Sid Meier's Civilization V

Sid Meier's Civilization V

Hollow Knight - Hallownest (The Pale King)
41 Comments
Lord Frieza 9 Feb, 2024 @ 11:13am 
I actually thought about how a Hallownest civ would look for this game, turns out we had similar ideas, cause I also thought the 2 best unique replacements would be a stag station for the caravansary, and a vessel unit that replaced the base melee unit, so I'm glad to see this brought to life, great job man.
Machixius 28 May, 2021 @ 1:28pm 
Also, the 3rd fallout clearing for vessels counts as 2 for some reason making it so only 4 fallout tiles are needed to upgrade.
Machixius 28 May, 2021 @ 7:57am 
@space walrus thank you for the response.
Space Walrus  [author] 27 May, 2021 @ 7:11pm 
The AI doesn't take full advantage of this civ, unfortunately, but that's usually the case for most modded civs. It is coded to where it will clear tiles whenever a unit happens to be on a fallout tile within Hallownest's territory. That's really all we can code however, we can't make AIs more likely to go out of their way to clear fallout with Vessels, for example. So if you happen to see an AI have a Pure Vessel, consider yourself lucky lol.
Space Walrus  [author] 27 May, 2021 @ 7:10pm 
@superpeashootr Some valid points.
A. Due to how powerful they can be I do think that Pure Vessels need iron, but you're right about how Vessels shouldn't need iron. Will add in the next update (I am planning to update this civ anyways soonish)
B. Now as for your second point, due to the limitations of civ V, you can't just make Fallout tiles not affect tile yields, at least not without DLL I believe. You can counteract the Fallout effects theoretically, but that could take a heavy toll on turn times, so I don't really want to implement it personally. I get why it can get tedious to clear the tiles, but ya know the fighting the infection in Hollow Knight was kinda tedious as well :p
Machixius 27 May, 2021 @ 6:47pm 
Quick revisions, pure vessels costing iron is fair, but vessels costing iron is something I'm unsure of. (If only steam let me edit comments.)
Machixius 27 May, 2021 @ 6:39pm 
A. vessels still costing iron poses a major issue for the cheap "use and lose" strategy supposedly encouraged vessels being cheap. (as well as pure vessels needing iron)
B. Fallout is meant to be a sort of positive and I get that, but it needs a lot of tedious micro to make sure your tiles are still usable (fallout reduces tile resource gains.).

I recommend removing the iron requirement for vessels and pure vessels, as well as making fallout in hallownest tiles not reduce tile gains. (If it's possible of course.)

Also, I'm curious if you've made any adjustments to how the AI plays this civ since it has a pretty odd quirk that needs to be taken advantage of to really be competitive.

Mostly nitpicky things, nice mod overall, slightly underwhelming for what I expected.
Space Walrus  [author] 20 Sep, 2020 @ 11:14pm 
@Crusader_Jeffory Maybe in the future. I'm very busy with other things at the moment
Crusader_Jeffory 15 Sep, 2020 @ 10:50am 
I was wondering, are you going to add more unique dialouge for the Pale king, because most of what he says is pretty generic
Illuminati 25 Aug, 2020 @ 12:50pm 
The Pale King's greeting should instead say: "How did you make it past all those buzzsaws?!?!"
Space Walrus  [author] 25 Aug, 2020 @ 12:34pm 
@Fail Well, there are currently reskins of the Longswordsman used for the Vessel models: Unique models are notoriously hard to create, so there isn't any plan to make some
Grimm 25 Aug, 2020 @ 10:28am 
Are there plans to add custom models for the vessels?
Darevil 21 Aug, 2020 @ 10:13am 
OMG you did it !
Space Walrus  [author] 16 Aug, 2020 @ 6:14pm 
@banj The Pure Vessel is designed to be a viable combat unit for the era (and to an extent the era after) you're in. So yes, Pure Vessels made in later eras are stronger. So at some point, some Pure Vessels may become useless. But since Vessels can always be created, you can always get those improved Pure Vessels in later eras.
Satan 11 Aug, 2020 @ 7:41pm 
Hi! Love the mod. When you say the Pure Vessel doesn't go obsolete, do you mean its a viable combat unit for the whole game? I noticed one of my later Pure Vessels was four points stronger than another one. Are Pure Vessels made in later eras stronger? I don't think they get stronger from clearing fallout like regular units, so that couldn't have been it.

Thanks!
Weponization 19 Jul, 2020 @ 1:56pm 
are the pure vessels not suppose to cost iron even though the regular vessels cost iron?
Crystal Rose 8 Jul, 2020 @ 2:29pm 
Great mod. Thanks for sharing. Good Luck with this and all your future endeavors.
Drengade 28 Jun, 2020 @ 12:08pm 
The moment i tried to clear the fifth radiation the game crashes.
Hollow6724 26 Jun, 2020 @ 11:00am 
How do you clean fallout in coast tiles?
saideira1 26 Jun, 2020 @ 7:36am 
@space walrus -- manual install seems to have gotten things working. Cheers
Space Walrus  [author] 25 Jun, 2020 @ 5:57pm 
@Random Shieldson Fixed. Sorry about that
Ransom Shieldson 25 Jun, 2020 @ 3:54pm 
I have an issue where making a second Pure Vessel crashes the game, is it only designed to have one?
Space Walrus  [author] 25 Jun, 2020 @ 12:04pm 
:hollowknight:
Leugi 25 Jun, 2020 @ 11:49am 
:squirtyay:
Arrissot 23 Jun, 2020 @ 6:33pm 
wow this is a cool ass idea haha
Space Walrus  [author] 23 Jun, 2020 @ 3:13pm 
@fincherjc The only thing I can think of is that the mod somehow installed wrong because steam is dumb sometimes. Try the direct download I just put in the description, and put that into the MODS folder (You may need to unzip the .civ5mod file yourself with 7zip or a similar program if it doesn't show up).

Otherwise, there would be an error in the Database.log that explains why it won't show up.
saideira1 23 Jun, 2020 @ 2:48pm 
I have only 1 line in each mod log

jfincher@Jordans-MBP Logs % cat ModInstaller.log
[83.559] ERR: Cannot delete archive. (C:\Emu\AppDataParent\Sid Meier's Civilization 5\MODS\JakeWalrusWhale and TopHat's Hallownest (v 1).civ5mod)

jfincher@Jordans-MBP Logs % cat modding.log
[22.010] Changing active DLC and Mods.
jfincher@Jordans-MBP Logs %

From what I can tell I have the full content of the mod in ~/Library/ApplicationSupport/Sid Meier's Civilization 5/MODS/JakeWalrusWhale and TopHat's Hallownest (v 2)
saideira1 23 Jun, 2020 @ 2:24pm 
No, this is the only mod I have installed.
Space Walrus  [author] 22 Jun, 2020 @ 9:47am 
@fincherjc Being on a Mac shouldn't affect the functionality of the mod. If it doesn't show up, I'd assume it has to do with a mod conflict of some sort, but there shouldn't be any issues. Are you using any other mods?
saideira1 22 Jun, 2020 @ 4:31am 
Hello friends. This mod does not seem to function on mac version of the game. The mod is listed and enabled as expected, but the content doesn't show up in games set up with the mod. Is this my fault for trying to use mac or something off?
Renewabrew 21 Jun, 2020 @ 1:42pm 
ahh so my previous list was wrong. I also had JFD's Nationalism and Conflict Resolution on. I wrote that list based on a new game I started and they didn't appear as I 'updated' them and they seem to not exist anymore. I'm guessing that was the problem.
Renewabrew 21 Jun, 2020 @ 1:04pm 
@Space Walrus okay thanks, will do. Thanks for your great content
Space Walrus  [author] 21 Jun, 2020 @ 1:03pm 
@brewmaster All of those mods you said should work fine with this mod. Look at my last comment. If it happens again, the lua.log should help me figure out the conflicts with other mods.
Renewabrew 21 Jun, 2020 @ 12:57pm 
@SORROW I had the same problem. Would really like to try this out fully, but I don't want to play the start of many games to slowly find out which mod it was. I was running the following: Info Addict, Really Advanced Setup, Smart AI, Max XP VS Barbarian not anymore 30. Any crossover?
SORROW!! 21 Jun, 2020 @ 11:39am 
sorry it turned out it was one of the mods i had been using, not sure which yet probably should of done that first
Space Walrus  [author] 21 Jun, 2020 @ 11:01am 
@SORROW!! It's fine on my end, not sure what the issue is.

If you haven't already, if you enable logging I can try to see what the issue is if it happens again.
How to enable logging: https://forums.civfanatics.com/threads/how-to-enable-logging.487482/

If you do that and it does happen again, sending me the lua.log after the crash (located in This PC>Documents>My Games>Sid Meier's Civilization V>Logs) would help me out a ton. Thanks
SORROW!! 21 Jun, 2020 @ 9:15am 
i love this mod and thank you for making it, but whenever i make a vessel into a pure vessel the game crashes
💖 Officer Hotpants 💖 21 Jun, 2020 @ 3:54am 
This is cool. This is real cool. Very unique, too. I didn't even know something like the fallout-based unit upgrades were possible. Very creative.
Snowblind 20 Jun, 2020 @ 10:06pm 
If I ever bothered to start learning this game, this would have been one of the first things I tried to do. Thanks for getting to it first.
Desperado 19 Jun, 2020 @ 9:51pm 
Great work, and very original concept...definitely upvoted
Yabby_Shabby 19 Jun, 2020 @ 4:36pm 
Very well made and clean, keep up the good work!