Sid Meier's Civilization V

Sid Meier's Civilization V

Divine Daredevils - Assassins vs. Templars
8 Comments
S-Man  [author] 3 Nov, 2018 @ 3:49pm 
@maj - it should not require DLC. All of the needed models are contained within the mod.

All of these units were expanded into a different mod, that is designed to work with my "Fantasy Army" mod. The new mod is called "Arcane Allies"

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1417415155

It has a more magical theme than this mod does, and many of the attack animations in the new mod are more "colorful..."

Arcane Allies can be played without the Fantasy Army mod, as well.
maj4262 3 Nov, 2018 @ 2:36pm 
dose it need dlc
pfcole 19 Mar, 2018 @ 8:02pm 
Indeed they do sir, thank you again sir. :steamhappy:
S-Man  [author] 19 Mar, 2018 @ 5:26pm 
@pfcole - thanks! I enjoy playing the mod - the units add a lot of "color" to the game, I think.
pfcole 16 Mar, 2018 @ 8:31pm 
Wow is all I can think to say :)... Awesome. Thank you sir for all your creative hard work here.
S-Man  [author] 24 Jan, 2018 @ 3:23pm 
@Vondraco - Have ran a couple of long Live Tuner games with those three in combination - so far the only incompatibility is the "unit naming" scripts in the Omnibus Mod and the Exotic Units mod conflict - so no unit nicknames are assigned.

I'm currently working on the next version of the Exotic Units mod (may release it tomorrow) which will fix that problem.

So if you can live without the nicknames for the Mercenaries for a day or so, they seem to work well together.
vondraco 24 Jan, 2018 @ 1:20pm 
How well does this work together with your Omnibus Mod and the Fantasy Army mod?
Skidee 22 Jan, 2018 @ 2:19pm 
Good job :)