Faerun

I personally prefer the uniquely named upgrades, immersion would be much increased. You can always add a little line in the help text notifying the player that, say, a Jail is an upgrade of a Stocks.
 
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)

I personally prefer the uniquely named upgrades, immersion would be much increased. You can always add a little line in the help text notifying the player that, say, a Jail is an upgrade of a Stocks.

I also agree that uniquely named upgrades feel less "robotic" and create better gameplay immersion; you could perhaps create an indicator to identify what level of building it is. This is definitely a trivial suggestion in light of the great strides that have been made in this mod, so I think I can live with it as-is if I must.... :p
 
The Sword Coast scenario is progressing, though more slowly than I originally thought because I decided to add an Item system.

I will also be adding a new Tavern and Quests UI to support adventuring. Once those are done, we will begin filling in all the side and story quests to our massive map. The story, which is rather involved at this point, will probably take about 900 turns to complete

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Items? More questy stuff? Phenomenally long scenario?

Sounds good.
 
The Sword Coast scenario is progressing, though more slowly than I originally thought because I decided to add an Item system.

I will also be adding a new Tavern and Quests UI to support adventuring. Once those are done, we will begin filling in all the side and story quests to our massive map. The story, which is rather involved at this point, will probably take about 900 turns to complete

Spoiler :
UMQqH70vh4AN6sENLsPCTUHecDW0d_kvlV3_Z5TquXs=w1200-h894-no

AWESOME. Can't wait!
 
Oh, items! So many possibilities opened...Bag of holding, Deck of many things.

Talking of Deck that remind me of somnium card game from Fall from heaven.
 
I have a few questions about this mod. I was attracted to this since I have many Faerun books in my collection, and love how detailed this world is, and how awesome this mod is!

1. When is the next version going to be released? And will this new one have the tech tree back in? Also, will the items/quests, etc. in the picture above (dealing with he Sword Coast) be in the regular game? Also, what is the Sword Coast scenario based on (i.e, what is "going on" in that region)?

2. Is there a complete breakdown of what units and racial types for them and what they upgrade to? Bit confusing to me so far.

3. I see that in the TSL map the terrain is vastly different from the regular Civ 5 map types...is this a certain type of terrain or spell after-effect?

4. Does control of cult center mean that I have to annex/puppet it?

Thanks in advance for answering these - new to this mod, but an old fan of Faerun and the "Forgotten Realms".
 
1. When is the next version going to be released? And will this new one have the tech tree back in? Also, will the items/quests, etc. in the picture above (dealing with he Sword Coast) be in the regular game? Also, what is the Sword Coast scenario based on (i.e, what is "going on" in that region)?
I don't know when v.13 will be ready, probably sometime in the next month. I will keep the new building upgrades system, and the only major change will be the way saved data is handled (which will break all saved games).

I may back port the items system to the main mod after the Sword Coast scenario is finished, but that is not high on my list as there are plenty of new things to keep players busy. The quests in Sword Coast are story driven and therefore not appropriate for the main mod, but there are simple hero quests in the main mod.

I really don't want to reveal much about the story in the Sword Coast scenario, but it will be an open-ended sandbox adventure. You won't have cities to manage, so you will focus on gathering, outfitting and leveling a band of heroes. Suffice it to say that your adventures will take you through many parts of Faerun, including the Underdark, Anauroch, Chult, and the Celestial planes.

Once the first tier of easy quests is finished, I will release a beta version here for players to try out the new features.

2. Is there a complete breakdown of what units and racial types for them and what they upgrade to? Bit confusing to me so far.
I think you are asking for a kind of game manual, but there isn't one. The relevant information about racial unit upgrades is visible in the unit upgrade screen tooltips.
3. I see that in the TSL map the terrain is vastly different from the regular Civ 5 map types...is this a certain type of terrain or spell after-effect?
I think you're referring to the Underdark terrain. That is part of the game, and can appear on random maps, too. Underdark terrains have resources that cannot appear on other terrains.
4. Does control of cult center mean that I have to annex/puppet it?
Control means to capture or ally with the City state (Cult Center).
 
FA, for the next time you update art assets, I have a much-improved version of the Fire Lizard here with custom sounds and effects:

I've updated the Wolf with sounds and fixed effects.
Looks and sounds great, guys! Thank you thank you!

There's so much new content now that I'm bumping up against the Steam mod size limit (100mb) so I may have to break down the art into two pieces. I'm thinking about just using the Soundtrack as my overflow art mod, which at least is available already.
 
I played both the BnW and GnK versions, both were very fun though i preferred the GnK. :D.

My two cents on the next version: I wish that the GnK wizards could cast spells, like the BnW version, and there was a way to get more than 2 two star wizards(I'm not a fan of a lot of the unit caps, but this was the worst).
The city-state AI's seem to be a little behind; one requested that the pyramids be built.
There are no missionaries; that might be a design feature, but it makes it hard to follow the city state quest to spread your religion to them.

For the BnW, I miss the tech tree; it greatly decreases the utility of spies and instead of picking the upgrades you want slowly you just get a pile. I also think charters are too rare in BnW, in GnK they were valuable and slowed expansion (they could even be rarer mid-late game).
 
Hey Framed, here is my thoughts after playing the new v 13 beta...

- City states sometimes seem to not give heroes quests even when offering them, although I think its more dealing with Civ 5 mechanics. But it is very annoying when I have to take my hero in and out of the city and up right next to the city and the quest is still not firing.

- Barbs are extreme, and I'm on Chieftain. I've been swarmed since turn 30 and its turn 200 now. Part of it is that I have had 2 special monsters attack near me, but it is annoying to constantly lose my workers and units to barbs. If this is how you intend this, thats fine. Its just that my view is that I like killing barbs but they seem a bit too hard to kill now.

EDIT: After playing till the end of the game, I am still not able to get any more quests for my hero. I thought it might be connected with level (my 1st hero was 3), but when that hero died my Level 1 one still could not trigger quests for any city states. Hope you can fix this :)
 
Just a note on spies. They are incredibly valuable in the BNW version for three reasons: they allow you to speed Minor allies, which is a victory condition; they can be used to unleash plagues in enemy cities or kill spies in your cities that could unleash plagues there; and they provide a wide field of vision on enemy cities. For these reasons they are still in the game.
 
... I wish that the GnK wizards could cast spells, like the BnW version
...
There are no missionaries; that might be a design feature, but it makes it hard to follow the city state quest to spread your religion to them.
Thanks for the comments. I'm no longer working on the GnK version, so it will remain as is barring small bugfixes. Missionaries would really undermine and make pointless the faerun religion system. I suppose you just have to ignore that old firaxis quest stuff and just go with the Faerun quests (which are more beneficial anyhow)!

City states sometimes seem to not give heroes quests even when offering them...
Okay I haven't run into this Hero event issue, but if you attach a saved game or the lua logs I may be able to figure out the problem.
- Barbs are extreme, and I'm on Chieftain.
I haven't noticed this at all... in fact I find healing barbs are now a bit of a challenge whereas in most previous versions a single hero could mow down vast hordes, making them nothing but XP farms.
 
Here is a saved game from my last game, where hero quests seem to not be working. Also, I have added in the halfway point of that particular game as well. Hope this helps!

Thanks. Current v.13 Beta should fix the problem. As soon as one of your heroes moves, you will get a popup saying "Dead hero failed mission X" and then you can pick up new events with your living heroes.
 
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