and Bludgeoning units have a chance to enslave defeated enemies.
  • Turmish: (Assembly of Stars) Purchasing tiles and signing peace agreements generates Golden Age points. Internal Trade Routes increase Empire Health.
  • Waterdeep: (City of Splendors) +25% Production when constructing Wonders.


New Civ


c_note has agreed to do leader art for a Gnomish Civ (Lantan), which will very likely replace Ulgarth. The Gnomes will only be able to open the Illusion school of Magic, but in return they alone will have access to the Gnome unit upgrades. Their unique building -- The Portals -- will replace the Aristocrat's Hall (National Wonder) and allow teleportation between all gnomish cities (as the Blackstaff Tower wonder did previously). Their unique unit, the Artificer, will replace the Craftsman (Engineer GP) and will be able to build a special improvement in additional to the normal abilities.


Nomad's new units look great as Heroes!

hasifir.jpg
 
I've finished off the buildings and updated most of the Civ Traits. Things are on track for a beta release the last week of May.

Spoiler Civ Traits :

  • Aglarond: (Acolytes of Mystra) Learning Spells in the Schools of Magic costs 10% less Weave.
  • Amn: (City of Coin) Production cost of Commerce Tree buildings reduced by 15%. Begin with all Coastlines explored.
  • Baldur's Gate: (The Flaming Fist) Production cost of all Barracks, Archery Ranges and Shipyards halved.
  • Calimshan: (Underworld Trade) Caravans gain 50% extended range. Double the normal number of trade routes available.
  • Chessenta: (Red Dragon's Gaze) Units earn promotions 25% faster, and generate Divine Favor upon killing enemies.
  • Chondath: (Masters of the Reach) Cities founded on coasts claim nearby resources. Naval units receive +2 Movement.
  • Chult: (Gates of the Fugue Plane) Owned Mountain tiles generate +2 Divine Favor. Enemy units move slowly and take damage while in Chultan territory.
  • Cormanthor: (Elven Heritage) Earn Great People 25% faster.
  • Cormyr: (Fount of Honor) Production cost of Level I buildings reduced by 15%. Maintenance for Blunt, Slashing and Mounted units reduced by 50%.
  • Damara: (The Lich King's Rule) Begin with Undead, Orc and Goblin unit upgrades. Collect 10% of Gold income as Taxes every 10 Turns.
  • Dambrath: (Nation of Pain) While at War, +3 Happiness per city. Founded cities receive a free Monastery. Clerics begin with additional experience.
  • Drow: (Adherents of Lolth) While at War, Happiness is converted to Production in the Capital. While at Peace, Happiness is converted to Divine Favor.
  • Durpar: (Crossroads of Toril) +2 Gold and +1 Weave for each Trade Route with a different Kingdom or Free City.
  • Halruaa: (Heritage of the Netheril) While at Peace, +2 Weave per City. Doubles number of available Spellbooks and unit defense near Sorceror Towers.
  • Impiltur: (The King's Code) +20% Combat bonus vs. Civilizations with more cities.
  • Mithral Hall: (Masters of the Forge) All cities receive a free Moradin's Forge. Mines produce 2 additional Gold.
  • Mulhorand: (Empire of the Pharaohs) Acquiring plots costs 25% less Weave and Gold. +10% Empire Health.
  • Many Arrows (Orc): (Hordes of the North) +30% Combat Strength when attacking Free Cities. Military buildings produce Food.
  • Rashemen: (Witches and Berserkers) When war is declared, enemy units and cities are revealed. After attacking, land units have a chance to enter a Berserker Rage.
  • Sembia: (Trade Brokers) Founded cities receive a free Trade Warehouse. Each traded resource type generates 2 Gold per Turn.
  • Tethyr: (Order of the Silver Chalice) May train an additional Hero. Heroes earn additional battle experience.
  • Thay: (Reign of the Red Wizards) While at War, Arcane Libraries increase Happiness and Weave. Slashing and Bludgeoning units have a chance to enslave defeated enemies.
  • Turmish: (Assembly of Stars) Purchasing tiles and signing peace agreements generates Golden Age points. Internal Trade Routes increase Empire Health.
  • Waterdeep: (City of Splendors) +25% Production when constructing Wonders.


New Civ


c_note has agreed to do leader art for a Gnomish Civ (Lantan), which will very likely replace Ulgarth. The Gnomes will only be able to open the Illusion school of Magic, but in return they alone will have access to the Gnome unit upgrades. Their unique building -- The Portals -- will replace the Aristocrat's Hall (National Wonder) and allow teleportation between all gnomish cities (as the Blackstaff Tower wonder did previously). Their unique unit, the Artificer, will replace the Craftsman (Engineer GP) and will be able to build a special improvement in additional to the normal abilities.


Nomad's new units look great as Heroes!

Spoiler :
hasifir.jpg

Wow, this mod just keeps getting better! Glad I could contribute. One of these days I will have a Beholder for you; I actually do already, but it's rigged to horseman animations and looks like crap. So I am building custom animations from scratch; 2 of the 8 are done. I will give it effects similar to the sorcerer unit.
 
Hey, Framed?

Played a bit of v11 last night and this morning, and I remembered something I wanted to bring to your attention a while ago: Charter.

What exactly is the point of this? Are you trying to ensure most of the map stays wild, unclaimed, and undiscovered? Or are you trying to keep civs from getting more cities than others?

In either case I'd prefer to at least have the option of building a wide empire, even if the number of big cities is very limited. Perhaps this could be done by letting Villages and Forts claim adjacent tiles, perhaps letting forts only claim tiles when units are stationed in them?
You could even let Villages grow into cities like in Beyond Earth - say if a Village has at least 3 adjacent unpillaged Farms for 100 turns it will become a city with 1 population?

(The numbers, of course, are simply for example.)
 
The Gnomes are in, though I hope c_note will be able to provide better artwork soon.

... I remembered something I wanted to bring to your attention a while ago: Charter.

Well charters are a way to keep civs in check, to keep the map open, encourage city building, and allow victories to develop on large maps. If you want to expand a lot, the Evil alignment tree is best. I may yet add in a new type of city (Colonies) that will be something like expensive puppets that don't require a charter to found, but that will require a lot of AI work. In v.12, Level 3 cities can produce a new Charter, allowing you to chain expand, though it does take a while to work up to 10 population.
 
The Gnomes are in, though I hope c_note will be able to provide better artwork soon.

BNW_Loadscreen.jpg




Well charters are a way to keep civs in check, to keep the map open, encourage city building, and allow victories to develop on large maps. If you want to expand a lot, the Evil alignment tree is best. I may yet add in a new type of city (Colonies) that will be something like expensive puppets that don't require a charter to found, but that will require a lot of AI work. In v.12, Level 3 cities can produce a new Charter, allowing you to chain expand, though it does take a while to work up to 10 population.

Yay Gnomes! Also, the dragon loadscreen is lovely - is it returning in v12?

I eagerly anticipate the ability to expand empires in v12! Work work work!;)
 
I've finished off the buildings and updated most of the Civ Traits. Things are on track for a beta release the last week of May.

Nomad's new units look great as Heroes!

Not sure if you are interested, but I added sounds and teamcolor to the unmounted Beastmaster unit. There is also a longsword-wielding version as well. You can download it from the OP here (Unmounted link).

Spoiler :
bm_lsword_4zA.jpg
 
Not sure if you are interested, but I added sounds and teamcolor to the unmounted Beastmaster unit.
Looks great, Nomad! I've used several of your newer units (the wingless dragon and these beastmasters), and they look great in game. The unit sounds are a nice addition -- thank you for your work on these!
Also, the dragon loadscreen is lovely - is it returning in v12?... Work work work!;)
Yep, that's the old load screen back from the dead. I work really slowly, but I'm still on track for late May v.12 Beta (maybe early June for final version on Steam).
Seem there will be new spells as well.
There are a few new cast-able spells, most of them for Druids and Clerics, which seemed to be a bit less desirable than the Arcanists. Most of the new spells are only available through buildings, and two can damage cities.
 
New victories are in and working. The Mystra boss is pretty tough and kind of a fun challenge on higher difficulties.


Spoiler Victory Conditions :

  1. Magical: Complete 5 Schools of Magic, Collect 500 Weave (varies), Defeat Mystra and her minions to ascend to godhood
  2. Good: Complete the Good Alignment tree, Control every Good-aligned Cult Center, Grow 3 cities to Level 3
  3. Neutral: Complete the Neutral Alignment tree, Collect 500 Gold (varies), become Friends or Allies with every Free City, Plant 50 Forests (varies).
  4. Evil: Complete the Evil Alignment tree, Capture half of rival capitals, Found 5 cities (varies).

 
... One of these days I will have a Beholder for you; I actually do already, but it's rigged to horseman animations and looks like crap. So I am building custom animations from scratch; 2 of the 8 are done. I will give it effects similar to the sorcerer unit.

Hey Nomad, I'll be uploading the new version of Faerun Art Assets (v.4) early next week, so if you have the Beholder ready by then I can include it. If not, I can include it with a later update (but that hopefully will be a while!).

Best, FA
 
Hey Nomad, I'll be uploading the new version of Faerun Art Assets (v.4) early next week, so if you have the Beholder ready by then I can include it. If not, I can include it with a later update (but that hopefully will be a while!).

Best, FA

FA, it certainly won't be ready soon unless you are ok with the version using horseman animations. The eyes don't articulate and the magical effects protrude from the main eye only. The final version will include fully custom animations, sounds, and effects but It's on the backburner for now while I focus on the Ouroboros mod.
 
So, when does that translate to v.12 being uploaded?
:D
Hi Civitar. I'm thinking by the end of next week. I need to run the mod through a few autoplay sessions and tighten things up for the beta version. I'm going to upload the new Art Assets and GnK v.18 early in the week.

FA, it certainly won't be ready soon unless you are ok with the version using horseman animations. The eyes don't aticulate and the magical effects protrude from the main eye only. The final version will include fully custom animations, sounds, and effects but It's on the backburner for now while I focus on the Ouroboros mod.
Ahh okay! I wouldn't mind adding in a non-animated version; I'd use it as an event unit so it wouldn't be on the screen much. When you get your finalized version, I can give the Beholders a more prominent role... maybe even their own civilization?
 
Hi Civitar. I'm thinking by the end of next week. I need to run the mod through a few autoplay sessions and tighten things up for the beta version. I'm going to upload the new Art Assets and GnK v.18 early in the week.

Awesome, can't wait!

@Nomad, perhaps you could send me what you have and I can do some of the animating grunt work? We could get it out there faster if we're both working on it, though I can't promise much - maybe 2 or 3 animations max, but it seems you only need 4/5 more.
 
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