Faerun for GnK
cgoodno Jan 5 @ 4:07pm
Some feedback
Other than the fact that I love this mod, please consider the below.

1. No option to convert a city's production into wealth/science. This ends up where you have to always be producing something, which really isn't beneficial as far as managing troops and not taking upgrades that make no sense for a city. The best thing I can do is manufacturer a warrior and then delete it in order to keep my production optimal for when new things pop up.

2. Basic explorers, who are weak as heck, should probably have their vision upped by +1. So many times I end up running into an enemy on my last one or two moves who "popped" out of nowhere due to the vision distance. Especially when I pop up on an ogre. It's very weird that I run into a lot of instances where the hex won't show as visible until I am standing right on top of it as well. Seems to happen more in this mod than the core game. It makes their purpose of explorers very limited as they can't really fight anything but it's easy for them to get stuck in a combat they didn't see coming.

3. Ogres early on are way too powerful and take way too long to kill. I've had 3 ogres at once in the very early stages where I'm still using the one or two archers and mostly warriors. I'm surprised there aren't goblin and/or orc hordes preceding the arrival of Ogres. Something annoying, but easier to kill.

4. It feels weird being locked out of spell trees when playing Szass Tam due to Thay's mageocracy set up. But, holy heck did the little D&D geek inside of me squell like a little girl when I first saw and immediately started a game with him.

5. Kind of disappointed that the "heroes" are jus generic classes. Would have been sweet to see some further flavor elements with the option to have heroes specific to your empire of choice. Arilyn Moonblade for Waterdeep, Storm Silverhand for Shadowdale/Dalelands. Etc.

Thank you so much for what you've done so far, though. I've found a reason to play CivV for a very long time with this mod.
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cgoodno Jan 5 @ 11:14pm 
So, have played some more and found that you do have a production to wealth ability, but make it a future research item. If you're playing on a slower-than-standard rate of advancement, it may take a very long time for you to get to it. So long that you run into the issue I had.
cgoodno Jan 6 @ 7:12pm 
And, once again, a feature I mention is hidden later in the game. Though, in a limited capacity. One unique hero per empire. Very well done.
framedarchitecture  [developer] Jan 8 @ 9:33am 
Thanks for your suggestions; I am considering all comments and criticism in balancing the BNW version.
Shake Well Jan 10 @ 11:53am 
Just played this for a couple of hours. I am by no means good at Civ 5, but I echo the comment about Ogres.

They pretty much destroy any melee unit early on, but their behaviour is more annoyance than threat. I have had them just sit on the outside of my city's border, happy to be bombarded by city and 2 archers.

They are obviously a threat, if I were to venture outside the city with workers or such he would gobble them up, but the fact that he shows up early creates a threat, but then doesn't go through on the threat.

I don't know if that makes sense. I can see him being awesome later on, when I can actually attack him with some melee, but early on I just feel that he isn't quite tuned properly.
☯Nyanpath☯ Jan 17 @ 10:06am 
Here's my feedback(before even starting the game): YAY FOR BALDUR'S GATE!

(Starting Off): Hmm, so Sarevok is neutral. Heh, makes sense since you can change him from Chaotic Evil to Chaotic Good through proper dialouge in Throne of Bhall, but I think he should have access to all alingment techs, with the two you don't choose getting locked out after you pick one. But with Neutral Alignment giving Cult of Oghma, I'm not complaining.

(First/Only Complaint): I want Imoeeen...

(First Amusement): TXT_KEY_SPECIFIC_DIPLO_STRING_1 is the reason Thay doesn't like me. BWAHAHA.

(Conquered first city): Take that, you dark elves!
Last edited by ☯Nyanpath☯; Jan 17 @ 1:48pm
Dr Asheblade Apr 28 @ 6:57pm 
We need a way to have more building options, be it actual buildings, or science/wealth/weave energy; something so we do not build and delete troops!
More charters for cities so we dont have a 5 limit and get the last 1/4 way through the game.
Ogres need to scale and some of the quests should be locked/distance locked.
IS it possible for buildings to be added in a mod pack?
--I love the game so far but the lack of building options makes it almost unplayable if you have a high production city. :(
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