Faerun

I am playing v14. For some reason any time I try to build an improvement on a tile with a road (there's also a forest there), or chop down the forest, it removes the road instead.

Reproduced in 100% of cases.
 
I thought it was kind of difficult to describe the Sword Coast Scenario with screenshots, because it's not exactly a "normal" civ mod.

I hope this little video will help prospective users decide if this is something they want to try out. It's also linked on top page. Can't wait to be finished with this project!

EDIT: See top post for linked videos.
 
These are the steps to reproduce the issue with road removal.

1) You have a tile with a road going through a forest tile.
2) You order your worker to build a lumbermill. There's also an icon to remove road which takes less time, but I am sure I click on Lumbermill, tried it a few times.
3) A few turns pass (required to remove a road), and a road is removed instead of building a lumbermill. The worker action stops.

If you could kinly look into that, it would be great :).
 
My friend Kat, for whom I made this mod, complained bitterly about the difficulty.

So I updated to v.2 which re-calibrates the difficulty. Instead of the standard Civ difficulties you'll now have three choices in the setup menu: Easy, Normal and Hard.

  • Easy: Enemies do not heal. Fewer, easier enemies.
  • Normal: Enemies heal at half the max rate.
  • Hard: Enemies heal at the max rate. More, stronger enemies.

Keep in mind that level your leader and the number of followers you have increases the difficulty of enemies, no matter which difficulty you choose at startup.

If you've already started a game under v.1, no worries: v.2 will in no way affect your saved game.

If you want to play on "Easy", however, you will have to restart the scenario.
 
Hi FramedArchitect,

I just began to play the Sword Coast scenario yesterday and I can only say "Wow !".
It's amazing what you did and how you changed the base game, giving it a new life.
So far it's as much fun as playing Baldur's Gate.
Truly one the best mod out there !

thanks for your work :goodjob:
 
Updated to v.3; link in top post and on steam.

  • Bugfix: Heroes that die while charmed can be resurrected
  • Bugfix: Level 6+ heroes no longer lose levels when charmed or polymorphed
  • Bugfix: Level 6+ units now cast spells at the proper level
  • Bugfix: Make peace with any minors gained as allies on war end
  • Bugfix: Rogue startplot changed to allow for portal entrance
  • Gameplay: Reconfigured a few portals for easier use
  • Balance: Key bosses can no longer be charmed, mazed or polymorphed
  • Balance: Changed the stats and effects of several items
  • Balance: Several spells increased in damage; some reduced
  • Balance: Wizard and ranger ranged combat strength reduced
  • Balance: Fighter combat strength increased
  • Balance: A few alignment choice quests have more profound outcomes
  • Balance: Units granted as quest rewards will not outlive the quest's end
  • Balance: Every key found will increase game difficulty

Updating to v.3 will not affect saved games.

Thanks to Kat for reporting on all my errors.
 
Wow, quite a bit of work making an RPG out of a strategy game. Hats off for that.

Still, even on the lowest difficulty, I find this pretty punishing. E.g. the wizard's apprentice quest (level 3 wizard) - I tried this various ways, had magic resist gear and heal pots, even starting out hasted for double-shotting I still got roasted. Meteor swarm is just game over; strongold of the nine - boss was do-able, but statues slaughtered entire party. I dread to think what this would be like with more and auto-healing enemies! Bit too hardcore for me, I think.

A particular problem (though I am assuming not a bug) is when events take all my movement. E.g just entered Mithril Hall, got all my party bunched together ready for trouble, and Bruennor calls his chums. I lose all my remaining movement, so there is absolutely nothing I can do while he gang-kills 2 party members straight away.

I've also noted that the stronghold I got at the start of the game is no longer able to produce 2 units. I assume the villagers are sick of dying in my service!

But, whining aside(!), this is an impressive mod. I very much hope some of this (magic items etc.) makes it across to the strategy mod.
 
After a few games you know when you can do a given quest! For mithril hall, I recomand 5 heroes with 1 or 2 at level 3 or 4 and use the hills before activating the quest. Even then you get a hero dead so keep the cleric in the back to resurect. The party composition is also very important.
 
Oh, I'm perservering! It really is a remarkable mod and I'm making headway, but it's not been easy. It's starting to get a bit less gruelling now. I have a reasonably decent party (paladin 4, wizard 3, cleric 3, bard 3, ranger 3), and I've concentrated on side quests in the hopes of getting beefed up.

On my second (third?) restart I got a bard as my first follower so as to get that bard song ability asap.

It seems wizard and cleric followers choose their own spells, or maybe have preset choices. I've only really tried out Khelben Blackstaff, and he seems to get slow, haste, truesight and telepathic link. Telepathic link has really helped get my followers levelling up, and haste helps too for those who can get multiple attacks in (ranged units mostly, since they don't get quite so bashed up).

I've also been sure to follow a solely good path, and seem to have high party morale. The thing is, I have no idea what benefit that is! :)
 
Yes, I don't think the main key quest can be done from start to finish in one swipe. As for the spell casters, they have preset spells, some have more useful spells than others. If you want to have a good control with the healing I suggest you roll a cleric for the main character, by the way neutral clerics are scarce, there is one in the first city in the Underdark, so you have to pass mithirl hall first. There is some very nice gears to find, a bow that fire over obstacles, regenerating amulet and armor.... Mix the bow with extended range gauntlet, regenerating gears with aids spell.
 
Well, started just getting the hang of it. I'd managed to get the oak key and the bone key, and was adventuring in the underdark, when...

"You have lost!"

What? The turn counter was at 500, so I can only assume that's why.

Edit: Let me add though, as I'm conscious that otherwise I seem to just be complaining, that once I'd started to figure out what to do I was increasingly impressed. The transition from "wilderness areas" to "dungeons" is really well done, and cleverly incorporates a wide variety of environments. The underdark in particular was great (just wish I'd seen more of it!).

Would love to play the strategy game on a map as detailed, with the big rivers, ruins, keeps and such like, but I suppose there is a limit on just how big a map can be (and not causing my computer to melt!).
 
Updated to v.4; link in top post.

  • New Follower: Haliyra, Evil Human Ranger from Yartar
  • New Follower: Amrallatha, Neutral Elven Cleric from Everlund
  • New Follower: Morista, Good Dwarven Cleric from Gauntlgrym
  • Graphics: Updated all dragon graphics and effects
  • Gameplay: Added 1500 additional game turns (total 2500 turns)
  • Balance: Most treasure chests now have a chance to drop a unique item
  • Balance: Suffer immobility on quest begin only when handicap greater than 5

Note that if you have already visited the home city of the new followers, they will not be available in your current game. They will however be available in new games.

Updating to v.4 will not break saved games.
 
What? The turn counter was at 500, so I can only assume that's why.

Sorry the mod has been a frustrating experience for you -- and for others apparently, too. That was never my intention.

On the issue you describe, you had played 1000 turns (!) so the end game played. I added an additional 1500 play turns in v.4. If you update and reload your game from any save previous to Day 500 you should be able to continue.
 
Now *that* was quick!

Absolutely no need to apologise, Framed. You've quite clearly put an enormous amount of effort into this, and you should be really proud of what you've achieved. It's a bit of a learning curve, but that's in the nature of such things (what classes should a hire and should I get a party of 5 as soon as possible, what gear is desirable and where can I get it, what does morale do, and so on).

Regarding the turn limit, I had no idea I'd played 1000 turns. Blimey! I did spend quite a bit of time exploring the map, and had the party camp while my leader went off to a city to sell loot.

I read earlier that you're taking some time off from the mod, I can imagine you need the break, but I do hope when you come back to it that some of this fine work makes it over to the strategy version.
 
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