Sid Meier's Civilization V

Sid Meier's Civilization V

Fantasy Army - Wandering Monsters Expansion
107 Comments
Kaz_Ka_Vel 3 Dec, 2024 @ 11:50pm 
is it compatible with _Gaia's Core Mod???
Red-Eyed_Gelynome 18 Oct, 2024 @ 9:14am 
For anyone still using this mod, stay tuned. i got a goody patch for this. I turned this mod to a nightmarish. every turn there's a WM spawn (Small chance they dont spawn), they no longer spawn on a city thus preventing capturing it (Tested but a really small chance can still occur when the script moves the unit to a valid plot and that plot happens to be a city)

also made the spawner into 4 category.
Spawner1 = 10 WM level from 1 to 2
Spawner2 = 5 WM level from 2 to 4
Spawner3 = 3 WM level from 4 to 6
Spawner4 = 2 WM level from 6 to 8

So yes, you can now see a WM from information era the moment you applied my patch so make sure you only do so in an ongoing game! (Every civ ingame already has an army and alot of city)
Red-Eyed_Gelynome 1 Sep, 2024 @ 2:02am 
nvm, i've edited the scripts, it spawns now any monster from any era (For my isekai Medeival RP -Gate Style). i just notice that it sometimes spawn random or sometimes not, but now every turn it spawns something. yay. thanks
Red-Eyed_Gelynome 1 Sep, 2024 @ 1:13am 
Can you help me out, what do i need to change to allow all monsters to spawn regardless of era?
Adam Jensen 007 9 Jan, 2024 @ 7:56am 
solid work s man
jsteinbeigle 25 Dec, 2023 @ 12:26pm 
small issue, when they randomly show up they can show up in your cities and take them over with out a fight which is wrong
Aetini 30 Oct, 2023 @ 1:13pm 
Appreciate the work you put into this.
shank_karl 9 Apr, 2023 @ 9:22am 
This mod appears to conflict with Barbarians Evolved. Using both, "normal" barbarians no longer capture cities, even when the option is selected. I assume this is because sometimes WM capture cities as well. Not sure if you can fix or not.
S-Man  [author] 14 Feb, 2023 @ 8:20am 
Hello everyone. I apologize about the delay getting back to the mod. I'm taking notes of all the comments here and will update it soon. Thanks for your patience.
friend robocat 14 Feb, 2023 @ 7:43am 
perhaps an expanded bestiary, an expansion to this fine mod once all the bugs are cleared out
S-Man  [author] 14 Feb, 2023 @ 7:26am 
Hey everyone. Sorry for the delay getting back with you. Have been away from the game for a while.

I'll take a look at the spawn functions and make some changes based on what Xenvar reported, along with a few other bugs.

If you have any suggestions, now is a good time to add them here.

Appreciate your patience.
friend robocat 11 Feb, 2023 @ 1:28am 
please make the monsters spawn only in unowned land
friend robocat 8 Feb, 2023 @ 6:19pm 
please update this mod S-Man...
Xenvar 26 Jul, 2022 @ 1:36am 
I can see in FAWM_SpawningFunction you can add checks for unowned land but I'm not quite sure what to add to your code to add the check
Xenvar 26 Jul, 2022 @ 1:10am 
Is there a way I could limit these to outside of player territories? I really want the outskirts of civilization to feel more wild and I use an absolutly massive map so there tends to be unused areas far longer into the campaign, Ideally Id love to have more humanoid creatures being able to spawn just on the edges and the others spawning increasingly further as they get more wild. While i like the idea of them being wandering monsters, is there a way I could have versions of some spawning in a camp format further from civilization in addition to the ones that are wandering like orcs to give a feeling of where they came from?
LMeire 30 Jun, 2022 @ 12:07pm 
Just a warning to anybody looking at this one: monsters can spawn in your borders and this automatically flips any cities adjacent to them when they do.
SaltySergeant10 24 Oct, 2020 @ 3:49pm 
I appreciate it very much!
S-Man  [author] 24 Oct, 2020 @ 4:41am 
Well, that's not right. I'll add a note to my "master change list" to take a look at this. I must have done something different in the expansion mods than in the main FA mod. May be a couple of weeks, but I'll try to find a fix.
SaltySergeant10 24 Oct, 2020 @ 12:08am 
I'm over the whole unit icon glitch (i just turn off unit icons constantly), its that fact that the AA and WME units actually pop up as the vanilla units it says they are in WB.
SaltySergeant10 24 Oct, 2020 @ 12:05am 
So the thing is when I place say an Abyssal Lord on my WB scenario/map it says Nuclear Submarine and when I load the custom scenario it's a nuclear submarine and places it to the nearest water tile/coastal city on the map. The other thing is the only units that I've had no issues with are your Fantasy Armies mod units, but all the AA and WME units both do the previously stated issue.
S-Man  [author] 22 Oct, 2020 @ 1:29pm 
Lionx10 - WB uses some generic icons for units placed on the maps as you're building them. I think it's tied to their "Strategic View" icon. As there is a very small number of SV icons allowed in the game (huge mistake on Firaxis' part - hard coded limits), I used generic, normal civ 5 SV icons for the many, many units here, so it wouldn't "break" the game for people who like to play with the SV, and had a lot of other mods loaded that added their own SV icons.

Have you tried a map inside of Civ 5 built on WB with this mod enabled? While it may look broken inside of WB, it should look just fine in the game.
SaltySergeant10 21 Oct, 2020 @ 2:14am 
Your mods are great btw
SaltySergeant10 21 Oct, 2020 @ 2:13am 
Is there anyway to make this mod and the Arcane Allies mod worldbuilder compatible? The units, when placed on a custom map turn are vanilla units.
S-Man  [author] 3 Sep, 2020 @ 10:58am 
The CP works fairly well except for a few units that have a similar benefit to a Great General. The patch drastically modifies that unit/promotion, so usually a large number of superfluous units appear with the wondering monster unit. It's on my list of things to fix whenifever I find the time.

There definitely sounds like a problem of some kind. We'd really need to look at your game logs to see what's going on and try to figure out how to fix it. The map should not be overrun by hoards of WM's, but you also shouldn't have to look very hard to find them either.
Gryphus 1 29 Aug, 2020 @ 1:21pm 
@S-Man. Do you think the community patch would interfere?
Gryphus 1 29 Aug, 2020 @ 1:12pm 
@S-Man. No, but I did have raging barbarians enabled, and yeah, I'd check IGE and there were some monsters but I only saw about 4 throughout the entire map. My game is heavily modded however, so maybe that interferes with it? I'll take a look at my mods and see if there's anything that could possibly mess with the WM scripts.
S-Man  [author] 27 Aug, 2020 @ 6:55pm 
Basically, once you have the LUA.log file, you could go to the collaboration space here:

https://forums.civfanatics.com/threads/fantasy-army-unit-modpack-v5.615705/

And post the contents of the log file so we can see what errors are showing. You can also rename the file from LUA.log to LUA.txt and then upload the file to that same website. It's really the best way for me to see what might be the problem.

Also - it really helps if you start Civ5 from scratch before trying to capture a good game session and log files. That way we only have to look at what happened in that one game, and not the many other games you've been playing since the last time the logs reset.

Thanks.
S-Man  [author] 27 Aug, 2020 @ 6:52pm 
Thanks, @Gryphus 1. Not sure why you're not seeing these units more often. Do you have "No Barbarians" set as one of the game options? Did you start it in a later era?

There's basically a ~30% chance of WM unit spawn each turn, so they definitely should be around somewhere. Do you know how to use IGE to see the entire map?

Also, if you know how to enable logging, we could take a look at your LUA.log file to see what's going on and if there's a problem. The instructions are here:

https://forums.civfanatics.com/threads/how-to-enable-logging.487482/
Gryphus 1 27 Aug, 2020 @ 12:28pm 
I love the mod! But is there anyway I could make them spawn often? I'm in the Renaissance Era and I haven't seen the monsters for quite some time.
S-Man  [author] 15 May, 2019 @ 4:13am 
@lynnhusband - I thought about this early in the mod's development. Even used a Camp feature like Barbs use. After a bit of testing, it just seemed like the WM's were just another kind of Barb unit. I know, in a way they are, but it just didn't feel like they were "wandering" monsters, just scarier Barbs.

Also, after all the tiles get claimed by Civs, Barb encampments fade quickly as an important element in the game. WM camps would also fade out.

So - I changed all that to allow WM's to spawn absolutely anywhere, even in the heart of long-settled empires. I found that element of surprise to be much more entertaining.
Vladossk 3 May, 2019 @ 2:45am 
Very good
lynnhusband 1 Apr, 2019 @ 11:57am 
how about having the monsters all have their own monster dens, where they breed. The spawning rate depends on the size of each monster
Bloodhound8832 6 Feb, 2019 @ 11:21am 
Awsome love the mod!
S-Man  [author] 29 Jan, 2019 @ 8:54am 
Glad to have you back, @vondraco - you're one of the best testers I've encountered!

Hope all is well, but be sure to take care of #1 first! That's what's most important.
vondraco 29 Jan, 2019 @ 5:09am 
Slight typo under "NOTE:" in the description above; should be complement, not compliment.

I'm trying this out for the first time -- took a long break for personal reasons. I'll let you know if I find any problems, but after 6 months you probably have them all ironed out.
S-Man  [author] 8 Jan, 2019 @ 12:43am 
@Bramblestar -you're almost certainly correct about the 'spawn in a city' tile problem. I noticed it in testing, and intended to put a fix in.

But, I may have forgotten to actually do it... Will look at it later today, and maybe throw out a quick hotfix. Thanks!
S-Man  [author] 8 Jan, 2019 @ 12:41am 
@htdang12 & BloodyJake - thanks! It's always great to get a confirmation of the mod working with other mods. Sorry about the delay getting back to this - it's been a hectic few months!
Thryden 7 Jan, 2019 @ 6:04pm 
I think I may have found a glitch with this mod. It's happened on two different save files. My turn starts and one of my cities is captured by barbarians, with one of your fantasy barb units next to it. On the previous turns, there were no barbs even close (I keep a close eye on barbs). The only thing I can think of is one of the barbs spawns onto the tile with the city and captures it instantly. Luckly it wasn't too hard to take the cities back. I have several other mods enabled along with this mod, but since I dont' have any others that do anything wtih barbs, and both times, one of the fantasy units was next to the city when it was captured, I'm thinking it had to do with this mod.
htdang12 27 Aug, 2018 @ 7:50pm 
Make that "Barbarians", not Barbarinas.

Sheesh.
htdang12 27 Aug, 2018 @ 7:49pm 
I confirmed it works with Barbarinas Evolved. I use a couple of other barbarian mods, including one which removes the level cap (yes, redundant with this mod) and all of them work fine.

I didn't see a lot of the fantasy units (a handful) but the barbarian spawning was greatly enhanced, making for some surviving-by-the-seat-of-your-pants action in the beginning.

My games are limited to nothing past medieval so I can't comment past that era.

Thanks.
S-Man  [author] 17 Aug, 2018 @ 10:34am 
@Mozart - All 3 of the Fantasy Army mods (basic mod, Wandering Monster expansion, and the Arcane Allies expansion) can be player with or without the other mods - in any combination.

They were designed to all be played at once, but some players didn't care for some of the different aspects of the different mods. So, splitting them up allows you to use only the main features you like.
-X_[M]ozart- 17 Aug, 2018 @ 10:10am 
do i need to subscribe fantasy mod to use this mod ? or this is a separate mod ?
S-Man  [author] 6 Aug, 2018 @ 5:22am 
@Thatguy_Nick - that's the way I designed it - that all 3 would be played together. But the mod was getting quite large (over 150+ new units), and was taking several minutes to rebuild during development.

Plus, some players didn't like the Barbarian (Wandering) Monsters, but loved the rest of the Fantasy Army mod. Splitting the mod lets them play using only the things the like.

I added the Arcane Allies simply because I thought the game needed more "magical flavor" - something more exotic than the units already in the FA mod.

Thanks!
S-Man  [author] 6 Aug, 2018 @ 5:19am 
@Player#1022 - that's a very good question. Sorry, I haven't tried them together. If you do, could you come back here and tell us how it worked? Thanks!

Thanks, @Evil Paragon! Glad you're liking the mod. Feedback like this is what every modder loves to hear!!!
Lunatic Cultist 1 Aug, 2018 @ 3:42pm 
Brilliantly done probably one of my favorite mods currently
Player#2201 1 Aug, 2018 @ 6:12am 
Has anyone tried this with Barbarians Evolved yet? Can we get Monster cities :steamhappy:
ThatNick_Guy 30 Jul, 2018 @ 3:29pm 
Nice if put together with all 3
haji818 14 Jul, 2018 @ 1:22pm 
Could you add a mode that would make them only spawn at the borders? Just a thought. It would add a "mysterious horde" aspect to the outside world.
Φτελιά 10 Jul, 2018 @ 4:47pm 
I usually play with the eras capped so it doesn't advance, everything beyond the medieval era is garbage.
S-Man  [author] 10 Jul, 2018 @ 3:33pm 
@woogy - I'm not completely sure about that. Remember, the WMs are "usually" weaker than the normal "melee infantry" unit of the Era they spawn. They don't get many promotions, due to nerfed XP, and they also cannot upgrade to later units.

So, while the Germans may get some "relatively free" units, those units will quickly become obsolete. At least until the Information Era - and that's when things will get "interesting" - as some of those units are quite capable indeed...

Also remember: there are several normal Fantasy Army units available to everyone that can capture WMs. So, it's not just fun for the Germans!