Faerun

Are spell school cost supposed to be static. I read the changes and you alluded to this, but this effect is only in my latest game (with latest version). I am a different civ (dark elves) and I still only have one city, so not sure if this is effecting this.

Actual, the game did not start like this. The spell cost was increasing as normal, but since either (both happened around the same time) I had the peace/war mechanic swap, or my unique hero reached level five, I have had static spells research cost.

Edit: Did a bit of testing and it is the peace mechanic. Each time you go to peace, the 'spell cost level' decreases by 1. So, if you have enough peace's, effectively you spell cost remain static. Is this intend (I actual love the idea, but does seem OP)?
 
Some more findings, playing Thay (Faerun + Underdark).

Initially I was going to push for the evil victory, but I seemed to be just oozing weave so I thought I'd go for the magic victory instead. I completed four schools (Divination, Evocation, Necromancy and Illusion) and had buckets of excess weave, but under victory conditions Mystra was always listed as inactive. I'm not sure if I did something wrong - looked for a "Summon Mystra" wonder or spell or whatever, but couldn't figure out what I was meant to do. So, no magic victory for me.

Oh well, time to crush all who stand against me beneath my heel. This ran into some problems, as with at least 10 wars ahead I figured I'd better get started early. The conquering itself was not the problem (those gnomish cannons are great!), but every time I took another city the threshold for the next belief went up. Eventually I had 96 turns to go and still needed 3 beliefs, with the threshold at that point being something over 5,000. I was generating a little over 200/turn (about 25 turns for next belief, assuming I took no more territory), and still needed to conquer 4 more capitals.

That being so I don't think it was do-able. However, this may have been down to my strategy. It may have been better to get higher up the beliefs tree before going on the rampage. My concern then would be not having enough time to take the necessary capitals, but yet to test that.

On the plus side, the diplomatic cost of conquering half the known world seemed to work: absolutely everyone, regardless of alignment, hated me with the sole exception of the orcs (who presumably thought I was one of the boys!). Several of them declared on me together in a rather last ditch alliance. Not that it was going to save them by then :evil:

As it happens that game hanged when a hero reached the destination for the "rescue elves from the fallen paladins" quest. Not sure why, as I've had this quest several times before without problems.

As I side note, when I came to take Castle Perilous (not sure when - 200 turns in or so?) it still only had a population of 2! I can only assume it got hammered by plague. It has some pretty crappy lands as far as growth is concerned, but a populatio of 2!? At least build a butcher and a baker, Zhengyi, for crying out loud :)

Edit:

Forgot to mention, I've noticed some heroes (specifically Jaheira in my last game, and the bard in this one), stop gaining xp after a few promotions. I know the bard had three promotions, and think Jaheira had three as well. Is this WAI?
 
Wonderful.
But, AIs tend to go bankrupt for now.
I've been monitoring AI yields and they seem to do okay right now, especially on higher difficulties.

Edit 3: Also, the theocracy belief is not providing the said 'free garrison' in my game.
I think this will only have an effect if the unit does indeed cost maintenance, which most low level units do not.
Small art issue I noticed:
I've never see the eagle skins like that. Playing under dx11 or dx9?

- Heroes lose their Level Up if you open a saved game on the turn where they have been promoted.

If you have a preference of units that need improved sounds, let me know.
No particular requests on unit sounds. I will save them all up for the next update to the Art Assets! I suspect the hero levelling issue has happened when you reload from the same turn you've just saved on or maybe from an autosave. I'll be moving over to TableSaverLoader in future, but that will be a while and until then there are those limitations on the saved data.

Is it possible to have enemy units selected?...

Edit: Also, just a thought, because tech level now depend on capital city pop, the poor old witch king (which I always play lol) really struggles to get castle perils population up, especially on the underdak map.
I understand the issue you are describing with the promotions, as sometimes their effects don't display in the unit combat panel. I'll think more about that. On the capital thing, you can always move the capital to another city (build the annex wonder).

Edit: Did a bit of testing and it is the peace mechanic. Each time you go to peace, the 'spell cost level' decreases by 1. So, if you have enough peace's, effectively you spell cost remain static. Is this intend (I actual love the idea, but does seem OP)?
Not as I intended, so I'll look at that method again. Thanks!

I completed four schools (Divination, Evocation, Necromancy and Illusion) and had buckets of excess weave, but under victory conditions Mystra was always listed as inactive.
Mystra will appear near your capital to do battle with you when you have completed the other requirements. You have several turns to kill her (win) and if you don't, the event will reset giving you another opportunity. The exception is if another civ has also completed the requirements, in which case they get a few turns to kill Mystra near their capital. So it's possible that you have completed the reqs but another player is taking their chance to win.

As it happens that game hanged when a hero reached the destination for the "rescue elves from the fallen paladins" quest. Not sure why, as I've had this quest several times before without problems.
Were you disembarking at the time you were completing that quest?
 
Were you disembarking at the time you were completing that quest?

No, this was on the ridge of hills running south from Chessenta. I did already have another two units there (one on the target hex) guarding several slaves building roads. Is it possible the quest crashed because the paladins had nowhere to spawn? There were several empty hexes, though.

I'm currently trying out Cormanthor for the Neutral victory, but having nabbed the Myth Drannor wonder and not expanded much I'm again raking in the weave, so may get another crack at Mystra. Will keep you posted.
 
A couple of points:

1. As you said, the free garrison does work, its just the stupid civ 5 unit maintenance that's the problem. Because only every 2nd unit cost maintenance, only if you place a specific unit in a city do you see the effect.

Case in point, I build two second tier slashers, move one in and out of a city, no change to GPT, move the other, and its +4/-4 GPT. What a truly poor system. (Civ's not yours).

2. If you build the state wonder to move your capital, and then the old capital gets captured, and then you retake it, the palace moves back to your original capital city (This probably will be rare, but I play on deity, so they really can bring some very large stacks).

3. Pantheon money does not come into the tax per ten turns calculation for the lich king. I'm at +23 per turn (overall), but upon closer inspection my expenses are more then I am bringing in (without the pantheon money) so I am getting zero gold every ten turns from the lich king mechanic in the above scenario. Working as intended??
 
Ah, looks like I'm a bit late with this, but found a couple more glitches:

Speak with Animals in the Diviniation school does not appear to give weave on pastures as described.

Subjugation in the Evil beliefs may not be giving the free mayor's statue as described, or at least not consistently. Playing as Obould I wiped out Waterdeep. I got a free statue in Daggerford, but not in Waterdeep itself. In fact, in Waterdeep I had to build an Altar for Gruumsh (rather than their native town hall being converted to mine). Could it be that the free statue requires a town hall, hence if the town hall is not present it can't be given?

Anyway, more importantly, on to playing the new version!
 
Noooo Framed! New version is much much better. The old tech tree was massive, confusing, and slowed the game.

Anybody complaining that it's not so much fun is probably disappointed they can't just win by rushing tech anymore, they have to (gasp!) think about how to win.
 
I've had some complaints that the new version isn't nearly as much fun as previous versions.

If you prefer the traditional science/techtree in future versions, leave a message here. If that seems to be the consensus, I'll return to the old tech tree for v.13.

best, FA

While I do miss the tech tree, I would make these points:

1. Your work, what with the diversity of buildings, the tremendous scope and attention to details is VERY impressive, and to just scrape it would be a crime.

2. Perhaps most importantly, the ai seems to benefit more from the building approach, as I remember the ai being hopeless with tech trees.

So keep as is I say.

Cheers
 
For my part, I like the building tree. It's a shot in the arm for those civs that don't excel at research, like the orcs.

One consequence of the tech change is that spies seem to only be useful for rigging elections or warning of opponents plans, since there aren't any technologies to steal.

In other news, I think I've found a problem with the evil victory. Playing as Obould I took Waterdeep from the Waterdahvians, Baldur's Gate from barbarians and Athkatla from Tethyr, who had conquered it. On checking my victory progress I'm only credited with having captured 1/11 capitals. Presumably I'm only credited with taking Waterdeep. I was working on the assumption that "capitals" means the original capital cities of major civs, as per vanilla, so I'm presuming this is not WAI.
 
Confusing at first (must have been clerical job to implement) but once you get it its fine. Every city dont have to build every kind of units and most cities dont build any at all, they just provide ressources. On a side note, does spies have a place in a fantassy world and if so wich?
 
Don't change it. It's a unique feature of the mod which makes it an entirely new and intriguing experience.
 
Thanks for the saved game. I couldn't replicate the CTD you describe. I moved Bruenor into the closest of your owned cities and got the reward for the Hero Quest "Sage Advice". I ran this through a couple times changing up the hero movement, but always got the same result: no crash and no lua runtime errors either. Have you had any other trouble with that quest reward?

The problem was solved by reinstalling the mod.


I recognized babarians/rebels spawning near my citys. The angry citizens tooltip says they spawn because unhappiness reached 10. Actually its just 6.

Spoiler :
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FramedArchitect, I loved your building tree, it is so much better than a formal "tech tree" for a scenario like this that doesn't span eras. If I get a vote, I'm voting for you to keep it!

By the way, I've asked about joining your project a while ago, and I'm sorry I didn't develop anything. I had remade your map and tried a few things, but my primary interest was on the Faerûn map and trying to make the game simulate Faerûnian nations, and it conflicted a lot with trying to keep any sort of game balance. I think what I was trying to make would be a fair curiosity, but your map works much better for actual play. So I didn't bother you with it and just let it go.

I'm really impressed to see all the work put into this, though, and I'll keep following your stuff for sure. If I may give one suggestion, I would rename some of the levelled buildings that are currenly ranked (Bakery I, Bakery II, Bakery III, et. al.) with something like:

Grocer - Bakery - Grain Mill (Bakery) [Change Flour Mill to Farm Estate]
Butcher Shop - Slaughterhouse - Meat Market (Butcher)
Fair - Market - Great Market (Market)
Mage Shop - Alchemist - Mage Tower (Alchemist) [Change Mage's Guild to Sages' Academy and Arcane Sanctum to Mages' Guild]
Hermitage - Monastery - Church Complex (Monastery) [Change Monastery Brewery to Monastic Brewery, Church to Temple, Cathedral to Grand Temple]
Weaver - Weaving Mill - Clothes Market (Weaver)
Carpenter - Woodworking Shop - Builders' Guild (Carpenter)
Moot Hall - Town Hall - Palace (Town Hall)
Shipmaker - Drydock - Shipyard (Shipyard)
Conscription Camp - Mercenary Camp - Infantry Barracks (Barracks)
Stables - Military Stables - Cavalry Barracks (Stables)
Training Grounds - Archery Range - Archer Barracks (Archery Range)

You can keep the bonuses flat (if balance requires) or come up with different bonuses from each level. I could suggest some, but I'm horrible with balance.
 
By the way, I've asked about joining your project a while ago, and I'm sorry I didn't develop anything. I had remade your map and tried a few things...
If you have made maps, feel free to share them here! Just attach to a post, and users can try them out.
If I may give one suggestion, I would rename some of the levelled buildings that are currenly ranked (Bakery I, Bakery II, Bakery III, et. al.) with something like:
I think I eventually decided that consistent names for the upgrade buildings was less confusing than unique names at each level. In fact, I had been thinking about renaming some of the upgrades, like jails, in this consistent fashion.
 
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