Sid Meier's Civilization V

Sid Meier's Civilization V

Knights Templar
177 Comments
ItIzRafa Aug 3, 2024 @ 3:48am 
I built the Wonder and now TEMPLARS, nice. thank you any way, its a shame the only templar mod its only give by a wonder, the moment you built the wonder you should be able to create Templars by your own, I like to play marathon games, standart its to fast for me, and I wanted a templar, sadly I cant
Ser Andrew Selmy Apr 15, 2018 @ 8:58am 
great mod, love the idea
mkboss Oct 16, 2017 @ 3:49pm 
DESUS VULT
AVE MARIA DEUS VULT
lshipp  [author] Jan 30, 2017 @ 6:15pm 
I've updated to a V15 of the mod to address the issues being reported. Hopefully this will fix the issue with Vanilla and GnK trying to load the wrong wondersplash.
Spooky Elite Jan 30, 2017 @ 4:56pm 
I don't have any dlc
lshipp  [author] Jan 30, 2017 @ 4:53pm 
It uses existing game art.

If you don't have BNW that could be causing a problem but it should not be since the mod is structured to use Vanila assets, or GnK assets, or BNW assets depending on which expansion you have.

But if you don't have all the dlc for BNW, for example, it is possible this is causing the problem, but I cannot for the life of me figure out why this would be so. I'm not using or referencing anything that is not available in the base expansion for each expansion level.
Spooky Elite Jan 28, 2017 @ 6:21pm 
Is there no texture for the Templar's Building?
Narrelama Dec 3, 2016 @ 1:36am 
Well, it works - cause I've seen the AI build it every game, but I've never made it in time. Maybe you could downprioritize it a bit (if you are still working on modding this game), cause seems to me most AI will strive to Crusade first.
Bertdog211 Oct 14, 2016 @ 4:57pm 
Whenever i build this wonder it says "cant load wonder concept red fort" in a little box
szylowski Sep 30, 2016 @ 1:21pm 
DEUS VULT!
Neppatsrev Xam Aug 15, 2016 @ 4:57am 
DEUS VULT !!!
gunziller Feb 26, 2016 @ 7:01pm 
Remove Kebab!:steammocking:
lshipp  [author] Nov 3, 2015 @ 6:32pm 
By "difference" in my last I meant to say "ratio"
lshipp  [author] Nov 3, 2015 @ 5:33pm 
Yes it scales with game speed.

Also, if you are using one of the various mods that have a "custom" game speed (such as the Historic GameSpeed Mod), the scaling will be the difference between the selected gamespeed's setting for "TrainPercent " and the "Standard" GameSpeed's setting of "100" for "TrainPercent "
Delport Breckland Nov 3, 2015 @ 9:17am 
Does the 10 turns scale with game speed?
spazzrights Oct 30, 2015 @ 6:47am 
You should make it so that in the Enlightenment or Industrial Era they become Freemasons
lshipp  [author] Aug 1, 2015 @ 1:55pm 
And, no, you can't remove a World Wonder using IGE and attempt to rebuild it later. Doesn't matter whether it's a wonder added via a mod or one of the original ones provided by Firaxis.
lshipp  [author] Aug 1, 2015 @ 1:53pm 
Aftrer starting up the game, when you reach the screen where you select "Single Player", "Multiplayer", "Mods", etc. does the bottom of the screen say 1.0.3.279 ?
Tomaz Aug 1, 2015 @ 11:54am 
Yes, I started the mod with a new game. The wonder was built the next turn when I used GE. I deleted the wonder with IGE because I thought I could build it again but the wonder does not apper in the build list anymore.
lshipp  [author] Aug 1, 2015 @ 10:30am 
And let the wonder occur normally as part of turn processing? Also, did you start a new game after enabling the mod?

It's possible the mod did not download properly from Steam and you only have part of the mod.
Tomaz Aug 1, 2015 @ 2:11am 
I produced the GE with IGE and popped the wonder.
lshipp  [author] Jul 31, 2015 @ 7:22pm 
How did you construct the wonder? By building it or by using a Great Engineer to rush it? Either of these methods should work. Using IGE to "magic-place" the wonder in a city will not work, however.

Otherwise I would need more info to even have a hope of figuring out why it does not want to work for you.
Tomaz Jul 31, 2015 @ 5:55pm 
I built the wonder but no Templars. What's the problem?
lshipp  [author] Apr 21, 2015 @ 5:43pm 
If you have multiple mods running all which add something at the theology tech it might not be showing in the theology tech 'bubble'. What do you see when you hover in-game over the theology tech with the mod downloaded and enabled?
RobTheMonkey Apr 21, 2015 @ 4:42pm 
still odnt see it in theology
lshipp  [author] Apr 21, 2015 @ 12:50pm 
oops. I moved it to Theology some time ago and never updated the mod description. Sorry.
RobTheMonkey Apr 21, 2015 @ 11:40am 
why do I not see the wonder listed in the engeneering tech?
lshipp  [author] Apr 4, 2015 @ 8:49am 
I am not sure why but I had to re-accept the steam workshop agreement. The mod went invisible for a while. I was not aware of this until a friend told me he could not find the mod.
lshipp  [author] Feb 21, 2015 @ 6:19am 
yep. says so right in the mod description because I am horrible at artwork
Chephren Mykerinos Feb 21, 2015 @ 12:56am 
This Picture already exist ingame!?
NocturnalEye Feb 14, 2015 @ 1:14am 
i think the strength nerfing is a bad idea, especially if they don't upgreade until riflemen in the industrial era

and the templars were active in the medieval era, so I would sooner think them a longswordsmen replacement
Magramar Jan 31, 2015 @ 10:01am 
I think they r fine as they r. many AIs destroy lots of my crusaders easily. i usually try to save em for riflemen upgrade, because i find them not so strong...
lshipp  [author] Jan 31, 2015 @ 7:34am 
I'll consider the change but I would want consensus from other users before making a final decision about it.
Magramar Jan 27, 2015 @ 11:44pm 
ok. thx
lshipp  [author] Jan 27, 2015 @ 3:56pm 
The Steam workshop version of V11 is working for me. Perhaps there was a corruption of some kind that occured while V11 was downloading for you. You could go to the linked Civfanatics download and get V11 from there. Delete the V11 Steam downloaded into your MODS folder, first, though.

I've had oddball stuff happen to me with steam workshop items downloading improperly.
Magramar Jan 27, 2015 @ 3:03pm 
1.0.3.279 is my game version. I always keep all my games at latest patch.
Magramar Jan 27, 2015 @ 3:02pm 
Iship version 9 works fine. ty for the file. I love this mod again :)
lshipp  [author] Jan 27, 2015 @ 12:30pm 
Magramar,

When you start the game and you get to the menu where you can select SINGLE PLAYER, MODS, etc., what is the version number showing for you? If it is not 1.0.3.279 you do not have the latest version of the game, and that is why the mod is failing to spawn the units. If you *DO* have 1.0.3.279 let me know because that means there is something else going on, though I'm blessed at the momoent to understand what it would be.
Magramar Jan 27, 2015 @ 10:18am 
I have BNW and all civ 5 dlcs., version 11. mod worked fine till last version. will try the v9. thx Ishipp.
lshipp  [author] Jan 27, 2015 @ 9:50am 
Also, there was a recent game-patch (last fall sometime). If you have not allowed steam to update your base-game for the Fall 2014 patch, the new version of the mod will not run correctly.
lshipp  [author] Jan 27, 2015 @ 9:45am 
If you had trouble with the new version as Magramar had, please lete me know which expansion you are running.
lshipp  [author] Jan 27, 2015 @ 9:44am 
Here's a link to a mediafire address where you can download the old version (v9) if you are having troubles getting the new version to run: {LINK REMOVED}
Download. Drag or copy from your downloads folder into the Documents/My Games/Sid Meier's Civilization 5/MODS folder. Start up the game and go into the MODS menu. Wait a few seconds for the old version of the mod to unpack itself. Un-enable the new version (v11) and enable the old version (v9).

The new version is running fine for me with BNW but if you have only vanilla or G&K the new methods I am using might not be working for those, even though they are documented as being usable with G&K and Vanilla.
lshipp  [author] Jan 27, 2015 @ 9:25am 
which expansion do you have ?
Magramar Jan 27, 2015 @ 8:34am 
loved the mod, but since the last version, when i build it, it doesnt spawn crusaders anymore.
lshipp  [author] Nov 20, 2014 @ 12:41pm 
Bane Uchiha,
Which expansion are you running? If you have vanilla that is probably the cause. I am using firaxis-supplied in-game wonder artwork and quotes for the splash screens, but they are G&K and BNW artwork/quotes. Vanilla will not be able to "find" the references to the artwork and quote, since they aren't included in Vanilla.

When I made the mod I just assumed it would not work for Vanilla, so never tried to make back-compatiibility for Vanilla.
Sn3aky Viking Nov 13, 2014 @ 9:08am 
I enjoyed this mod but it wouldnt load the image when it was completed. It simply paused the game and a pop up outside the game said it couldnt load the image so i clicked ok and the game un paused. but everything else worked as it should. Spawned in the templars and everything worked great.
Maximum Broly! Oct 21, 2014 @ 10:07pm 
Friend me, I wish to discuss something in private.
lshipp  [author] Oct 21, 2014 @ 10:32am 
I don't have any near-term plans to get Beyond Earth. Not saying I won't eventually mod for Beyond Earth, just probably won't happen any time soon.

Assassins ?
Maximum Broly! Oct 20, 2014 @ 11:39am 
Any chance of you adding this and the Assassins to Beyond Earth?