Fantasy Army Unit Modpack (V5)

Initial Reaction to your latest post. Love the Look of the models, the colors etc. They all seem to fit in with only comment being the name ouroboros been for serpents more than anything. and drakes in modern myth refering to flightless dragons usually, depending though on who you talk to. so meh point.

EDIT: I still like the idea of the last two dragons being Amphitere then Celestial Dragons. The Color schemes you have would in my mind favor that as well already. I also have a larger post on the previous page
 
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Looking over your notes. Unfortunately, I have to pop out for a bit. I'll try to update the class description photo from post #56 with new data based on your comments. Should have a new version of the photo tomorrow morning at the latest.

Don't worry about the numbers or anything else - I basically threw a bunch of data into a file and was waiting for this exchange to replace the initial place holders with data that actually makes sense. Always helps to have experts around to assist with that.

Units won't upgrade to the next higher unit due to the inability to control the actual numbers. The problem is the same for all these classes. For example - most of the units in the mod have a build limit of 3. Say I have 3 Hermits alive when I discover Construction. I now build 3 Pilgrim units. If it's possible to upgrade, I can now upgrade my 3 Hermits and now I have 6 Pilgrims. When I discover Civil Service, I can now build 3 Monks, then upgrade my 6 Pilgrims, so I now have 9 Monks. And so on.... Ultimately, I can end up with 18 units of the final unit of the class and the AI will never know what hits it...

I like the idea of a Dragon Master (with 2-3 Wyrmling familiars) for the initial (Ancient Era) unit - may make him buildable, and not require Faith to purchase.

The final two units in the class get no terrain bonus, as they're flying... Just didn't seem to go together.

No set up to attack required for Drako units (yeah, I like the way it's spelled too - more butch....) - so they have a bit of advantage over other siege units - plus they're available a bit earlier as well.

I'm using the same Dracolisk model you mentioned for the Beastmaster class...

Barb lairs: those 18 extra units on p. 11 of the manual can all spawn at barb sites, based on the barbs' tech level. None of them are "invisible" as I've had some problems getting invisible units to work right. I do like the idea, but need a bit of time to get to something like a fix for those. The barbs currently have 2 dragon units that can spawn at any of their camps. Also, many of the later era units don't have much chance to spawn, as most of the map is discovered/controlled by the era they are supposed to appear. I was thinking about redoing some of the later ones - so they all would be spawnable by medieval/renaissance eras, just to give them a chance to show up - even if that meant nerfing their stats a bit.

When I post the updated pic - please let me know which numbers to adjust, etc. It is quite helpful. More tomorrow.

Thanks!
 
Updated stats on the Drako class - will keep coming back to you until it looks like you think it should. Basic changes - adding the Dragon Master as a buildable unit; nerfed earlier Faith costs; buffed some combat strengths; adjusted movement stats, etc. The Drake is the last pedestrian Drako, but his movement increase to 4 - albeit he still is subject to paying movement costs for terrain, unlike the latter two Drakos.

Also - please let me know if you're ok with the colors and sizes of the models. Perhaps they can all be a bit smaller, but I wanted to have them "grow" as they evolved, with a minor restart of that premise once they achieved flight.

I'm planning on building the Dragon Master as an exotic Scout/Warrior type - maybe something like one of these:
https://forums.civfanatics.com/resources/inca-scout.20030/
https://forums.civfanatics.com/resources/civ5-ancient-unit-pack-20-aztec.20309/
https://forums.civfanatics.com/resources/civ5-ancient-unit-pack-08-japan.19555/

Basically, anything with a melee attack can partner with those Wyrmlings and still be a working/non-crashing unit.
 
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Updated Drako Class Definition:

upload_2017-8-3_8-13-27.jpeg


Mostly adding a couple of details and fixing a few "typos" on the previous version.

Update:
- Drako Promotions finished, all units updated according to the numbers in the attached picture - Basically, the class is finished, except for reworking the Dragon Master model - will take about 15 minutes to do once I decide on which human figure to add. And of course about 30 minutes of testing
- All Icon Atlases have been reorganized, updated
- Beastmaster promotion artwork done

All that's left to do is add the Beastmaster units and perform the "regression" tests then the mod will be ready to publish. With a little luck (and peace and quiet....) I hope to get it out today!

EDIT: One thing I keep forgetting - adding the "Cairn" terrain improvement (the Holy Site-Lite). Will add a couple of hours I think, as I've never added a TI before. Still haven't quite found the correct artwork to use - which takes much more time than actually adding the code... Still, maybe today. But tomorrow release for sure. I hope... ;)
 
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Ugh. Slow progress today with the Beastmaster class. Most of the units I've chosen have had "issues" with their attack animations. Even simply stuff like city attacks aren't working well on half of my models. It's not impossible to fix these, but it takes lots of time and experimentation to get them looking good. Will work a bit more on this later, but I if can't get them flawless tonight, I'll move on to an alternate unit and call it good enough...

Am still hoping to wrap the mod up tomorrow, but really won't do it unless I get a chance to run the long game testing, and that takes a few hours while LiveTuner runs.
 
Final Beastmaster and Drako class photos. Models are all done and have passed unit testing. Will turn them over to LiveTuner to see if they're as stable as I think/hope they are. All that's left to do is to add the Cairn TI and publish.

upload_2017-8-4_9-51-53.jpeg



upload_2017-8-4_9-52-5.jpeg
 
Hi Sman1975, Great to see the progress of this mod! Well Done! Recently I have some spare time to play Civ V finally, and I would love to test this mod and give my feedback later on. However, I am not sure where I can get the latest version of this mod, should I download it via steam workshop? If you feel convenient, would you please give me a link of the latest version? Thanks a lot.
 
OK - V2 is published. It's 35MB in size so I'm no longer able to update the civfanatics version of the mod. Have to go to Steam to download.

Summary of Changes:

- Added the Drako and Beasmaster classes/promotions

- Changed Apothecary description so to "Holy Site" instead of "Academy"

- Added horse requirement to Marauder unit; changed obsolete tech to Guilds vs Printing Press

- Fixed the non-working Rune Warrior model

- Adjusted the new Barbarian units so they would appear earlier in the tech tree and not obsolete so early – intent is to have more of these units available longer while the map isn't completely controlled by major civs

- Set multiplayer options to "ON" – in an attempt to test MP functionality

- Increase flavor settings for later-era units to help the AI spawn them more often

- Adjusted several classes, so that fewer units can build Holy Sites. In the next version, I plan to add the "Cairn" terrain improvement, which is similar to a Holy Site, but with lower yields. Most of the units in the mods will be building them instead of Holy Sites.

- QOL Adjustments: removes XP limit for killing Barbarian units; allows Great Artists, Engineers, Merchants, Scientists, Settlers, and Workers to be captured. Settlers remain Settlers when captured; allows Caravans, Cargo Ships, Settlers, Workboats, and Workers to be available the same turn they are purchased; increases Settler and Worker movement to 3; provides a free Worker at the start of the Ancient Era.


OK - I've implemented about all I had originally planned to do with this mod. Only things I have left to add are the Cairn Terrain Improvement (Holy Site Lite) and a few of the Barbarian units I will make playable (werewolves, vampires, oh my....).

If anyone has anything else please let me know. And thanks again for all the help getting it to this point. It's actually pretty fun to play... :crazyeye:
 
I cant think of anything else to add. Everything looks pretty good. Most nitpicky thing I can think of is the wyvern emblem might have an extra set of legs on its flag, but besides that. Cant really think of a way to properly improve the mod at the moment. Great work. I'm happy with everything. and Love the Dragons :P

I'll play the mod in a few days again myself just to make sure, But I look forward to playing through a campaign with this mod again.

Also thanks for the opportunity
 
No worries, Draco - it's always great to collaborate with a SME who helps coach the development. Will amputate the flag for the next release, but please let me know if you see any other issues. I didn't have any problems at all during testing and that always makes me nervous...

Thanks again!
 
Does it work with vox? (Populi)

And prices for magical and specialist units should be upped don't want to see only dragons beastmasters etc...

Oh and letting drop for holy sites is WAY OP
 
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Hello, longtime no see.
I've played a couple of games now, school's kept me busy too. Few things I've noticed. I can buy any dragon unit with faith at any point in the game. Celestial Dragons around Classical/Medieval era at epic speed with a few random mods that may be interfering. It seems to be when I found a religion it lets me buy all the religious units (dragons). Dont know if its just my end. Note that I go to the faith/religion screen and use the auto buy drop down. Dont remember if it lets me buy in the city screen though without the required stuff.
Recommendation: Up the Price Heavily in terms of Faith. and/or at least have the cost scale up.
 
Add 0 to all Drake's and beast masters that way celestial is something rare and powerful.

Plus does ai use them?
 
Hey Draco & Jarula - thanks for the feedback. I'm hoping to look at updating the mod in the next couple of days.

Realize the Holy Sites are OP - am planning to introduce a "Holy Site - Lite" in the next version - that yields much lower numbers. I wouldn't think that founding a religion would override the prerequisite tech limits on the Drako units, but it sounds like it might have. Will definitely fix that. Will also bump up the costs for these units. It's hard to know exactly where to set the numbers when you're starting out. Need players to weigh in and help keep things sane.

I'm not sure about compatibility with Vox Populi - have never played it. If you test it, let me know how/if it works. Thanks!
 
Greetings! Just wanted to let you know an updated version (V4) of this mod is now available on Steam. Also, the mod went over 13,000 subscribers on the same day! :clap:

http://steamcommunity.com/sharedfiles/filedetails/?id=974922021

Summary of changes:
- Added the "Corsair Class" -- a pirate/Steampunk-themed class of naval and airship melee units.
- Added the Skyjacker Biplane as part of the Corsair Class.
- Fixed the Civilopedia, so it now actually works in game!
- Since I fixed the Civilopedia, I had to add all the entries that were missing in to it.
- Added the Necromaner and Wizard Tower Terrain Improvements.
- Fixed several typos, misleading entries in the unit descriptions, Civilopedia, and manual.
- QOL: Added the Battleship to Missile Cruiser upgrade (pet peeve of mine), Sped up aircraft animations (another one).
 
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