Faerun

Have really been enjoying this mod, thanks so much!! And really looking forward to the BNW update as well.

A couple of small questions... The update to resources you mentioned above that would allow Marsh resources to be used before discovering Machinery 1000 years from now - I assume that's for the BNW release? I tried in my neophyte naivete to paste the line of code in the spoiler into the terrain.sql file after the batch of similar lines, and the game promptly crashed. :)

Second, the attributes of my Cleric of Lavander mention that he can spread the Cult. How?
 
Do other mods work for you?

Yes. Every other mod I've attempted to install and use works. This is the only one that doesn't.

The only thing I can think of is that even though the mod says "GnK required" and disables all other DLC, maybe it's checking for BNW and trying to uninstall it, and when it can't it fails?
 
"GnK required" and disables all other DLC, maybe it's checking for BNW and trying to uninstall it, and when it can't it fails?

I wish I had an answer for you on this installation issue, but it's never happened for me. I can definitely say that the way DLC is unloaded has nothing to do with your issue, and I have tested the new Blocks system extensively.
 
=( I really want to play this but I can't think of any reason for it not to work. Every other mod I've tried to use works. The Elder Scrolls mod started up and ran fine no problems.
 
Hey I don't even know if its really possible, this is goning be my first mod, but is there any plans for multiplayer or at least hotseat?:scan:
 
Hey I don't even know if its really possible, this is goning be my first mod, but is there any plans for multiplayer or at least hotseat?:scan:

Internet MP is never going to happen for this mod, unless somebody else takes that on (even if it's possible, and from what I know, it may not be.) I am considering Hotseat support, but it's very low on my to-do list.
 
Hotseat should be possible with Gedemon's Custom Advanced Setup Screen, but only on random maps, or with random civ placement on custom maps. Making it possible to play scenarios in hotseat is a pain (I know it because I once tried to do it myself).
 
=( I really want to play this but I can't think of any reason for it not to work. Every other mod I've tried to use works. The Elder Scrolls mod started up and ran fine no problems.

This was posted on Steam, and may be of help to you and others with installation issues:

finally fixed the bug (mods dissapearing after DL in Modbrowser):
after DL finished (manually/modbrowser) change the ending of the dl-file in MODS (usually modname.civ5mod) into .zip and unzip manually. it seems that Modbrowser doesnt unzip.
 
I'm still on track to release a BNW version of the mod here by January 15. I took a very slight detour into sketching out a UI spell casting system, but it will have to wait until a later edition as I will rely on Sergeus' DLL mod.

In the past few weeks I've been working on the early game balance. I've added 5 new basic buildings and 6 new wonders, most of them accessible very early in the game, which means there are many more choices for players in fine-tuning their strategies. I don't think having nothing significant to build or train will be an issue until the late game.

I also added a few niche improvements to help fine tune mid game yields. There's also a new line of mounted units that span early to late game with Knights as apex unit.

Many of the changes I've made are not readily visible, but will add to gameplay challenge, mostly with new or improved AI logic. I also made some final decisions: I won't be including the Great Works or World Congress modules. They don't mesh well with Faerun as they are, and would require extensive edits to be interesting.

That said, the Trade Economy and Ideologies of BNW are fully fleshed out and work nicely in Faerun. Also, religion is now finally an interesting aspect of the mod (I think) so all in all the mod has probably gotten a bit better in the BNW context.
 
Great! Can't wait for this. Just jumped back into this mod.

Also has anyone had problems moving their Clerics? Seems they will only move about half the time.
 
Looks there've been a few bells and whistles added since I've last played. I've got G&K finally and I can't wait to try this out!;)
 
Many of the changes I've made are not readily visible, but will add to gameplay challenge, mostly with new or improved AI logic. I also made some final decisions: I won't be including the Great Works or World Congress modules. They don't mesh well with Faerun as they are, and would require extensive edits to be interesting.

Is it possible at all to have two or maybe three versions of the world congress? That way you would have one for Good and one for Evil, and then either have the neutrals in either one or the other or both or maybe let them pick, or possibly have their own or none? Cause I'm sure there's a vast range of possibilities that would open up
 
Changes look great, particularly excited about the AI changes. I agree with your decision on leaving out great works and world congress, though I can see some possible implementations(Great works of Magic Weapons and Items, Possible coalitions with democratic votes on certain things) it doesn't really fit the world as a whole.
 
Just a small update. I've finished off the victories. There have been a few small changes and I've introduced a new "Technology" type victory - the Spellplague.

Spoiler Victory Screenshot :

vJ3DPW0KmtLLzZCdTCPZu_qHXolV6ZMOex4vOUNrChA=w800-h600-no

lUmU9QDR6drQjU1uZblul5IhQmDBGon8atdAydR7B8c=w800-h600-no



Version 1 (beta) will be posted here by January 11.
 
I'll download as soon possible. If I find any bugs should I post here or PM you maybe? Glad you could fit in the spell plague that was intuitive of you making it a science victory.
 
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