Sid Meier's Civilization V

Sid Meier's Civilization V

Touhou - Evil Spirits
55 Comments
Smoked Cheese Feb 16 @ 6:46am 
It seems like the workers don't automatically build crypts anymore. The summon skeleton button image doesn't seem to be working properly as well.
Superbansheeusa Feb 20, 2019 @ 8:13pm 
what is the name of the song that plays immediately when you play as Mima. I love it so much i want to download it.
Sorencer Feb 13, 2019 @ 10:20pm 
What art did you use for the Spectre?

I can't find it in the credit file.
Smoked Cheese May 3, 2018 @ 3:24am 
Would it be possible to add a hotkey to summon skeletons?
NGarlic Mar 26, 2017 @ 6:35am 
this mod and the Tanuki/Mamizou mod causes my Workers (from any Civ) to be unable to build things/improve tiles

i am 100% sure it's these two because i just spent 2 days going through all my mods just to figure out which one is causing it
Methie Aug 16, 2016 @ 2:20am 
Wow. just wow.
Rei'No Otoko Jul 6, 2016 @ 5:26pm 
Holo's uses Wovles bbut they are not summoned they are built like any ordainary unit prehaps there is a way to buy them with faith using the sorc Niu Nina totally removes the promotion and army pages in eui so there ino way to promte a unit that earns it with xp because I can't get those page to show uip I tried using the hot key but they don't work either You really made or put together a very good and fun mod to play and in civ itself has to much for me to remember now I'm old nealry 70 and I'm still a gamer just not as good any more
Rei'No Otoko Jul 6, 2016 @ 5:19pm 
sorry for the spelling errors they are a bit over the tup but I can't see what I write sadly.
bouncymischa  [author] Jul 6, 2016 @ 4:44pm 
@Rei'No Otoko: Well, that's a bit disappointing! Although seeing as you can't promote the Scout in the base game (aside from finding an ancient ruins to make them an Archer), I didn't figure it was that serious a drawback for the Sorceress that she couldn't be promoted, especially since she could still someone relatively strong Skeletons in the late game.
Rei'No Otoko Jul 6, 2016 @ 11:51am 
I had to sop using her, what ashame as I love her very much. two mods have become my favorites to play Mima and Holo of the Wisewolves. but if you can't promote a unit that is the end of the game, so So sadly i've removed her. Since I've switched play to COO. I just hoped there was some other way to achieve those skeletons sigh
bouncymischa  [author] Jul 6, 2016 @ 5:58am 
The mod has a problem with EUI because I had to change some of the UI files that EUI also modifies in order to add the "summon skeleton" mission to the Sorceress. At this point, I'm not sure there's any way to resolve the conflict, other than trying to switch to the Community Patch dll or something similar, which would have its own share of problems.
Dark Lord Jul 4, 2016 @ 1:34pm 
I have the same problem, but it does work with the other civs it seems though. So why it does with this one I don't know.
Rei'No Otoko Feb 18, 2016 @ 9:59pm 
This Mod has an issue with EUI , from civfanatics , it cause my milatary screen to disappear and it also stops any screen showing promotion from opening or poping up. Can you fix that please. I really love playing againist or with the Evil Spirits. but I'd like it to work with EUI too plz.
Ani-Momo Feb 1, 2016 @ 11:47pm 
@bouncymischa Thank you for the response!
bouncymischa  [author] Jan 31, 2016 @ 10:03am 
@Kiri-Senpai: You can build the College of Magic if you're using Sukritact's Events and Decisions mod. (It's a Decision you can implement.) I don't think that mod's available on Steam yet, though, but you can find it on the civfanatics forum at http://forums.civfanatics.com/showthread.php?t=528549 .
Ani-Momo Jan 30, 2016 @ 1:26pm 
In the civ help menu, there is a College of Magic that says only this civ can build, but it gives no information of when it can be built or if its a wonder or not... can someone help clarify this for me?
Colt Sep 15, 2015 @ 9:29am 
Spooky scary skeletons send shivers down your spine.
fake solomon Jul 2, 2015 @ 1:56pm 
Make a civ where Miko is the leader and I will owe you my soul.
Smoked Cheese Jun 16, 2015 @ 11:05pm 
Ah, thank you kindly.

Having 20+ skeletons run across the map is incredibly amusing, I don't know what to do with myself.
bouncymischa  [author] Jun 16, 2015 @ 5:08pm 
@Smochi: You'd want to edit the EvilSpiritsMission.lua file in the Lua folder of the mod. The GetSkeletonFaithCost function returns the amount of Faith needed to summon a skeleton -- just change the values given for iFaithCost to 0.
Smoked Cheese Jun 16, 2015 @ 8:36am 
Would it be possible to make it so that I don't have to use to faith to summon skeletons?

It would be terrible imbalanced, but I just feel like spawning a bunch of skeletons for amusement. Which file would I have to modify to accomplish this?
Rei'No Otoko May 2, 2015 @ 12:41am 
Just use the protect spell, if you feel that the wraiths are overpowered. I found using the defensive version of that spell very good. I still lost units but they did last longer, as intended and it does cost faith to cast that spell.
Rei'No Otoko May 2, 2015 @ 12:31am 
I"m having two random issue's using this mod, one and the worst is that during play the Sorc unit looses its ability to attack and move, or the terrain no cost movement is stopping which would also be the cause of the no movement after shooting. and I guess both are bad, today in play even though I set faith to asking later everytime I had enough points to get a great proph it auto bought them. This is random and isn't happening in all games, I am using other modded civ's so maybe one of them is createing the issues, but they are really causing issues in yours then.
bouncymischa  [author] Apr 5, 2015 @ 8:17am 
@The Wise Wolf: Hello Holo! Yes, the method I use to add the special mission used to summon skeletons appears to break EUI, since both modify the unitpanel lua file. The same issue occurs with the Tanuki civ. Unfortunately, as so far I don't have an alternative means to add the new missions, I'm not sure there's much I can do about it. (I think some of the custom DLLs allow missions to be added more easily, but I'm not sure if I want to make certain DLLs necessary for the civ yet or not...)
The Wise Wolf Apr 3, 2015 @ 5:29am 
This mod unfortunately breaks the unit panel with EUI (or EUI+Community Patch).
bouncymischa  [author] Mar 1, 2015 @ 10:01pm 
Ahhh, unfortunately, I didn't get around to expanding her diplomacy scripts at all. It's one of the hardest parts of a civ for me to do, and due to certain issues in my life right now I didn't feel up to tackling it. Once things get smoothened out, I'll try and take another pass at my civs to improve their dialogue...
RElentless Mar 1, 2015 @ 7:01pm 
Another question since I can't update yet, does the update without UCI give new and expanded diplomacy scripts? Since I'm not interested in UCI but I'm interested in expanded diplomacy response scripts.
bouncymischa  [author] Mar 1, 2015 @ 6:52pm 
The update to incorporate the Unique Cultural Influence compatibility did add new XML and Lua files, so I suspect it'll break a save if you update.
RElentless Mar 1, 2015 @ 12:29pm 
With the Update to Unique Cultural Influence compatabilty did it expand the existing scripts for people without the mod as I'm unsure if I should update now as it might break a game I'm running right now.
Gesh86 Jan 2, 2015 @ 12:18pm 
I've won my campaign as Mima today, Domination on King difficulty against 7 civilizations, most of which hated me from early on and united against me. I guess I agree that Mima's overpowered in comparison to typical warmongering civilizations, in fact, I think as most others I would have hit a brick wall against Ethiopia in the mid-game.
Despite the imbalance, I had heaps of fun with all my epically large spectre-armies! If you want to rebalance it, that's fine, but if not, one can always play on settings they would normally fail at.
Shinskii Nov 11, 2014 @ 10:40am 
EDIT (kinda, derp, disregard my prior comment, may have been a complete fluke or misobservation since it was a little while ago, started a new game up and the Spectres are at normal strength) Still had loads of fun with this, and hoping to see more in the future!
His Rotundity Nov 6, 2014 @ 11:20am 
I think the Crypt improvement itself is fine, it's mainly the spectres they summon that are out-of-line. It's creative and interesting, but they really need to be toned down somehow.
The_Dungeonmaster Nov 2, 2014 @ 5:00pm 
Alright. I haven't yet played the civ and din't know. I like it!
Also, I think the Crypt is a bit OP.
bouncymischa  [author] Nov 2, 2014 @ 2:49pm 
@MasterOfOngmar: The cost to summon Skeletons does increase through the eras as their strength increases. (They max out at 480 Faith to summon in the Industrial era.)

@His Rotundity: It is quite possible it's OP -- I'd considered different ideas to balance it, but in my hurry to get the mod out before Halloween I figured I'd release it as-is. It's supposed to be scary, after all! :P Still, I'm considering some options to tone the Summoning spell down a bit, whether to cap the number of Spectres that appears, or have Spectres cost Faith to maintain (probably 2 Faith per Spectre, so that it's equivalent to the Crypt they came from ceasing to produce Faith). I'll also likely tone down their combat strength.
bouncymischa  [author] Nov 2, 2014 @ 2:45pm 
@Grey: Unfortunately, this civ needs Gods & Kings and Brave New World to function.

@SecularArchon: I don't mind you bringing this potential bug to my attention! During my playtesting, the civ is always loaded last (because I'm changing between versions and reloading it), so I never tried loading it before Events & Decisions. If there is a dependency issue, then it's good to know about it. I'll experiment with it when I have some time and see if I encounter the same problems.
Caulder Nov 2, 2014 @ 11:07am 
i feel cryps could be balenced if the spectors could not leave mima territory without taking damage or something
The_Dungeonmaster Nov 2, 2014 @ 10:47am 
On paper, this looks not only hilariously fun but also really OP. I think a solution would be to make the Skeleton coswt more Faith based on Era.
The Whiffler Nov 2, 2014 @ 3:22am 
What if you only have vanilla civ 5
His Rotundity Nov 1, 2014 @ 6:53pm 
I quite enjoy this mod, especially the custom graphics, but I feel as though the "Summon" spell you can cast at the outbreak of war is entirely too powerful if you've been building lots of crypts. The Spirits summoned are quite powerful for their age, are free, and can go over uneven terrain, so I feel that it would be difficult to ever actually lose a war while playing as Mima, at least if you haven't been neglecting your crypts. Conversely, the Evil Sorceress quickly loses importance for anything but summoning skeletons, as she can't upgrade to any other units as the ages go by; because of her fragility, even if you can use skeletons in the late-game as chaff units, you can't use the Sorceress to summon skeletons on the front-lines without getting one-shot by something significantly more powerful.
Cordy Nov 1, 2014 @ 4:31pm 
I am always happy to see more Touhou Civ's. Cannot wait to try this one out.

EDIT: I didn't realise you made the Tanooki and Moriya shrine mods. Now I REALLY cannot wait to try this and the Marisa Civ. Thank you very much for creating such fantastic mods.
SecularArchon Nov 1, 2014 @ 3:29pm 
As I've said, I'm not overly familiar with Civ 5 modding, but I'm aware of load order issues through modding other games. If it's an issue like that the only fix may be to make sure people know that Event's and decisions needs to be installed first.
SecularArchon Nov 1, 2014 @ 3:24pm 
bouncymischa: I may just be offering help where none is needed, if so I apologize, but to produce the bug you need to have Events and Decisions installed after Evil Spirits. The easiest way to do this is to delete it through the in game downloaded mods menu, then quit the game and reinstall it. If you delete the mod folder manualy you will have to start up Civ 5 and enter the mod menu in order for it to register, then quit and reinstall Events and Decisions. To see if it worked go to the mods in use list (The list that appears right after Configuring Game Data... Please Wait appears) and see which mod loads first (if Events and Decisions appears below Evil Spirits, the mod will be broken). For the bug itself, the Enact Decisions menu that can be accessed at any time can be read normally, it's the popups that can't be read.
bouncymischa  [author] Nov 1, 2014 @ 9:02am 
@Essah: The Library produces 1 Faith, the University produces 2 Faith, Artifact Sites produce 2 Faith, and Hidden Artifact Sites produce 4 Faith. Since it feels a bit unwieldy to write all that out in the UA, I kept it more succinct, but I should at least put that in the description, I suppose.

@SecularArchon: Thanks for the head's-up -- I haven't run into any issues with Events and Decisions yet, but it is still somewhat in the beta stages and it's likely it was loading before any over the versions of Mima I was working on. I'll experiment with it to see if I can reproduce some of the issues.

@Rei'No Otoko: SecularArchon gave instructions for installation -- I hope you can get it working!
Haigen Nov 1, 2014 @ 4:53am 
maybe a nice mod, but poor description. How much faith do science buildings provide?
SecularArchon Nov 1, 2014 @ 3:01am 
bouncymischa: I hope this report helps, as I'm sure I won't be the last to have this problem.
Also, thank you for pointing me towards Events and Decisions, it's an interesting mod that I likely would have missed out on, otherwise.

Rei'No Otoko: First you need to decompress the downloaded 7Z file with 7-zip, you will get a file folder with the same name as the downloaded file, you then need to paste/move this folder into Documents/My Games/Sid Meier's Civilization 5/MODS. The MODS folder should have other folders in it related to whatever other mods you have installed/subscribed. Please make note of my earlier instructions regarding the bug.
SecularArchon Nov 1, 2014 @ 2:59am 
I've found a pretty significant bug in in regards to this mod and Events and Decisions, fortunately, it's somewhat easily fixed. If Events and Decisions is installed after Evil Spirits, and you have both mods active, all decisions no matter what civ you play as will suffer from what I believe I've seen called the TXT_KEY issue. Basically, if you use both mods and get a popup with a bunch of gibberish that's almost impossible to understand, this is probably the issue, though like I said, fixed relatively easily.
1. Uninstall/unsubscribe to Evil Spirits
2. If you haven't already, install Events and Decisions
3. Reinstall/subscribe to Evil Spirits
I'm not all that familiar with Civ 5 modding, so there might be an easier way, but I know that this fix works, I rebroke and fixed it just to make sure.
♥♥♥-Jong Fun Oct 31, 2014 @ 9:12pm 
Mima confirmed? Mima connfirmed.
ElectroMaster Oct 31, 2014 @ 7:55pm 
Touhou and Civilization? Two my favorite things combined?
Rei'No Otoko Oct 31, 2014 @ 5:44pm 
So, I downloaded Events and Dexisioins, but where do I put it, the author has no install directions and I don't see any here either?
bouncymischa  [author] Oct 30, 2014 @ 6:08am 
@SecularArchon: Oh, I made the mod compatible with sukritact's Events and Decisions mod, which I don't think is on Steam yet, but a beta is available in the civfanatics forums (http://forums.civfanatics.com/showthread.php?t=528549) . The College of Magic can be built by choosing one of Mima's Decisions in that mod.

The icon issue is a bug -- I changed Mima's civ icon at the last moment, and forgot to change all the instances of that icon. So the icon that appears in the religion screen or as an AI won't be the right one at the moment.