Sounds good! For my part, fancy animations aren't necessary, but I say have fun doing things you enjoy!But I like a challenge!
I'm planning a fairly radical update, now that Sergeus has been generous enough to make his DLL available for the most recent game build. I haven't decided yet how radical the change will be, but I think I'm going to jettison the tech tree, as technology just seems so... foreign in a fantasy world.
Sounds good! For my part, fancy animations aren't necessary, but I say have fun doing things you enjoy!
I'm planning a large update for v.12, and as in former versions I will be making several major gameplay changes in addition to edits and fixes.
- Health replaces Science
Integrate Health and Plague mod into Faerun, which will add a new yield to manage on both the global and local level.- Building Upgrade System
On finishing a building you'll unlock options to upgrade it. Upgrades will generally be better versions of their lower tier, and at the highest tier will be World Wonders. There will be many more types of buildings at higher tiers, which will allow more specialized cities as you progress. The former Tech tree will be broken down into 5 new tabs (The Celestial, Commerce, Production, Diplomacy, Warfare) to better display the building upgrade paths.- New Terrains and Resources
Some resources will be consumable by units or cities, and some will only appear on certain continent types. New buildings will be able to harness and produce resources. I'm going to try for a darker overall feel for terrains and improvements.- Reworked Traits
About half of the Civs will get new traits to better take advantage of Faerun mechanics.- Purchase Beliefs with Divine Favor (Faith)
Spoiler New Beliefs Panel :- Victories
A few civs will have Unique Victory conditions. New Global Victories: Good, Neutral, Evil.
I'm aiming for a Beta release by late April, and final release sometime in May.
I'm planning a large update for v.12, and as in former versions I will be making several major gameplay changes in addition to edits and fixes.
I appreciate the tremendous amount of work put forth for this mod! I hope to be contributing more 3D models in the near future.
If I may provide some constructive criticism, is there any way to make the Spellplague victory optional? I really, really, REALLY hate it. Maybe you have already done this and I am just an idiot for not knowing, but it absolutely ruins the enjoyment of the game for me every time I play it - particularly when I am playing on the huge map and never have enough turns to reach the bozo who cast it (which is usually Horustep when I play). It would be nice to disable it so that civs could focus on other victory styles. I usually haven't even discovered half of the map when the spell has been cast and am just getting into the groove of things, when all of a sudden...aw, sh*t - Spellplague.
Also...siege units??? Haven't seen any in the game, and capturing hardened cities is nearly impossible. Again, maybe I just don't understand the game mechanics thoroughly.
Criticism aside, this is the best fantasy mod for CiV to date - keep up the great work!!!
As far as I understand the spell system, the lack of siege units is a resultbof FA's use of UNITCOMBAT_SIEGE for wizards.I appreciate the tremendous amount of work put forth for this mod! I hope to be contributing more 3D models in the near future.
If I may provide some constructive criticism, is there any way to make the Spellplague victory optional? I really, really, REALLY hate it. Maybe you have already done this and I am just an idiot for not knowing, but it absolutely ruins the enjoyment of the game for me every time I play it - particularly when I am playing on the huge map and never have enough turns to reach the bozo who cast it (which is usually Horustep when I play). It would be nice to disable it so that civs could focus on other victory styles. I usually haven't even discovered half of the map when the spell has been cast and am just getting into the groove of things, when all of a sudden...aw, sh*t - Spellplague.
Also...siege units??? Haven't seen any in the game, and capturing hardened cities is nearly impossible. Again, maybe I just don't understand the game mechanics thoroughly.
Criticism aside, this is the best fantasy mod for CiV to date - keep up the great work!!!
As far as I understand the spell system, the lack of siege units is a resultbof FA's use of UNITCOMBAT_SIEGE for wizards.
They need to prepare every spell, using the siege preparation mission/UI.
I don't think so...Did you put Imoen in that mod?
By completing buildings (opens new building options), and increasing Faith and Culture (opens new policies).Mhm... How would you provide progression when there is no tech tree? Every unit available from start?
I have found that the best fantasy settings have 'civs' that are much more unique then basic civ 5 civs (they are all human after all).
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what do I need to change in order to 'fix' the dragon attack scale?
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I think that hero units are way too powerful
Thanks for the list!Hi Framed Architect. A few things i noted as i recently tested v11
No idea... I've never played MP myself, so that question will have to be directed to somebody with expertise in that area.Is there anyway to play this online but not hotseat?
Ok, played a game and noticed a few bugs. Also a few things I thought would go well with this.
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Loot in treasure chests..
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Also, where did you get the leader art? It looks like Poser models, but I wasn't sure.
Yes, I will be adding abilities and spells for a few of the higher level (**) racial upgrade units.and a shaman for orcs !!!!
It's not a technical problem (access to DLL since v.9), and there were trebuchets in the mod for a long time. But since the number of cities is generally low, I think taking cities should be difficult and provide a sense of real accomplishment.As far as I understand the spell system, the lack of siege units is a resultbof FA's use of UNITCOMBAT_SIEGE for wizards.
They need to prepare every spell, using the siege preparation mission/UI.
Gnome upgrades can really help. You can also turn off Spellplague in the advanced setup screen.Every turn the city healed 25, so it was virtually impossible to take the city.
Gnome upgrades can really help. You can also turn off Spellplague in the advanced setup screen.
Looking forward to new unit art, which would help flesh out a large scenario I'm planning after v.12 is complete (tentatively titled "Faerun: Sword Coast").
EDIT: Regarding city siege, I'll be adding a new spell that can damage cities. Code for this effect is already in place, I just never added a spell to take advantage of this.