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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)
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.
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.
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.
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.
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/
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.
Hope all is well, but be sure to take care of #1 first! That's what's most important.
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.
But, I may have forgotten to actually do it... Will look at it later today, and maybe throw out a quick hotfix. Thanks!
Sheesh.
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.
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.
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!
Thanks, @Evil Paragon! Glad you're liking the mod. Feedback like this is what every modder loves to hear!!!
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!