Sid Meier's Civilization V

Sid Meier's Civilization V

45 ratings
[Overhaul] Fire Emblem Weapon Triangle
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
438.683 KB
Mar 2, 2018 @ 3:38pm
Apr 23, 2018 @ 1:25pm
6 Change Notes ( view )

Subscribe to download
[Overhaul] Fire Emblem Weapon Triangle

In 1 collection by FellBranded
Kaizoku_Panic's Fire Emblem Modpack
17 items
Description
This mod takes the Weapon Triangle from the game series Fire Emblem and inserts it into the base game of Sid Meiers Civilization!



How it works is that it adds 14 new promotions and 14 new combatclasses in correspondence to the various types of weapons, magics and shapeshifter arms to the game. All currently existing units will have their combat class updated, whilst also getting their own promotions that give them their Triangle Advantage.

The model used for this is the Fates Weapon Triangle (to be as inclusive as I can), the Magic Triangle from FE 6-8, the Anima Magic Triangle and an improvised triangle containing claws, beaks and fangs for shapeshifters.

The Newest update also added SuperEffective promotions! Have your flyers, armored units and mounts be wary of their counterparts now, it may only take two arrow volley to down a pegasus rider, two blasts of thunder to kill a General etc.!

Disclaimers:
Due to an unavoidable bug (which happens when changing a units CombatClass to a custom one) the animations for any unit which has its class changed (before the Renaissance era) will have no combat animations, sorry!

Some of the units like the Arachnean League and the Shepherds don't have any changes made to them because the nature of their weapons is too ambiguous to leave up to interpretation. A seperate project called Unit Variation is in the works that will take care of this issue, but it's quite big and ambiguous, and as such will be released at a later date as a seperate mod.

I will keep updating this mod whenever I have the time. If you find a bug or have a request, feel free to message me on steam or discord, or just post it in the comments!
As for any major updates, I consider the mod pretty much finished at this point, but will update it to include a bunch of the newer mods out there.

Supported mods include:
Arlen of Khadein
Valm
Renais
Etruria
Nichol
Verdane
Agustria
Nordion
Hoshido- Mikoto
Hoshido- Sumeragi
Pherae- Roy
Pherae-Eliwood
Daein- Ashnard
Crimea (old version)
Begnion
Rigel- Berkut
Rigel- Rudofl
Taguel Warren- Panne
Kutolah
Sacae
Kiang's Unit Pack (Elemental Wizards and Pegasus Rider)
Plegia- Gangrel
Grado
Ostia- Hector
Bern
Macedon
Desert Kingdom- Grieth
Gallia

Please note that recent mods have begun to include inherent compatibility for WT and as such some of the mods will not be listed in the list above despite having coding for WT.

Not compatible but meant to be patched in the (nearby?) future
Fire Emblem Civs that add promotions to a class of units through the UA or Building

We as the Fire Emblem Modders now have our own Discord server open to the public! Mod ideas, bugfixes, sneak peeks and hangouts included! You can find us at: https://discord.gg/bCvvftW

Direct Download link: https://drive.google.com/drive/folders/1WQb24Pl57ZgCc_9qdgZChtW_p65KO_cW?usp=sharing

8 Comments
FellBranded  [author] Apr 23, 2018 @ 1:09pm 
Issue with thesocial policies and buildings should be fixed now, and I'm about to upload the patch as I type this.
It fixes the buildings and wonders that were depending on CombatClasses like the Stables and does the same for similar Social Polies. No rewrite of the code needed :)
FellBranded  [author] Apr 23, 2018 @ 11:04am 
@EmperorQ I'd have to get a specific list of the buildings/policies that affect (or in this case don't affect) the new classes and try to see if I can't <Update> them to include the added combatclasses as well. As far as I know this is the only true way to get the varying combatclasses in there so a rewrite is probably not going to happen, I CAN see if I can't add support as I mentioned before.
Lunais Apr 22, 2018 @ 8:38pm 
I noticed while playing that buildings or policies that function based on CombatClass (ex. stable) don't affect the new classes

*Update: Skimmed through your code. I see you made new CombatClasses and used Update to assign them to units. Also re-added the standard promotions of the original CombatClass to said units.

But this neglects buildings or policies or anything else that functions on CombatClass.
It also isn't very flexible; any mod that adds something (building, policy, UA, etc.) that uses CombatClass will not apply to the modified units. Is there a way to add a secondary class or a sub-class so you can retain the old class (and its applications) while still having the new features?

(Sorry, I know I'm asking a lot, since you'd have to re-write the entire code)
Doctor G Mar 6, 2018 @ 1:10pm 
pushes thumbs down
Elfie Mar 6, 2018 @ 10:31am 
Never played or even heard of Fire Emblem (wtf is this?), but after playing a severa Civ5 games with FE civs/units/feats I kinda become a fan of it :D
FellBranded  [author] Mar 5, 2018 @ 12:32pm 
For anyone who has tried to download the mod through the direct link but wasn't able to navigate there: sorry, I had forgotten to actually post a shareable one here! It should work now :)
Next patch will include more balancing and fixes, the Supereffective Update: which integrates Flying/ Armored and Mounted units back into the Triangles is set for the next update, however far that may be. Look forward to it !
Shishiyon! Mar 2, 2018 @ 8:01pm 
Looks good! I'll take a look in a bit. (Also, Thank You!)
QuattroKerbecs Mar 2, 2018 @ 5:21pm 
Eyyy I got mod support lol