Faerun

I haven't played the scenarios in the current version (I play on a random map now), but I played them on Marathon in an older version of the mod, and haven't experienced any issues related to the change of game speed.
 
Alright! Good to know :) Man, I can't get enough of this mod! Sure the vanilla BNW is fun and all but i can spend hours on end playing without getting bored or tired. I sure hope that the developer continues to support the mod and hopefully release some new content once in a while. Im just can't wait for that new scenario hes working on. Really can't say enough how much I appreciate his effort and talent put in developing it. Already spamming my fellow civmates to get this mod asap! ^^
 
Alright! Good to know :) Man, I can't get enough of this mod! Sure the vanilla BNW is fun and all but i can spend hours on end playing without getting bored or tired. I sure hope that the developer continues to support the mod and hopefully release some new content once in a while. Im just can't wait for that new scenario hes working on. Really can't say enough how much I appreciate his effort and talent put in developing it. Already spamming my fellow civmates to get this mod asap! ^^

Have you tried changing the speed in world builder? I also love long games and play about 3500 turn ones. Some of the things needed for long games are changed just by setting it to marathon, however many are not (for 3500). Just changing to a 'normal' marathon game should be ok though.
 
I've had this issue in an orc game pursuing an evil victory. I'm almost finished, so I hold quite a swathe of territory. I hadn't set out to exploit anything, but I encountered this just in the course of building gallows etc. for the happiness bonuses (evil tree). Holding the handful of cities that I've founded and the dozen or so that I've captured, they quickly add up.

Some possible fixes that come to mind are:

1) Remove, cap, or drastically reduce the purchase discount. Even without this the buildings would still be useful for reducing worker times, happiness (evil) etc.

2) Remove purchase discount from gallows, and reduce them for balliwicks and debtor's prisons (since these are limited this would reduce the compound effect).

3) Keep discounts, but they only apply in that city (if this is possible within the game mechanics).

[Edit] Not related to this issue, but also at a couple of points processing the end of turn I appear to have automatically denounced other factions. I am certain I didn't do this without thinking because I would have had to confirm it, and the faction in question was Baldur's Gate, my staunch ally. Well, my staunch ally up to that point. Naturally things got a bit frosty as a consequence of denouncing a declared friend, and my other allies didn't take too kindly to it. From an RP point of view I could live with this, orcs not being renowned for their diplomacy, but curious to know how or why this happened.
 
Hi I had the same issue with my last game as evil Baldurs Gate. In the late game, all hurry production costs went to zero, see attached screenshot. I was already filthy rich and intended to rush buy all clerical buildings in the conquered cities, but this bug/OP-trait kind of caricatured my strategy as I could literally buy everything everywhere.
I do not finish that game, instead I start a new one as good elvish empire and hope for my evil neighbours not exploiting that issue or I'll be in a world of pain.
 

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Real life has an annoying way of intruding on these labours love, Framed, but I'm sure I'm not alone when I say this is a great mod that has given many hours of entertainment. Kudos.
 
Yes, great mod! Being a big Forgotten Realms fan and Civ fan this is perfect for me. Keep at it!
 
I've played up to Turn 241 as Lantan; here are a few observations.
First of all:
Spoiler :
6F2C7B4147EDB462F14BB77D1FE921A29E953294

:eek::eek::eek::eek::eek:

Secondly, should Airships normally be attacked by melee ground and naval units? That's why my two are staying firmly over land in the screenshot.
 
Yeah I just played through the mod for the first time and the barbs were a bit over the top. I did a few things to tone that down, including reducing the number of barbs that can spawn from camps, increasing lake size, delaying sea barb spawn turn and greatly reducing the moves of barb sea units.
 
Awesome, cause I was literally losing every naval unit I built (except workboats - Kraken don't pillage them). Good thing I was playing as Gnomes.:lol:
I was curious though, what purpose do Sunken Ruins serve? I can't seem to do anything with them, do Kraken spawn from them or something?
 
Hi I encountered another weird bug playing Cormathyr while on the quest with the bad paladin: he brought his friends! Fortunately, also the elven archer wasn't alone. The influence reward was also about 300 points on Starmantle. Let's say it was worth it!
 

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I've been a staunch holdout for years, but I finally took the plunge from [c3c] to [civ5], and of course after playing numerous standard games, the only mod I chose to explore was this excellent Faerun for BNW. Impressed? Elated? Overwhelmed? Words fail me, but thank you to you and your team for what you have accomplished. (I presume you had a team...certainly this isn't the work of one or two individuals?!)

I have yet to finish a game to completion, by my choice, initally. My most recent one made it as far as turn 302, with nearly all the Neutral-aligned tree and almost a third spell tree (divination, enchantment, and most of transmutation) complete. Beginning with Baldur's Gate and Beregost on King level on the Faerun +Underdark map (I clicked Load Scenario), I founded four other cities and acquired the city-state of Gauntlegrim with a Merchant of Venice-like envoy or statesman so I could have ready access to the Underdark luxuries. I'm not sharing this to recap my gameplay; it serves a purpose, perhaps, so bear with me.

At or after turn 302, the game stops working. Windows states that it is searching for a solution, but doesn't state what the details are, so the only option is to click Close Program. I was playing the game with DirectX 11 selected, but after reading the Troubleshooting tips posted at the beginning of the thread, I cleared the cache, I reloaded [civ5]BNW via my Steam interface and selected DirectX 9 and then loaded the mod as normal (no other mods other than Faerun Art Assets and Faerun BNW green-clicked). I loaded my save game, and again "Civilization 5 has stopped working" after ending my turn and while the game is processing the computer players' turns.

Is there a more extensive compiled list of known bugs, troubleshooting tips, or proven workarounds for the Faerun mod? I presume the only list is the one on the first post of this thread, but I can still hope, can't I?
 
The "team" is FramedArchitect and his numerous Mirror Images ;)

Civitar and probably others created some unit graphics but all the coding is a one man effort.

Project isn't dead, and my partner has returned to work with me. I expect to have the scenario and an update for the main mod by the end of February.
Oh, and of course : yeaahhhh :goodjob:
 
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