Sid Meier's Civilization V

Sid Meier's Civilization V

Super Mario Bros. - The Koopa Troop
120 Comments
montyatreus 13 Jul, 2018 @ 2:06am 
This mod is great; I had a lot of fun conquering the world. Thanks, Typhlomence!
Sorre97 2 Feb, 2018 @ 5:16am 
Very well done mod,i have played some gameswith Bowser and it's hilarious hahhahaahh it's a pity the absence of animation
Eating Pancakes Right Now 13 Feb, 2017 @ 5:32pm 
Oh god this guy is so Hilarious!
Weboh 4 Sep, 2016 @ 9:12pm 
@westaimuty
His comment on his Wario mod might help:

"Getting models into Civilization V is a bit of an involved process, as you have to set the model up so that it animates correctly, which includes attaching it to the "skeleton" of an existing unit model. This is the reason why I had to stretch the Wario model I used.

This tutorial [forums.civfanatics.com] concerns importing a Civilization 4 unit model and rigging it to a CiV model skeleton, but could easily apply to models from other sources as well . I can go into more detail, but perhaps a comment on this mod is not the best place for that :P"
westaimuty 4 Sep, 2016 @ 8:59pm 
Hello ...

Sorry, but I am kind of new to this.

Long story short, I am creating a mod for a friend and it is supposed to have unique models. I actually built the models using 3D software (maya). However, I cannot for the life of me figure out how to implement them in the game. Can someone please help me? I am honestly running out of options. I have looked through every forum on the topic but to no avail.

If someone could take my mod and my models and do the coding for me to incorporate them, that would be the best case senario. I am open though to any assistance you may give me.
Master Wizard Wither 26 Aug, 2016 @ 9:02pm 
Yes, but it has the embarking promotions. I believe that's where the problem lies.

BTW, the mod that does that is the Community Patch I believe... I have used these mods together before without this happening...
Typhlomence  [author] 26 Aug, 2016 @ 5:09pm 
@TheWitherBoss876
Are you using any mods? The Helicopter Gunship shouldn't be able to travel over any water tiles without embarking.
Master Wizard Wither 22 Aug, 2016 @ 11:18pm 
I found a strange bug. Whenever I move an Airship over an ocean tile, it 'resets' to the nearest coast tile next turn. I know it's in the code, because the Helicopter Gunship is able to move over oceans without resetting.
Not an Alien 13 Jun, 2016 @ 1:16pm 
>Be America
>Play against AI Bowser on hard difficulty
>Declares war on me
>only targets my workers
>TFW he keeps taking my pesky plumbers
>Fug
Osariik 27 May, 2016 @ 8:34pm 
Please add YnAEMP support
SolarNougat 17 Feb, 2016 @ 4:31am 
@Typhlomence

I've tested Bowser on another game while playing as a modded civ (Saiyans), and this time his diplomacy dialogue works as normal. Here's the list of mods that I DIDN'T have enabled on that game (and therefore are suspects):

Valkyria Chronicles - Principality of Gallia
The Candy Kingdom
Splatoon - The Inklings
Hatsune Miku's Vocaloids
Arstotzka
Dr. Wily's Robot Empire
Eggman Empire
Roanapur - Black Lagoon
Soul Society - Bleach
Halidom of Ylisse
Dalmasca
The Uchiha Clan
Star Wars Civs
Colonialist Legacies - The Pridelands

As for non-civ mods:

Nintendo City-states

I do not know how to include Database.log, so I apologize in advance.
RoxyRiku94 17 Feb, 2016 @ 1:52am 
@Typhlomence
Oops, forgot to paste in the lines with 'columns Language, Tags are not unique'. By the way, I've sent you a message with the files attached.
I don't know if it's also related to the issue, but I have the German Language installed, so I'm not sure if this messes the <Language_en_US> Tags up.
Typhlomence  [author] 16 Feb, 2016 @ 5:54pm 
@RoxyRiku94

Okay, I tried to see if I got the same issue by starting a new game with only Bowser enabled, and clicking "Reveal Map" in FireTuner to force the game to make Bowser greet me. His greeting came up fine, and I didn't get an error in the Database.log like you described. I tested it twice, with the latest version downloaded directly from both the Dropbox link and Steam Workshop Downloader so I could ensure my version was exactly the same as what you should have.

If you have any other mods enabled, can you give me a list so I can get those as well and load them at the same time? Either that, or upload a copy of your Database.log and xml.log somewhere so I can take a look at it myself. The two lines you copied down there don't tell me what is actually failing - if that entry already exists in the database, it might say "X is not unique" or something in the log before or after those lines.
RoxyRiku94 16 Feb, 2016 @ 10:23am 
Sadly, I'm also experiencing the same issue as Cosmic Lollipop. I've looked into the Database.log and this line seems to cause the error:

[9404.691] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with values (TXT_KEY_LEADER_BOWSER_RETURNED_CIVILIAN_1, Hah, thanks for saving those incompetent workers. They might still be useful for something!, ).
[9404.691] In XMLSerializer while updating table Language_en_US from file XML/Text/Bowser_DiplomacyDialog.xml.

But, in the XML file there doesn't seem to be anything unusual at all. PHXHRC started a discussion not too long ago, after I experienced the Diplomacy issues:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/520007582/412446292773143995/
SolarNougat 15 Feb, 2016 @ 9:19pm 
@Typhlomence Yes, I'm using the latest version. I also have several other additional mod civs installed, and I'm guessing that one of them "broke" Bowser's diplomacy dialogue.
Typhlomence  [author] 14 Feb, 2016 @ 11:29pm 
@Cosmic Lollipop
Is the version of the mod you are using the latest version (Jan 7th)? And do you have any other mods active?
SolarNougat 13 Feb, 2016 @ 6:36am 
I'm having a strange, yet minor glitch with this civ. Every time I meet Bowser for the first time, his diplomacy dialogue is always blank, and for all other diplomatic actions afterward (e.g. trading, resource requets, declaring war, etc.) he only uses generic dialogue.
Typhlomence  [author] 6 Jan, 2016 @ 7:34am 
Updated - shouldn't break existing saves, but it might be wise to not update if you're in the middle of a game, as usual.

This mainly fixes some Lua issues in the previous version, as well as updating mod support, slight tweaks to some of the art, and some updates to diplomacy, including new responses to my new Wario civ. See the change notes for more details.
Weboh 3 Jan, 2016 @ 12:38pm 
@Phobicwand5031
Eh, the whole game requires DLC to be any good. Just pick up BNW & G&K at the next sale when they're 75% off. You'll like the whole game a lot more.
Commander Felix 31 Dec, 2015 @ 3:07am 
I cant image that you fight with a Koopa unit against soldiers from the modern time :0
Weatherman_Dan 30 Dec, 2015 @ 6:06pm 
Wait, try using Hammer Bros, Boomerang Bros, or Fire Bros for the ranged units. Thats ok that it takes alot of work.
Typhlomence  [author] 29 Dec, 2015 @ 10:42pm 
@Phobicwand5031
While mods for vanilla Civilization 5 are (somewhat, I think) forward-compatible for Brave New World, they can't take advantage of the features introduced in the expansions, as far as I know. So I would (probably) have to recreate the mod to work with vanilla, and it might not be able to use some of the code functions I'm using in it right now. Hence I'm not planning on making a vanilla version. Sorry about that.

@Weatherman_Dan
I do want to do something like that, but importing models into CiV is a bit tedious, so it would be a lot of work to get it done (and I don't want to just use one model of a Koopa archer for all archer units, for example). So it probably won't happen soon.
Weatherman_Dan 29 Dec, 2015 @ 7:31pm 
I think Bowser should get a UA where all his troops are replaced by Koopas and Parakoopas, much like the Simba civ JFD and crew made.
TheDeanFlanagan 29 Dec, 2015 @ 11:58am 
can i ask why is every civilization mod that i want to us require dlc
Commander Felix 22 Dec, 2015 @ 6:18am 
@Typhlomence
well than ^^
Typhlomence  [author] 22 Dec, 2015 @ 6:07am 
@King Felix
I'm not quite sure what you mean. Do you mean that the music changes from Bowser's theme to the CiV Japanese music after one loop? That's normal if you don't have the additional soundtrack pack.
Commander Felix 18 Dec, 2015 @ 5:03am 
Your mod is pretty good i just wonder that the music who plays at the first round change after 1 round is that normal?
nicovallejos 7 Dec, 2015 @ 9:39pm 
Marcus Virgil's mod, Hyrule Civilization (BNW), is already out of date and has bugs. Hyrule is one of the Nintendo civilizations that are in need of update. See steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=184966056 for more details.
Typhlomence  [author] 30 Nov, 2015 @ 7:14am 
@Weboh
Wario isn't exactly commerce... but he's certainly Gold-focused. I wouldn't have it any other way. Perhaps Waluigi could be a unit coming from a decision (i.e. if you're using Events & Decisions) like how you can have :compa: Compa and :iffy: IF in Vice Virtuoso's Nepgear civ.

Sorry, it's not Kirby, though I would like to see a King Dedede civ (unfortunately, the only Kirby game I've played is Block Ball, so I'm probably not the best person for it). My current avatar is a clue, actually. :P
Weboh 29 Nov, 2015 @ 11:09am 
Wario sounds interesting. We could use a few more commerce-based civs. It needs a Waluigi cameo though!

And come on, you can't just tell us there's another one coming without giving us a hint! (is it Kirby? Please say it's Kirby)
Typhlomence  [author] 28 Nov, 2015 @ 3:08am 
@Weboh

Not currently, but that certainly doesn't mean Rosalina is cancelled - I just got a bit de-motivated due to how complex she was getting. I will come back to it once I nail down all the things I want her to do.

I have been working on other things though! I've actually got a great deal of a Wario civilization done, as well as another one that I won't reveal here (it's not a Super Mario Bros. one).
Weboh 27 Nov, 2015 @ 3:57pm 
Are you still working on the Rosalina Mod?
Typhlomence  [author] 25 Nov, 2015 @ 10:35pm 
@B^)
Thanks!

@Emperor Quagy
You're right, thanks for that. The variable being different in each file is probably what tripped me up in the first place.
Lunais 25 Nov, 2015 @ 10:28pm 
Hey, I noticed an error in this file: Lua / Sukritact's MCIS / Typh_Koopa_Troop_MCIS.lua

Here's the actual line:

if iNumForeignCities < BowserBoostCap then

I think BowserBoostCap is supposed to be iBowserBoostCap, since BowserBoostCap is not defined in that file (it is in another file, but it's a local variable).
sexual genius 19 Nov, 2015 @ 2:58pm 
This is a fantastic mod! Really really excellent job on it, especially the detail work, I am especially impressed with Bowser's dialogue during the diplomacy screens. Keep it up!! :)
Typhlomence  [author] 19 Nov, 2015 @ 7:05am 
@rharris4736
Funny that you mentioned Sarasaland, I do plan to do one... in good time :)
NunquamReverto 17 Nov, 2015 @ 5:29am 
Okay, after downloading Nucleotyde's Mushroom Kingdom, this is just what I was looking for. All I need now is Sarasaland and I will be ready for Civ V to consume as much of my life as Civ 2 did back in the day. Bwahahahaha!
Typhlomence  [author] 30 Oct, 2015 @ 11:59pm 
If any of you have played with Bowser since the update, I believe I messed up the code for his randomised city names. That'll be remedied in the next update - if you want a fix now, download the following file and put it in the Lua subfolder of the Bowser mod: https://www.dropbox.com/s/s7wb72079z4bil6/Bowser_Functions.lua?dl=0
Commander Felix 16 Oct, 2015 @ 5:37am 
@Typhlomence
i need brave New World its just not cheap so i have to wait
Commander Felix 16 Oct, 2015 @ 5:35am 
@Typhlomence
I have already Gods and Knights but the other not mabye thats the problem :steamsad:
Typhlomence  [author] 16 Oct, 2015 @ 5:19am 
@King Felix
Gods & Kings and Brave New World can be bought on Steam. I'm not sure if you'll need G&K as well (if you don't already have it), but as I coded this for BNW, I know it will only work if you have at least that.

They are rather pricey at the moment, but they often go on sale, so I recommend waiting until then to pick them up.
Commander Felix 16 Oct, 2015 @ 4:58am 
@Typhlomence
where can i get the expensions?
Typhlomence  [author] 15 Oct, 2015 @ 8:13pm 
@King Felix
Do you have the expansions? As the description says, this civ requires Brave New World, so if you don't have that you can't use it.

Other than that, I don't know why it would be giving you an error about mod dependencies. This civ references other mods, but I haven't set any mods as dependencies for it.
Commander Felix 15 Oct, 2015 @ 10:05am 
@Typhlomence
mazbe zou are right the proble is that i cant activait it when i trz it it sais MOD missing required dependecies so what i should do?
Typhlomence  [author] 15 Oct, 2015 @ 8:08am 
@King Felix
I used steamworkshopdownloader.com to download the version I uploaded, just to ensure it isn't that, and it worked for me.

After enabling the mod (you should see a check mark) in the mods menu, did you click next, and then get the main menu listing that the mod was active? If that's the case, you click Single Player -> Set Up Game, and in the leader list he should appear between Boudicca and Cashmir III.
Commander Felix 15 Oct, 2015 @ 7:54am 
@Typhlomence
I cant chose Browser as leader because i cant find him on the leader menu is that normal?
I think not
Typhlomence  [author] 14 Oct, 2015 @ 5:06pm 
@King Felix
What do you mean exactly by "not working"?
Commander Felix 14 Oct, 2015 @ 9:47am 
The mod is not working by me any tipps?
Typhlomence  [author] 14 Oct, 2015 @ 8:22am 
Finally, a proper updated version has been uploaded. I've taken out the extra soundtrack for the moment, and will put a link to the seperate mods in the description once they are uploaded.

Sorry for the confusion for anyone who was trying to download the update.
PHXHRC 13 Oct, 2015 @ 7:46pm 
Well, it looks like the problem is almost solved, then.