Faerun

Also working on a mindflayer/illithid and hoping to finish it in time. No custom animations for the tentacles but it should still look decent using CiV Scout animations.

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This is awesome - thanks for all the work you've done, and continue to do!
 
Hey Mischa,

Nomad's beast master unit is a good example of adding sounds!

Also, great work on your future mod. I sent you a friend request on Steam (which you refused) to ask if I could include that mod in one of my collections.

best, FA

I'll see what I can learn from the Beast Master and Sorceress. :3

Also, did I? Sorry about that! I checked my friend request and saw your name so I accepted it... hopefully! @__@
 
Played my first game today. Enjoyable until the game crashed on 245 during the barbarian turn. Seems to have completed the moves, and updated, but just clocks and won't continue.

Could use EUI integration, and more details about what is going on. Many of the concepts are just hard to grasp initially. Quite enjoyable though, reminds me of FFH.
 
FA: if you're doing a new release soon (or is that just scenario?) I've noticed a possible glitch.

Playing as Tethyr I have completed all the targets for a neutral victory but the victory has not triggered. This in happened in two different games (though one was before your last update). I have had a neutral victory with Cormanthor, so I know its not neutral victories per se.
 
Updated to Faerun Art Assets v.5. Updating will not affect current games, but v.5 will be required for all future versions of GnK, BNW and SC mods, so updating is recommended.

Link in the top post. Also available on Steam. Alternate download on SourceForge to come with the release of Faerun for BNW v.15.
 
Enjoyable until the game crashed on 245 during the barbarian turn. ... Could use EUI integration, and more details about what is going on.

I can't do much about crash reports unless you provide some documentation in the form of a saved game or a lua log. As to the "Enhanced User Interface", I'm not going to add support. For one, I don't like EUI. For another, Faerun is a standalone mod. As to details, follow the link in the start up screen for info, see the pedia and... just play through a game or two. This really isn't much different than the base game.

Playing as Tethyr I have completed all the targets for a neutral victory but the victory has not triggered.

Thanks for the report. Another user reported on the Neutral Victory a while back and it has been fixed. Save your game and get the victory when v.15 comes out. Should be in the next week.

best, FA
 
I'm closely following development for this (and your SMAC mod for Civ5, too) and look forward to the next version :) So you might be inclined to ask why I have been silent so far in here...the reason is...

For one, I don't like EUI. For another, Faerun is a standalone mod.

...not the EUI Thing. I can't stand it either. But I have grown very attached to Gazebos projekts, the CP and CBP (which I play with the No-EUI-files). As much as I hope this to become a kind of FFH for Civ5, keeping it a complete standalone means that I (and probably some more people) have to decide and/or to divert time between a mod vastly improving general gameplay and one offering a desired special thematic background. Not sure if you are technical able to do it, but basing this at least on CP (or incorporationg the AI improvements from it, like AI archers being able to move-and-shoot) could be a good move. Of course you are the developer, so anything you decide in regard to this has been respected...but it might be worth a thought (and more feasible now than later in development) and could both make your mod better and more popular.

However, as said just my politely meant 2 cents on this topic :)
 
I'm closely following development for this (and your SMAC mod for Civ5, too) and look forward to the next version :) So you might be inclined to ask why I have been silent so far in here...the reason is...



...not the EUI Thing. I can't stand it either. But I have grown very attached to Gazebos projekts, the CP and CBP (which I play with the No-EUI-files). As much as I hope this to become a kind of FFH for Civ5, keeping it a complete standalone means that I (and probably some more people) have to decide and/or to divert time between a mod vastly improving general gameplay and one offering a desired special thematic background. Not sure if you are technical able to do it, but basing this at least on CP (or incorporationg the AI improvements from it, like AI archers being able to move-and-shoot) could be a good move. Of course you are the developer, so anything you decide in regard to this has been respected...but it might be worth a thought (and more feasible now than later in development) and could both make your mod better and more popular.

However, as said just my politely meant 2 cents on this topic :)

Pfeffersack, if you are a FFH fan you may be interested in a concept in development here. I will be trying to adapt many of the FFH mechanics into CiV (and, with permission of course, use pieces of FA's advanced code that has made his mod such a tremendous success).

Not trying to steal Faerun's thunder, because it is bar none the best CiV fantasy mod out there, but the fantasy genre for CiV mods is starting to come together and there will soon be a lot of options.
 
However, as said just my politely meant 2 cents on this topic :)

The Bloodmoon Chronicles Nomad linked to is a much more generic and flexible project than Faerun or my own Warhammer, since Faerun/Warhammer are limited by their themes. Faerun is exclusively Forgotten Realms, and Warhammer is Warhammer. But Bloodmoon, like Pazyryk's old Éa mod, is a completely new world which is largely undefined at this point so there are way more possibilities for funky stuff.
Of course, Faerun is the only one actually out there and playable at the moment so this is just me shamelessly talking up Nomad's project. Happy Easter guys.
 
Although I think the big question on Pfeffersack's mind would be if those fantasy mods would be compatible with the CP/CBP. I'm not sure how many of the various total conversion mods that are underway use their own DLL.
 
Although I think the big question on Pfeffersack's mind would be if those fantasy mods would be compatible with the CP/CBP. I'm not sure how many of the various total conversion mods that are underway use their own DLL.

Just shamelessly plugging that a FFH-styled TC mod is in the works. Thanks to FA and the Faerun mod (plus Pazyryk's Éa and others), there is a lot of inspiration that intricate fantasy modding systems are indeed possible. If/when my mod comes to fruition, once it does I would definitely at least look into the possibility of integrating it with CP/CBP and EUI. Unfortunately I am not great at code, so achieving that compatibility would largely depend upon those that were....

Warhammer does already, and Bloodmoon probably will eventually end up using it.

Speaking of which... :)
 
How do you get your units to embark? Or at least, your settlers? Trying Lantan and it seems like they're just stuck.
 
All your units can embark on coastal/shallow water hexes once you have a city reach level 2 (6+ pop), though if this happens while they are outside your territory you will need to have them go back into your territory to get the promotion.

For the embarkation promotion to allow crossing of ocean hexes, you need to have built the sailor's union national wonder (which in turn requires a lighthouse).

This can be a real pain for Lantan, because there's only a narrow strip of shallow water they can navigate out into the wider world, and that is within Chult's borders by the time you can get units afloat. Unless you can get open borders with Chult, this means a big delay not only in getting settlers out, but also sending out heroes to let you pick an alignment and start doing pilgrimages.
 
Sword Coast scenario, beta version, is available for download in the top post. This requires Faerun Art Assets v.5.

Description
Embark on a fantasy adventure set in the wilds of northern Faerun. Recruit a band of heroic adventurers, solve puzzles and defeat powerful enemies with might and magic.

What's included
The entire main quest line, all hireable heroes, all spells, all items and 95% of the side quests. The content is pretty much set, with only balance and bug-fixes yet to come.

Future Development
Two UI elements still to come:
  1. Worldview hero icons for easy reference and hero location
  2. Gambling tent

Warnings
  • Save your game often. Battles are tough and you may want to replay them.
  • Unload all other other mods.
  • Balance may be off, but this is only a beta.

Known Issues
Very rare crash when click loot treasure. If this occurs in your game, a report detailing the circumstances would be very much appreciated.
 
No crash yet up to turn 100 but no encounter so far and no quest eighter. The cities dont seem to produce units. Should I disable some DLC?
 
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