Sid Meier's Civilization V

Sid Meier's Civilization V

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Super Mario Bros. - The Koopa Troop
   
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File Size
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10.530 MB
Jan 6, 2015 @ 4:41pm
Jan 6, 2016 @ 7:18am
14 Change Notes ( view )
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Super Mario Bros. - The Koopa Troop

Description
This mod adds a civilization based on Bowser and the Koopa Troop from Super Mario Bros., with the mighty Koopa King himself as its leader! This civilization is designed for conquest first and foremost, with incentives to keeping foreign cities under its control.

This mod requires Brave New World.

Direct download: Dropbox[www.dropbox.com]
CivFanatics thread: here[forums.civfanatics.com].



Mod options can be changed via the BowserOptions.sql file. You can choose an alternate leader icon for Bowser, as well as enabling alternate colours for Ethiopia if you're having trouble distinguishing the two civilizations on the map.

This mod includes several flavour unit graphics: currently included are new models for the Landship, Tank, Modern Armor, Mechanized Infantry, Mobile SAM, Rocket Artillery, Nuclear Missile and Jet Fighter.

Peace Theme: Bowser's Theme (Mario Party)
War Theme: Nemesis King Koopa (Super Mario Galaxy)

Additional soundtrack packs (either or both can be used):

Mod Compatibility
Also includes unique diplomacy responses to several other civilizations, see the included readme for details.

Known Issues
  • The Bowser Airship is a simple reskin of the Sky Fortress, respectively. However, I did base the gasbag design on the Bowser Airship on something that appeared in a Mario game; kudos to you if you know what it is.
  • This mod may have problems with mods that alter the behaviour of the Helicopter Gunship. I've accounted for Whoward's "Units - Steampunk Airships" and "Helicopters Can Fly Over Water", but I can't guarantee that it will work properly with any others.
  • Because I've been using JFD's MasterSupportFile.sql to make sure my mod support is up to date, when using some of the mods this civ is compatiable with, some of the parts of Bowser_ModSupport.sql may not be added correctly if it is used alongside other civilizations that are not updated along with MasterSupportFile.sql.

Credits
  • SamBC and J_mie6 - Icon Atlas templates
  • Huitzul and cicero225 - base for diplomacy text templates
  • Tomatekh - dummy building code
  • Deliverator - unit reskin tutorial[forums.civfanatics.com] and model conversion help
  • Vice Virtuoso, - mod options code
  • JFD - mod compatibility code
  • Nintendo - for Super Mario Bros. and the models I used
  • Mario Wiki - reference and art
  • bouncymischa - advice and moral support
  • Wolfdog - A-10 unit model
Popular Discussions View All (1)
4
Sep 4, 2016 @ 9:16pm
Add unique models to mod
westaimuty
120 Comments
montyatreus Jul 13, 2018 @ 2:06am 
This mod is great; I had a lot of fun conquering the world. Thanks, Typhlomence!
Sorre97 Feb 2, 2018 @ 5:16am 
Very well done mod,i have played some gameswith Bowser and it's hilarious hahhahaahh it's a pity the absence of animation
Eating Pancakes Right Now Feb 13, 2017 @ 5:32pm 
Oh god this guy is so Hilarious!
Weboh Sep 4, 2016 @ 9:12pm 
@westaimuty
His comment on his Wario mod might help:

"Getting models into Civilization V is a bit of an involved process, as you have to set the model up so that it animates correctly, which includes attaching it to the "skeleton" of an existing unit model. This is the reason why I had to stretch the Wario model I used.

This tutorial [forums.civfanatics.com] concerns importing a Civilization 4 unit model and rigging it to a CiV model skeleton, but could easily apply to models from other sources as well . I can go into more detail, but perhaps a comment on this mod is not the best place for that :P"
westaimuty Sep 4, 2016 @ 8:59pm 
Hello ...

Sorry, but I am kind of new to this.

Long story short, I am creating a mod for a friend and it is supposed to have unique models. I actually built the models using 3D software (maya). However, I cannot for the life of me figure out how to implement them in the game. Can someone please help me? I am honestly running out of options. I have looked through every forum on the topic but to no avail.

If someone could take my mod and my models and do the coding for me to incorporate them, that would be the best case senario. I am open though to any assistance you may give me.
Master Wizard Wither Aug 26, 2016 @ 9:02pm 
Yes, but it has the embarking promotions. I believe that's where the problem lies.

BTW, the mod that does that is the Community Patch I believe... I have used these mods together before without this happening...
Typhlomence  [author] Aug 26, 2016 @ 5:09pm 
@TheWitherBoss876
Are you using any mods? The Helicopter Gunship shouldn't be able to travel over any water tiles without embarking.
Master Wizard Wither Aug 22, 2016 @ 11:18pm 
I found a strange bug. Whenever I move an Airship over an ocean tile, it 'resets' to the nearest coast tile next turn. I know it's in the code, because the Helicopter Gunship is able to move over oceans without resetting.
Not an Alien Jun 13, 2016 @ 1:16pm 
>Be America
>Play against AI Bowser on hard difficulty
>Declares war on me
>only targets my workers
>TFW he keeps taking my pesky plumbers
>Fug
Osariik May 27, 2016 @ 8:34pm 
Please add YnAEMP support