Sid Meier's Civilization V

Sid Meier's Civilization V

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Fantasy Army (V4)
 
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27.986 MB
Jul 13, 2017 @ 8:19am
Nov 27, 2017 @ 1:29pm
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Fantasy Army (V4)

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Description
Have you ever wondered what it would be like to play a normal Civ V game, but with a few extra units that have supernatural abilities? Not a complete fantasy setting or replacement game, but one where a different type of unit adds an extra dimension or two that normal Civ V units cannot.

This mod seeks to add just those units. It will be a work in progress as units are added to the mod. Currently, the mod includes these classes (there are 6 units in each class, spread throughout the tech tree):

1. Assassins: a capable recon unit, and a decent melee unit in the later eras

2. Beastmasters: a dominating mounted melee class of units

3. Clerics: a civilian unit, stackable with combat units, which provides enhanced healing capabilities.

4. Corsairs: a Pirate/Steampunk-themed class of naval and airship melee units, which specializes in plundering coastal cities and the high seas. NEW!

5. Drako: a dragon-based class of siege units.

6. Magus: an evolving group of supernaturalists who gain capabilities as time progresses.

7. Monks: a ranged class of units who attack using "spellcaster animations"

8. Mystic Warriors: a capable combat/leadership unit.

9. Necromancers: adds units that are more like conventional fighting units, albeit with unique characteristics to make them more effective/interesting.

Each class has a dedicated promotion set, consisting of 4 levels of competence - later units get the higher promotion levels.

The mod also adds 18 "monster" units available to the Barbarians - who randomly spawn during the game.


Design Note: The units are designed to avoid XP gain. They are quite heavily promoted when built - to give them the "magical" capabilities the mod is trying to add to the game. In very early testing, allowing them to earn extra promotions just made them significantly OP. This changed the game so that the non-fantasy units were just unnecessary - which was not my intent in building the mod. It also put the AI at a tremendous disadvantage, as they couldn't use the units as effectively as the human player could.


So, Fantasy Army units have reduced XP gain by -150%, which theoretically should prevent them from gaining any extra XP/promotions. With the classes having 6 units, they become obsolete fairly quickly anyhow, so hopefully the XP limit doesn't hurt game play much.



Discussion Thread: https://forums.civfanatics.com/threads/fantasy-army-unit-modpack-beta.615705/#post-14758457


Instructions: Subscribe to the mod, then enable the mod inside Civ V. Please review the manual in the mod's folder after download to use the new capabilities to their fullest.

NOTE: I've added about all I had originally planned to the mod. Please provide any feedback you have on where to take this mod next. Please leave any/all suggestions in the comments. They are definitely appreciated!

Acknowledgements: This mod was designed to show off some fantastic artwork provided by an extensive community of dedicated Civ V modelers. Many thanks to those of you who did the hard work for me: Bloublou, Danrell, Deliverator, Patum333, Zwei833, Wolfdog, Hangman, Nutty, JTitan, Nomad or What, Uruk, Civitar, Ispanets, Murphy613, S3rgeus, Pouakai, Sukritact, janboruta, Leugi, Reedstilt, JFD, and Renlav. Special thanks to Vondraco for all of the above and beyond assistance in playtest/suggestions/corrections. If I've left anyone out, please let me know and I'll add them to the list. Thanks again to all these gifted artists!
Popular Discussions View All (6)
57
Nov 21, 2017 @ 2:30pm
Suggestions
✠ NinjaDemon05 ✠
25
Nov 13, 2017 @ 2:34am
Rebalance?
Delta
10
Aug 12, 2017 @ 12:09pm
For S-Man
✠ NinjaDemon05 ✠
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332 Comments
S-Man  [author] 39 minutes ago 
The Corsair ships have no special abilities/promotions to cross oceans before a civ would normally be able to do this. They should be reliant on the civ reaching Astronomy like other ships.

Normally, this would mean the Sea Dog and Buccaneer are coastal-bound, while the Pirate and later would be ok on the ocean.

Perhaps a mod conflict of some kind. What other mods do you have loaded?
Daqidius 11 hours ago 
I just found out that fantasy ships can cross ocean , i guess that is not intended
S-Man  [author] 12 hours ago 
@Daqidius - yes, that will allow the units to gain XP normally. You'd have to remove the line for each of the class promotions for it to work on all units.

The units are meant to be "a bit" OP - following the "go big or go home" philosophy of mod development. But, there's also a build limit of 3 for each unit type, to prevent them from fundamentally changing the game to a fantasy-themed replacement game.

When I was testing I found I really enjoyed combining several different fantasy unit types on the leading edge of an army - synchronizing their capabilities with good old-fashioned combat power.... Was a lot of fun, I thought. :D
Daqidius 13 hours ago 
Thx for clarification, its true i found fantasy units with their base stats combined with their special promotion OP.
My Question: if i erase the lines "<ExperiencePercent>-150</ExperiencePercent>" would it be fixed ? Of course i would have to lower the unit's stats in other xml files.
S-Man  [author] 14 hours ago 
@Daqiduis - The units are designed to avoid XP gain.

They are quite heavily promoted when built (by design) - to give them the "magical" capabilities the mod is trying to add to the game. In very early testing, allowing them to earn extra promotions just made them way OP. This changed the game so that the non-fantasy units were just unnecessary - which was not my intent in building the mod. It also put the AI at a tremendous disadvantage, as they couldn't use the units as effectively as the human player could.

So, I've reduced their XP gain by -150%, which theoretically should prevent them from gaining any extra XP/promotions. With the classes having 6 units, they become obsolete fairly quickly anyhow, so hopefully the XP limit doesn't hurt game play much.
Daqidius 14 hours ago 
Fantasy units dont get any experience , do you know what the problem can be ?
Raven Guertena Feb 18 @ 4:30am 
well most of my mods are just civilization mods- because the more the more randome the match could become-
S-Man  [author] Feb 17 @ 3:59pm 
@Raven - what other mods were loaded?

Also, if you're not 100% sure about this mod, perhaps set the Options so it auto saves the game every 1-2 turns - just to see if the game crashes in the same place every time. Really helps to isolate the problem.

Also, it sometimes helps when you're adding a new mod to clear the game's cache, so all the settings are updates with fresh data.
Raven Guertena Feb 17 @ 3:40pm 
Well the last time I had a crash was the mediman going to a bunch of warriors and then the game crashed on the next turn- yet, I do not know if it was the units fault
S-Man  [author] Feb 17 @ 6:12am 
@Raven - Generally speaking, the mod is fairly compatible with most other mods.

For Red, specifically, I don't know. This mod generally only deals with updating databases, with almost not LUA involved. This helps improves its chances of compatibility with other mods. Let me know if you see anything that isn't working. Thanks.