Civitar
Adventurer
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.
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 :![]()
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).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 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.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'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.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?
Control means to capture or ally with the City state (Cult Center).4. Does control of cult center mean that I have to annex/puppet it?
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:
Looks and sounds great, guys! Thank you thank you!I've updated the Wolf with sounds and fixed effects.
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)!... I wish that the GnK wizards could cast spells, like the BnW version
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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.
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.City states sometimes seem to not give heroes quests even when offering them...
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.- Barbs are extreme, and I'm on Chieftain.
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!