Sid Meier's Civilization V

Sid Meier's Civilization V

ASOIAF White Walkers
39 Comments
CBeetle May 18, 2018 @ 2:30pm 
Are white walkers supposed to not start the game with a city to make units? Are we supposed to find someone and take them over to get the barracks and tech going?
ruler_ruler_hi4_seeker_4_seeker May 14, 2018 @ 12:04am 
I'm not sure if this mod is being supported anymore; I have a problem regarding the Wight unique unit. It seems to have disappeared from the mod all together, despite the XML file still being intact.
Desperado Oct 25, 2017 @ 11:44pm 
this mod seems to have disappeared, perhaps a linking issue??
noz3112 Sep 15, 2017 @ 10:49am 
I really liked this mod, but every time I try to load a save, it crashes. Any ideas why? Don't have time to play 8-9 hours straight, unfortunately :-)
linnim Aug 30, 2017 @ 5:29pm 
White worker can not choose from option selection.:steamfacepalm:
rockybattlenet Aug 6, 2017 @ 9:26am 
I hope you consider this suggestion if you're still working on these mods.

I feel like the White Walkers should NOT be powerful at all on offense in the early game. In fact, they should be completely unable to fight outside their territory until they reach a certain tech which them makes them OP. It fits the theme of them just chilling up in the north for waiting for winter to kick in. Maybe that should be their UA?

UA "All units receive attrition while outside their borders. Upon reaching a certain tech, or perhaps building a UB, this attrition is removed."

UU "White Walker. Replaces the Knight. Buffs all adjacent Wights (similar to Great General) and causes attrition damage to adjacent enemy units (similar to citadel). Requires a strategic resource.

UU "Wights. Replaces the warrior. Can either be produced in cities or by defeating or capturing enemy units. Costs no gold to maintain."
FikkDun Jun 13, 2017 @ 4:14pm 
only downside is in the beginning my production gets cut by 70% .....
has something to do with unit capacity ?
taking over defeated soldiers is a really white walker thing and pretty awesome
i have even taken over one of deanerys dragons
a bit overpowered though ?
i ran down the wildlings, nightwatch, the north, and part of the iron isles before any other civ took one city
mirisbowring Jan 5, 2017 @ 4:54am 
Hey,
having some troubles and ideas:
Troubles:
- unit cap...
since u can't found cities, u just can hold around 10 Units (the white walker are a horde Nation)
Also, the mod says that the units are free of maintenance. But i pay 0,2 gold per unit per round

Ideas:

U could remove the Food for this civ (it cant raise or decrease) for each unit, the others capture, u get an additional Inhabitant for ur city (that would also be good for the limmiting cap)
Jepalaudsadsin Oct 22, 2016 @ 7:36pm 
I've subscribed to this mod, yet when I try to enable the mod while ingame, it isn't there.
IlMatteo  [author] Jul 7, 2016 @ 8:40pm 
@Loethor: You have to do some stuff to get it working. Look up how to get mods working with multiplayer, there are a few guides out there.
Loethor Jul 7, 2016 @ 3:16pm 
does this mod work on multiplayer?
IlMatteo  [author] Aug 2, 2015 @ 6:21pm 
@spw1016: No. I don't know how to make new models/model skins so I just reuse game assets as best as I can.
12MonthsASlav Aug 2, 2015 @ 10:03am 
Are the units actually white?
bimpy Jul 15, 2015 @ 3:24pm 
Oh okay, understood. That sucks that the subs are bugged though, i didn't notice that before. Anyway good luck with this series and hope that map turns out as planned!
IlMatteo  [author] Jul 15, 2015 @ 9:05am 
@Zmay50: The reason I can't use the submarine code is because it's bugged as well as unable to be modified. It's set in stone what Civ's invisibility code is capable of doing, and right now any unit within 1 tile of it can see it, and there's also a bug where cities are able to see it. Also, the AI wouldn't recognize the scout's invisibility, so they'd just try to meet civs with it anyways.
bimpy Jul 14, 2015 @ 10:31pm 
I had the Others and Wights mixed up, turns out the Others are the "Generals". On the scouts, I know the submarine units are invisible to all units but destroyers, etc. so maybe you could leech some of the code off of the submarines? If not possible no big deal, im sure people wouldnt turn away from this mod if their scouts weren't invisible. I'm looking forward to any updates coming for this mod. Like I said, it really is my favorite civ to play and the mod series is incredibly accurate to the GoT characters personalities. Keep it up man!

Also, anyone looking to download the ASOIAF mod series, It goes very good with the Classical Age and Medieval Age mods by BlouBlou.
IlMatteo  [author] Jul 14, 2015 @ 3:50pm 
@Zmay50: Thanks for the feeback, I'll try to address it all.

I'll try to replace the Wight's symbol soon; I made this back when I didn't know how to give units new symbols, so I think I'll create a new one for it so it doesn't get mixed up. I might do one for the Other anyway while I'm at it.

As for the scouts being invisible, I can't really do that since there's no way to implement it in Lua, and the XML end of things wouldn't work either for that.

I think, to make them a bit harder, I may give the White Walkers a culture penalty since it seems they have no form of culture.

A map is coming soon, along with a War of the Five Kings scenario.
bimpy Jul 14, 2015 @ 3:29pm 
Sorry for the multiple comments, When i relized it was too big all in one I was going to try and message it to you but it wouldn't let me
bimpy Jul 14, 2015 @ 3:28pm 
there are some tweaks i might reccomend as well. The fact that in Game of Thrones you don't see the Other's or even get evidence of what they are until season 4, maybe you could make scouts invisible to other units unless within 1 tile away, or if the scout is in a forest, jungle, hill or snow, completely invisible. I think that since the civ is just too easy to play as, maybe they should have a permenant negative influence on other civs and city states. Not 100%, just 25-35%. Maybe the wight should have a minor Great General bonus (ie: 5% combat bous and 10% defence bonus for units in an adjacent tile) due to the fact that in Game of Thrones, the Wights were kind of generals. Those are just some things i think would work well with this mod and make it that much better. Also, maybe if you could team up with one of the Game of Thrones map devs and make a start biased based map for this mod series then it would make the experience that much better.
bimpy Jul 14, 2015 @ 3:27pm 
I dont think the Other's symbol needs to be replaced, I think Great Merchants are rare enough to where it would look decent to have an Army of the units whereas the Worker is a lot less rare. It may be confusing, especially for new players, to have the worker's hammer as a wight because the new player might put a worker into their army and end up trying to one-on-one a knight and instead build a road in front of him. odds are slim but could happen.
bimpy Jul 14, 2015 @ 3:27pm 
I have to say, I absolutely love this mod. Its an incredibly easy civ to play: Conquering units with the Others makes the domination victory easy as hell and the fact that military units cost no maintenance is that much better. Also being a fan of Game of Thrones and the book series A Song of Ice and Fire and a fan of civilization (obviously) makes it probably the best mod series I've come across. There are a few turnoffs I'm afraid. First off, I think the Wight's symbol should be something other than a worker's hammer. Perhaps a Mohawk Warrior symbol or a Horseman, or the logo of the unit it replaces.
IlMatteo  [author] Jul 4, 2015 @ 7:32am 
@Ascendant_Bias: The thing is, you can tell the game to try to spawn a civ in snow. It just won't ever do it. When it spawns a civ, it doesn't take their trait or buildings into account, so the game will register all snow and most tundra as undesirable, and as a result, they tend to just get spawned wherever. In the campaign maps where I can actually place them up in the Far North, they'll get a bonus to snow tiles.
Bornstellar Jul 3, 2015 @ 6:46pm 
Shouldn't the UA be something related to snow and the north? Don't get me wrong, I love what you've done, but maybe something like snow tile bias and a UA that gives them prod and food bonuses on snow tiles would be good?
tbpkrark Jun 30, 2015 @ 9:15pm 
Its not really 0, its a fraction. when moving a unit on a road each point really gets it several spaces. say it can move 6 spaces on a road and you move it 5, you have less than a full original (unaltered by road) movement point left so it just rounds down to zero. so if theyre not on a road you control, 0 really is 0
IlMatteo  [author] Jun 7, 2015 @ 4:07pm 
@Soul Aer: Yeah, that's just the weird road mechanics of Civ. Sometimes 0 moves still counts as 1.
Elior Jun 6, 2015 @ 11:47am 
There is now some new musics for the white walkers that you could add.
earabinoa13 Jun 4, 2015 @ 7:32pm 
you did a really good job on all your ASOIAF civs but i need you to make MORE!

Petyr Balish (the Vale)
Mance Raider (freefolk)
Doran Martell (Dorne)
Edmure Tully or Walder Frey (Riverlands)
Roose Bolton (The North 3)
Renly Baratheon (the Stormlands)

and seriously where is the MOTHER OF DRAGONS?!?!?!?!?!?

Daenerys Targaryen (mereen)
Soul Aer Jun 1, 2015 @ 5:00pm 
oh when i sometimes have units travel on roads they end up with say 0/2 movement left letting me make 1 movement before it runs out of movement ingame so despite a great wall they can move with 0/3 moves i think...
Eraith May 7, 2015 @ 2:12pm 
I guess get it before anybody else
ArthurPoondragon Apr 17, 2015 @ 6:32pm 
Oh yeah. I'll go with that, haha.
IlMatteo  [author] Apr 17, 2015 @ 4:33pm 
@ArthurPoondragon: I've actually never thought of that. I suppose the Others and cavalry units would still be able to move. I wonder if civ even allows units to have 0 moves? Although I suppose the Great Wall can be the equivalent of the Wall, and it succeeds in keeping the Others out, haha.
ArthurPoondragon Apr 15, 2015 @ 8:22pm 
So if I just build The Great Wall, is it GG for them?
LilAdamantos Feb 20, 2015 @ 6:21pm 
@IlMatteo: I tried it out nonetheless. It didn't end up working unfortunatley.
IlMatteo  [author] Feb 20, 2015 @ 3:08pm 
@Emerging_Chaos: All of these are made with BNW in mind, but I think a few should actually work with G&K since they don't use tourism/world congress stuff or anything from the new civs. I think this one won't work with G&K because a few of the promotions use code from BNW, but I can't be certain.
LilAdamantos Feb 19, 2015 @ 4:34am 
@IlMatteo: Hello, does this work with G&K or just BNW?

Also, please do it, it being the conversion mod. I've been playing with the G&K ASOIAF mod for the past week and would love to see a BNW one that works and includes the Others.
IlMatteo  [author] Feb 18, 2015 @ 2:32pm 
@Luir: At first, I wasn't sure who you were. I was quite surprised to see the original maker of ASOIAF civilizations! I was mainly going for civs and scenarios, but a total conversion would be interesting. What did you have in mind?
Luir Feb 16, 2015 @ 10:45pm 
Wanna work on a new ASOIAF totalconversion mod?
IlMatteo  [author] Feb 14, 2015 @ 8:43am 
@Techne: I considered it, but the Civ inital settler spawning system is pretty flaky, so even if I gave them a tundra/snow bonus, there's no gaurentee they would spawn in it, and without the ability to create settlers, they would only get cities there from conquering, and other people are already unlikely to settle in snow/tundra.

Additionally, there isn't any canon that states they actually utilize the snow for anything; their strength is their Others and horde, not the land.

I considered making their cities and units temporarily convert the surrounding area to snow/tundra, but Civ engine limitations along with it not being very useful led to me getting rid of it.
Techne Feb 14, 2015 @ 8:33am 
Thanks for this, although I would have thought there would be a UA tied to tundra or snow?