Faerun

Thanks for your advise! I've got a couple more questions about the tips themselves and in general.

1) You can build two siege engines (catapults, cannon) with the trebuchet maker building. Cannon are better as they have a range of 3, so, terrain permitting, they can hit a city without taking returning fire. You need the gnome race available for cannon, which you can get either by playing the gnomes, allying with a free gnomish city (e.g. the Svirfneblin in Underdark), or by taking the relevant path in the Illusion school.

I can't for the life of me find where i unlock the building for it. I've spent a lot of time looking but i must obviously be missing something.


4) There are various spells particularly in the evocation and necromancy schools that will quickly dispose of or drastically weaken defending units. I think meteor shower damages the city's hit points too. However, remember wizards are pretty weak so watch out for retaliation. Be prepared for some of your pointy hats to get toasted.

How do i use the spells?

7) Use your heroes - ranged units in particular (rangers, rogues, wizards) can do some serious damage when they have some promotions (e.g. get a wizard up to drill/shock 3, then two shots with logisitics, and city attacker, and those walls will tumble very fast).

How can i recruit more heroes?

Other questions:

  • It says "Reveals Weapons +2 on the map" is this something you claim and work or is this some kind of pickup?
  • Is there a way to transfer food/production across roads like vanilla?
  • What are your priority list when it comes to settling near resources?
  • Any newbie tips on what to do right when you start up a game?
  • Arcanist, is that wizard units? I can't find what is defined as an Arcanist unit.
  • Since there's no scout unit and there's a lot of dangers around, what is your favorite unit to explore with?

Thanks a lot!
 
1. I think the trebuchet maker is unlocked by building the barracks.

2. To use spells the wizard needs to first prepare (like setting up artillery in the regular game), then instead of firing like a regular ranged unit, click on the book icon, find the spell you want and click on the target. Not all spells are targeted since some affect the caster and adjacent units.

3. You build heroes like any other unit, but you can only have 1-3 (or 4 if you play Tethyr). Initially you can only build one. You unlock more by choosing the relevant options in the religion tree.

Other stuff:
* Reveals Weapons +2: a bit misleading. The various unit-building resources (e.g. Weapons +1, Spellbooks etc) depend on the buildings in your cities (so increase the number of buildings generating spellbooks if you want more wizards, more barracks (and various armouries) for more improved swords/spears etc.
* You can move food by caravan from a city with a small (or better) storehouse. Similarly you can send production by caravan, but can't remember what building the sending city needs for that.
* Priority of resources depends too much on who I'm playing to really say what is top of the list. Luxuries usually.
* General tips? Er... just play around. There's just too much to sum that up in a few tips, I'm afraid.
* Yes, arcanists are wizards.
* Mounted units makes best scouts because of their faster movement. Unlocking the dwarf race allows you access to their mounted units, the eagle and griffon, which can fly so ignore terrain and can move through mountains (great place to heal up if they've taken a bashing). Best scouts available IMO.
 
1. I think the trebuchet maker is unlocked by building the barracks.

It's not, tried that >_>

2. To use spells the wizard needs to first prepare (like setting up artillery in the regular game), then instead of firing like a regular ranged unit, click on the book icon, find the spell you want and click on the target. Not all spells are targeted since some affect the caster and adjacent units.

Oh! Thanks!

3. You build heroes like any other unit, but you can only have 1-3 (or 4 if you play Tethyr). Initially you can only build one. You unlock more by choosing the relevant options in the religion tree.

Religion tree like with Faith?

Thanks a lot! This really have helped me!
 
Once "prepared" a wizard can make a ranged attack (just like a ranged/artillery unit), but the unit will also have a book button (the spellbook) that brings up another toolbar of available spells, which depend on what schools of magic you've spent your weave on. Other units (clerics, some heroes) have a spellbook too, but they don't need to prepare.

Yes, religion is what you develop by spending faith (it replaces ideologies from vanilla).

Trebuchet maker... hmm, ok, maybe it's barracks 2 (i.e. you need a level 2 city (pop 6+)). It's in there somewhere, I swear!
 
Once "prepared" a wizard can make a ranged attack (just like a ranged/artillery unit), but the unit will also have a book button (the spellbook) that brings up another toolbar of available spells, which depend on what schools of magic you've spent your weave on. Other units (clerics, some heroes) have a spellbook too, but they don't need to prepare.
Where's the spellbook?

Trebuchet maker... hmm, ok, maybe it's barracks 2 (i.e. you need a level 2 city (pop 6+)). It's in there somewhere, I swear!

It's not available in my city with 11 citizens. :/
 
The spellbook is a button for the unit (like where you have sleep, attack etc).

Just checked and trebuchet maker requires Barracks II.
 
I have problem with population on my 1st city.. till 2 people this raising normal and when i get 2 people its stop for much of time (there is counting to get new people but it reseting every turn eg I have 23 turns to get new people and in next turn i have agian 23 turns.. other city's have 3-5 people my 2.. im playing in king mode) Where is problem?

This isn't a problem or a bug. Your city has negative health, which subtracts from food stores each turn, which I pointed out to another user in a previous post. Please read the pedia entry for Health.
 
FA, it certainly won't be ready soon unless you are ok with the version using horseman animations. The eyes don't articulate and the magical effects protrude from the main eye only. The final version will include fully custom animations, sounds, and effects but It's on the backburner for now while I focus on the Ouroboros mod.
Just wondering if the beholders ever showed up anywhere? I'm going to upload Art Assets v.5 soon, and I'd like to include that monster if it's out there!

Is that black terrain a substitute to desert?
If so, can I use it? :)
I think you're referring to the underdark terrains? That is a conversion of the entire African tileset, and is available in the Faerun Art Assets. You're welcome to use anything from the mod!
 
Just wondering if the beholders ever showed up anywhere? I'm going to upload Art Assets v.5 soon, and I'd like to include that monster if it's out there!
I'm not Nomad but I can answer this one with his own words: "It's in the works but will be a while."
He is getting it to use custom animations (since, you know, it's a freaking fluctuating eye ball :lol:).

That is a conversion of the entire African tileset, and is available in the Faerun Art Assets.
Ooooh! I see. So it will only work in the continent tagged as 'africa', I assume?


Thank you!
 
Just wondering if the beholders ever showed up anywhere? I'm going to upload Art Assets v.5 soon, and I'd like to include that monster if it's out there!

Yes, I have a beholder mesh and textures, but no animations. As I mentioned, I could mount it to horseman animations but it would be a static ball and the eyestalks wouldn't move. I can give it effects so that they shoot beams and such, but that's about it. If you want it as-is I can upload for you.
 
Yes, I have a beholder mesh and textures, but no animations. As I mentioned, I could mount it to horseman animations but it would be a static ball and the eyestalks wouldn't move. I can give it effects so that they shoot beams and such, but that's about it. If you want it as-is I can upload for you.

"As is" would be perfect! Thanks! And I think a beholder making horse noises is actually kinda cute....
 
The scenario is progressing well, and I'm aiming for early April to put up a Beta version here.

Though my partner has not been able to contribute in quite some time, I have slogged through writing out the dialogues for the quests (sorry in advance!). The main quest story is complete, many of the side quests are done, and most of the items and spells are in. I still have many side quests to complete, and a general balance pass to make sure the battles, treasure and quest rewards are somewhat balanced. Also there are two UI components that I plan to add after the Beta is released: A Gambling Tent and Hero Icons on main display.

The number of spells became slightly overwhelming, so I decided to add a little reference to the top menu bar:

Fi_FfJYLkEzsbWmGV_R71P-7KBydV_lY2k5iIyYRGeAJdrS7Xm54hgZme6zI8mKF9Ymtdo6VsMmHL-p2HVcFjRK1uf2dTnksp6k0dcwXb39biXWEj92guIoj3Nn1CO-ZKuiXDl6ivbPMpPdfYQSKHW_rhvLiZCTlitwxciHoISqv6x6dfRBY9mez8KZGZS0E4Pu0UGur3KpYABJ9rMLfV7adqGC9A_x71YZl9L7Hf4pOVYuKpawwlkBpltdhywUJHaxFtKDKmiR6b7UyqLVhHxig_lt9CdWK3E8Ze_WyB2ZrbCO63DJ0D8SZkU_fHfXLaniYXDX9hwBDTkzO0Vc-HjANwWQ4DwHzElAkggtUwPoC-0A8u4X-63-lMesbJwNMLL7nNr3PJD0AbiwNvglgUipmpniY6fWwFdaeNsM94jaCVVPPchXtEbnI0DKYEBY9RD9pTHNYqElwGmPOblVHS_R5AmRhLq3VT9JaUhyu3doEubD61OiauRTsJUmi7QoEA-kHzKSjttFBeeGmsJhGel4XzKY2IJTBkwFOOdo395GWSPUpeLVmH5Z2WnvEkU5x_IPn=w800-h600-no
 
"As is" would be perfect! Thanks! And I think a beholder making horse noises is actually kinda cute....

LOL, I can make the sounds authentic - I just can't get the custom animations finished in time.
 
LOL, I can make the sounds authentic - I just can't get the custom animations finished in time.

What kind of sounds do beholders make, anyways? "blorbleorbleorble..."? :P

I really should study some of the models that add custom sounds to a unit, though -- I'd like to do that with a couple I've been working on.
 
What kind of sounds do beholders make, anyways? "blorbleorbleorble..."? :P

I really should study some of the models that add custom sounds to a unit, though -- I'd like to do that with a couple I've been working on.

LOL,I think those are the sounds murlocks make :lol:

Mostly, it would be the sounds of the effects as they emit from the eyes but Neverwinter Nights has sound effects for the beholder as well.

Sounds are fairly straightforward to add but it can be a bit difficult to make them sound correct. They are defined in the .ftsxml file. The sorceress unit is a decent example to get you started.
 
I really should study some of the models that add custom sounds to a unit, though -- I'd like to do that with a couple I've been working on.
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
 
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