Sid Meier's Civilization VI

Sid Meier's Civilization VI

Moonlight Hunt: Secret Society
48 Comments
Thyme  [author] 27 Jan @ 9:48am 
One thing, many people have talked about the lack of animation slowing down the game! I apologise about this, I play the game without battle animations so its something I never tested. Annoyingly, I recommend turning this setting off when playing with the mod :/
Hiro 7 Jan @ 7:19pm 
this mod is cool!, but it slows down the pacing of the game a LOT because of the lack of animation from the dog when you attack
Ocelot 4 Jan @ 9:59am 
looks like a legitimate alternative to the vampires
Thyme  [author] 2 Jan @ 3:00pm 
It makes me so happy to keep getting messages of people liking this mod.
I know it's quite buggy and could use some optimization, but I currently cannot get to work on that as real life caught up quite strongly :(
But hopefully in the future I will be able to come back and make the mod as good as it could be!
SomebodyElse 16 Dec, 2024 @ 10:51pm 
Love this mod.
Would lowkey like a different werewolf unit graphic, but it is fun to watch my opponent be barked out of existence. Not so much the long, awkward silence after.
Micabeta 19 Sep, 2024 @ 1:12pm 
love this mod, but i have an issue where battle animations will just freeze and then take foreverrrrrr to finish, which really bogs down the gameplay. otherwise a super fun mod!
ranma_hf 1 Oct, 2023 @ 11:27pm 
I've enjoyed the mod but some feed back, I could wear the were wolf use to have a different level tree where its just the scout now. I missed it being more its own thing. At higher difficulties normally it requires two eras to pass just to get your were wolves up to 30, I did find a mod to make this society the best called conquer and absorb (a little to good but thats not on you). I might suggest that either lowering the conversion rate or as the were wolves grow in power their up keep goes up (if possible). 3 gold at the start is a big ask, but it ends up being a bargain later on.
Sirene 26 Jun, 2023 @ 11:47pm 
This is really cool!! :needy_heart:
Thyme  [author] 11 Jun, 2023 @ 1:40am 
@Muchuu whaaat haha thats so funny. I wish I had an inkling of an idea how to stop that, alltho it might be impossible (some things are just baked into the game like that)
Muchuu 10 Jun, 2023 @ 11:36pm 
Did you know, the Unit (Werewolf) goes invisible IF it gets a promotion from a goodie-hut!?:KScared: A save exit fixes this. :praisesun:
Thyme  [author] 30 May, 2023 @ 3:47am 
@Mushroommancer Not for a while, but I am hoping to find a moment in July-August to fix some of the stuff with it.
Mushroomancer 28 May, 2023 @ 9:27am 
Is this still being developed?
Morrowindnostalgia 1 May, 2023 @ 2:57pm 
https://forums.civfanatics.com/resources/werewolf.28748/

I found this port of a werewolf model from TESV: Skyrim for Civ 4. Is there any way to use that model for this mod?
Puddings 5 Mar, 2023 @ 9:20pm 
Damn I love the mod, but wish it had a werewolf model not dog ;-;
Thyme  [author] 27 Feb, 2023 @ 7:49am 
Hi @norph, thanks for the offer. If you want you can add me so we can talk more about how possible it is to do.
norph 27 Feb, 2023 @ 1:39am 
Hi author. I like the idea of this mod a lot, and if you want, i could make a unique model and animations for werewolves. But i have zero knowledge about modding so it will require cooperation to put it into game.
Thyme  [author] 12 Feb, 2023 @ 1:10pm 
@Wolfgang1347 sadly I don't have much time for modding these days, but I like that both societies are quite different, with their own strengths and weaknesses. Atm this one is probably a tad overpowered tho, at least if you manage to get good spots for the Moon Rock and have good faith output.
Wolfgang1347 11 Feb, 2023 @ 10:11am 
This is cool, if you rework the Sanguine Pact to be more aligned to this one, we could have a pretty good VampireXWereworl roleplay.
Thyme  [author] 9 Jan, 2023 @ 2:42am 
@kfmbelsham if you wanna create assets for werewolves go ahead and ill add them
Kelber97 8 Jan, 2023 @ 9:59pm 
bruh why are the "Werewolves" just dogs that don't even have attack animations
Moo Cow 8 Jan, 2023 @ 1:58pm 
@Friend resubbed, will try it out sometime. Haven't been in the mood for Civ in a while though. lol
Thyme  [author] 8 Jan, 2023 @ 8:54am 
@Moo Cow, finally managed the update the mod. Both the werewolf unit and moon rock are boosted!
Thyme  [author] 17 Nov, 2022 @ 6:53am 
Another possibility is downloading my "Better Scouts" Mod, which comes with many buffs to recon units, including werewolves. One of these is a policy card that greatly increases Combat Strength.
Thyme  [author] 17 Nov, 2022 @ 6:52am 
Yes, but then it requires missing out on the other two buildings, which are also very powerful. If werewolves basically replace the Grand Master's Chapel, I feel it narrows down the importance of that choice.

So for some reason I'm not able to upload things to the workshop. Its likely it has to do with my current internet provider (which ive had for a month, and already given me many problems). I'll try and do it from another wifi when I can.

If anyone wants to test out stronger werewolves, its quite easy to access the mod files and change some numbers though.
Moo Cow 16 Nov, 2022 @ 3:01pm 
To be fair, just building one building allows you to purchase any land military unit with faith at a flat rate and Indonesia allows you to buy naval units with it so they can literally buy a whole army and navy with just faith as it is.
Thyme  [author] 16 Nov, 2022 @ 3:00pm 
@Lucius I thought about that, and its probably the best option. However, it would require more testing and time than I currently have :( In my next holidays I'll give the mod a bigger change, for now i'll just keep these small buffs.
Lucius, the Heavenly Dragon 16 Nov, 2022 @ 1:42pm 
What if you make them have the same strength as the strongest combat unit, but then apply a -10 CS Modifier to the Werewolves?
Thyme  [author] 16 Nov, 2022 @ 1:10pm 
I'm having trouble updating the mod for some reason... please have patience!
Thyme  [author] 16 Nov, 2022 @ 1:09pm 
@Moo Cow, just realized you meant the weakest military unit; this would be very time consuming to code, and I don't currently have the time. The strength from strongest unit vampires have is easier. I just updated the mod to buff the werewolves, I hope it works better now!
Thyme  [author] 16 Nov, 2022 @ 12:52pm 
Hmmm, thats strange, in playtesting I could eventually overrun almost every army with them (on deity). I'll give them a strength buff. I don't like having their strength equal to the most powerful melee unit (especially since they are a faith purchase), because unlike Vampires, you could have an unlimited amount of them, leaving melee units obsolete.
Moo Cow 13 Nov, 2022 @ 5:06pm 
My werewolves were weaker than my scouts if not just as, they were getting almost oneshot by about everything and later on they get destroyed. They should probably scale with whatever the weakest actual military unit is at the time that you have unlocked. So they're still not amazing in combat but they can live for you to use their other abilities and use them for finishing blows to try and get more.
Lucius, the Heavenly Dragon 13 Nov, 2022 @ 4:06pm 
Werewolves do need a buff in my opinion as well. The Moonlight Hunt would be far better if you were actually able to Hunt with it’s units.

If I may recommend changing the Werewolves so that they have Combat Strength equal to the Strongest Unlocked Unit, but also slightly increasing their cost would fix the imbalance.

As they currently are, Werewolves are like Berserkers or Samurai from before the Men at Arms addition. They are decent units that unlock at an unfortunate time and cost too much to build from scratch.

But they have their uses.
Thyme  [author] 13 Nov, 2022 @ 3:55pm 
Hi @Moo Cow! I'll see if I have the time to rebalance it. The werewolf is meant more as a stronger recon unit, not really the main damaging force. Also, the Moon Rock isn't a district, it shouldn't use up a district slot. Its true the cost of werewolves is a bit high for early game, which is why you get a free one. If it was lower, it would be to easy to spam them.

I might look into increasing their attack and regeneration though.
Moo Cow 11 Nov, 2022 @ 7:17pm 
Very underwhelming society and the weakest in the game compared to the official and other mod ones by a bit. The werewolf unit gets easily destroyed by about everything, too expensive for early game and not worth even looking at by mid-game. Moonrock isn't worth the district slot for most cities. Full Moon never comes into play as the unit can't kill anything and the eclipse ability is okay but not worth going through the trouble making them and positioning them around for sieges.
熊猫国王 28 Oct, 2022 @ 8:44am 
哪位大佬给翻译下呗,英语不好根本看不懂啊,哭死
Lucius, the Heavenly Dragon 4 Oct, 2022 @ 4:26am 
Very Nice.
ConnieOfTheWolves 23 Sep, 2022 @ 2:39am 
I will watch your career with great interest.
Thyme  [author] 12 Sep, 2022 @ 10:22pm 
Thanks for the recommendation! I have actually just began watching the series so I will bump into that episode soon enough haha
Thyme  [author] 12 Sep, 2022 @ 10:22pm 
Hi @metronome! Sorry for the late reply. Indeed, in my playtesting I have found the society a tad overpowered, and I have been meaning to add a larger maintenance cost but haven't found the time. Deity should be fine if you have experience in the game. Just bear in mind Werewolves aren't good fighters in early ages, they only become a real threat after the second or third promotion.
metronome 9 Sep, 2022 @ 12:13pm 
By the way, you might really enjoy a short film on Netflix that's about werewolves serving in the military! Season 1, episode 12 of "Love, Death & Robots" is called "Shape-Shifters." I really enjoyed it.
metronome 9 Sep, 2022 @ 11:56am 
Hi Friend, what level of difficulty would you recommend playing this mod with? Based on the stats of the units & Moon Rock, it looks like it'd push me into Deity in order to still make the game challenging. With the swarm of units (as opposed to the very small number of Vampires), is there a maintenance cost to compensate for their amazing utility? Otherwise, it'd be a guaranteed win with a typical play through?
Thyme  [author] 31 Aug, 2022 @ 6:05pm 
@Ki|| I'm glad this worked! Ideally the mod shouldn't conflict if you don't select the setting, but I haven't added that yet hahaha. I'm just glad it works for you for the moment :)
Solitude 31 Aug, 2022 @ 5:40pm 
@Friend I appreciate the response. You actually already help solve my dilemma. I was hitting the 'play now' option for some silly reason. When I setup the game to have the appropriate settings it does work as intended. Thank you!
Thyme  [author] 31 Aug, 2022 @ 12:57pm 
@Ki|| I haven't managed to replicate the problem. Could you confirm that you activated the Secret Societies Gamemode and are playing under the Gathering Storm ruleset? Any other information you could provide (what DLCs you have enabled/disabled for examplle) would help me a lot
Thyme  [author] 31 Aug, 2022 @ 12:50pm 
@Ki||, I wil look into it! Thanks for letting me know.
Solitude 31 Aug, 2022 @ 12:47pm 
I have disable all mods with the exception of this one, and it has yet to work. I get the standard "Error Starting Game" message. I love the idea of being a part of this society and rivaling the Sanguine Pact, or vice-versa. Can anyone else confirm this one working for them?
Doc_Furtado 30 Aug, 2022 @ 3:54pm 
I will try
Stahlseele 29 Aug, 2022 @ 3:30pm 
*yoinks'*