Sid Meier's Civilization V

Sid Meier's Civilization V

[GFC] The Undead
131 Comments
Kaz_Ka_Vel 4 Oct, 2023 @ 11:25pm 
all units should have a promotion that makes every unit that you kill in melee will join your side....
Also do you have a way to make every unit unique looking, kinda like a grotesque undead, replace aircraft for some wiverns and later aircraft by dragons for exemple?...
Your Doctor 1 Oct, 2023 @ 12:54am 
set up a multiplayer game on deity, use the Eras end in the medieval age and throw in this AI XD sounds like a blast tbh
ChaoticSystem 7 Feb, 2021 @ 2:11pm 
Nekusar!
ecjones1975 14 Mar, 2020 @ 5:58am 
Unique units missing as are the vanilla units they replace.
Fig Enabler 17 Apr, 2019 @ 5:56pm 
Ya boy Necuzar
JEELEN 13 Jul, 2018 @ 9:45pm 
@sw: "All land units heal every turn even if they perform an action. Maintenance cost for land units reduced 50%." Special units are land units, you do the math.
Andminus 7 May, 2018 @ 3:25am 
So the Mod works great, but on the description for the faction it states "...and upon your touch, the corpses of your enemies fight for you." I know another "zombies" mod that does this but yours does not seem to, and theres no real comment about it other then the faction introduction I think. Is this intended?
sw 22 Nov, 2017 @ 1:29pm 
You forgott - as many others - to tell us: does the units inherit the traits?
Arnokill57 31 Mar, 2017 @ 6:19pm 
I keep getting super tiny red stick men for my special undead units. Is there a way to fix this?
firezachdkTTV 29 Mar, 2017 @ 3:24pm 
the picture is nekusar the mindraiser omg magic the gathering is love world of warcraft is life
The Great Walk Forward (Musket) 17 Feb, 2017 @ 7:19pm 
Very challenging even as an AI.

Old Lich had me runnin' till the faithful countrymen got their muskets and repelled his rotting forces.
souldrinker10 16 Jan, 2017 @ 1:36pm 
Does this Mod work with Gods and kings? as im having trouble with it as the swordman unit become completely unavalible to every civ and therefore not giving me the Walking Corpse unit. also none of my units have the Raise the dead ability.
Oh-Knee-Chan 12 Nov, 2016 @ 6:00am 
this mod literally broke my mind... and my game
its a good mod it justmight break your gameif your not careful
XF4LL3N7 22 Sep, 2016 @ 7:20pm 
excellent Civ.Mod, I tip my hat to you Sir. This is great for fantasy games. I've paired the Lich King with your Cultists, Wood Orcs, and Mountain Dwarves & another mod (though I won't name that Mods Creator here) Dragon Colossus [lite], and they all work beautifully together.

Follow. But! Follow only if ye be men of valor!
Weboh 20 Aug, 2016 @ 2:11pm 
@David.froning
From barbarians, the max XP you can get is 30. To get him up higher, you'll have to fight units from other nations/citystates.
uhhhpxstellix 20 Aug, 2016 @ 11:49am 
This is an awesome mod. I am currently destroying Ethiopia with it. However I have a problem, one of my scouts is level 3 with 30/60 xp and for some reason he can't gain xp.
kcm529 21 Jul, 2016 @ 8:38pm 
Are you talking about the space where the historical map would go? What you mentioned would be normal there, but if it's somewhere else, it's probably a conflicting mod. You should probably have the R.E.D. modpack disabled for these mods.
Turbosaurus 21 Jul, 2016 @ 1:22am 
I'm getting red and white checkerboard textures in place of your custom model textures. I have all DLCs and I have both GnK and BnW enabled.
Employed Engineer 19 Jul, 2016 @ 7:48pm 
So i love all your mods so far, but in my recent experience the undead are a bit OP, you really need to rally the world against them to beat them, but that may also be what you intended. They are the undead horde after all.
Calor 17 Jul, 2016 @ 11:18am 
I was happy to see Nekusar the Mindrazer as your civ, and with all the anime roaming the civ V workshop, I clicked it. Now I am glad to go through all of that to find a really interesting civ. V/V Would use again.
5 String Banjo 16 Jul, 2016 @ 4:11pm 
How overpowered do you need them to be? XD
xnti 15 Jul, 2016 @ 11:21pm 
i love all the artwork you use, could you by chance link a source for this one as well?
xalauch  [author] 4 Jul, 2016 @ 1:15pm 
@spiritash I keep improving them, soon I will be updating them all again to add music and fix stuff people has been telling me about. Problem with adding custom models is that they must replace an existing unit, and as so their icons always appear in the 'list' of special units/buildings and looks weird. For now I will only give 2 units and 1 building to each civ to make them all look alike. Also, there's very few custom models available to download, as you can see I didn't make any of them so I'm limited to what I can find in civfanatics.
Eustachio 4 Jul, 2016 @ 12:01pm 
are you continualy improving civs or do you class these as completed? just wondering great work! it would be great to see more spec untis to each civ such as zombies for this ones with low hit points but fast to produce you get me? models are great tho and i realise this would be far off but i am loving this!
kcm529 17 Jun, 2016 @ 7:52pm 
One minor issue: when using the advisor counsel, I get a message along the lines of, 'The The Undead military is not to be trifled with,' can you fix this by changing their civ name to just 'Undead' instead of 'The Undead?' It's a minor issue, so if this change would cause larger problems, it's still a great mod.
hgh1970 17 Jun, 2016 @ 1:33am 
i'm a real fan of ur work. Sry my english is bad. So i write it in german.
Sehr gute Arbeit. Nun macht Civ5 wieder richtig Spaß.
Ich freue mich schon auf die anderen, die noch in Arbeit sind.

Danke und mach weiter so.
Spaceman27 13 Jun, 2016 @ 12:08pm 
i might also add that when playing against your fantasy civs, i notice that they all have the american shield symbol next to their city names instead of their actual symbols
xalauch  [author] 13 Jun, 2016 @ 7:42am 
@RaozSpaz The invisible building thing is great, I will probably use it later on.

@KaijuJaegar19 No sorry, I only changed specialists names on special units, not the rest.
Spaceman27 11 Jun, 2016 @ 12:22pm 
Do you also add great general names for them ? I noticed that the dwarves spawned an iron elder that had its own unique name or is that just for the dwarves ?
RaozSpaz 10 Jun, 2016 @ 3:42pm 
@.chalaux: The most difficult part about that idea would be the giving food to all cities upon the death of a unit. Making it to where a city doesn't produce food is easy, considering you can create an invisible building that all cities start with that give the city -100% food income. I only know this because of all my discussion with another civ modder and their interesting use of invisible buildings. I might ask them if they know how things like that could happen.
xalauch  [author] 10 Jun, 2016 @ 2:26pm 
@RaozSpaz I appreciate you giving me ideas but you need to understand not everything can be done, the coding is quite limited to what is already in the game. I can't just delete food consumption for example, there's no code that would allow that, as far as I know. That's why all traits I've been using are the same or very similar to the ones already in game.

@KaijuJaegar19 Yeah every civ has at least 15 city names, and they're all working I believe.
Spaceman27 10 Jun, 2016 @ 10:37am 
Do all of these fantasy civs have multiple different city names ? Im just curious because i read a comment saying that during their game, the fantasy civs didnt expand beyond their capital
SneakyAlba 10 Jun, 2016 @ 8:02am 
@RaozSpaz That is possibly the best suggestion for a civ I have ever seen.
RaozSpaz 9 Jun, 2016 @ 7:28am 
I just had a super random insight . . . Something that would make the undead a bit interesting. Units that can heal every turn default is extremely powerful, and by all means if you wanna keep it, keep it. But something I can give you as an idea (or something to use for another undead type civ), is this:

Life Through Death: Population and Specialist consume no food and cities generate no food. Whenever an enemy unit is killed, all cities gain food equal to the strength of that unit.

And then you can give the Reanimate trait as default to all your undead units which will heal them every turn (meaning recruiting a large number of these to upgrade would be up to the player). This also heavily encourages warmongering from the player, as their entire nation relies on a constant stream of death. Albeit, barbarians can make a good stand in from time to time for the ever necessary requirement for death.
xalauch  [author] 9 Jun, 2016 @ 5:49am 
@PO-TA-TOES Well of course, these are the only ones you can download from civfanatics, I didn't make them. I don't like the blue jeans on all zombies either...
A Very Angry Garden Gnome 9 Jun, 2016 @ 5:12am 
Thanks for updating, lad :)
Alive By Nightlight 8 Jun, 2016 @ 10:53pm 
maybe instead of nerfing the heal make them weaker to a specific type of unit. Like maybe having a priest/profit causes their heal to go away or like they only heal 50%. What would you all think of that?
Grim Deadman 8 Jun, 2016 @ 10:29pm 
This stuff is great! Thanks for your time and effort!
Bully_Hunter.48 8 Jun, 2016 @ 8:18pm 
@.chalaux I've seen some mods just use different models for the same units
Prospero'sHeir 7 Jun, 2016 @ 8:42pm 
thats not leoric. its Nekusar, the Mind Razer from MTG. i like it!
big chungus 7 Jun, 2016 @ 8:15am 
The undead in the picture looks like Leoric.
tolaburke 6 Jun, 2016 @ 11:14pm 
The Wight replaces the Musketman. This leads to the oddness of being able to promote to and build the Longswordsman.
tolaburke 6 Jun, 2016 @ 9:08pm 
So you've gotten the 'heal every turn' by giving all units the 'Air Repair' promotion. Except the Scout.
kcm529 6 Jun, 2016 @ 7:17pm 
@.chalaux could you possibly change the unit models? Would that work?
xalauch  [author] 6 Jun, 2016 @ 8:24am 
@Azayi I'd love to do that but don't know how to do it without all replaced units appearing in the selection menu / game start.
Azayi 6 Jun, 2016 @ 7:51am 
It would be cool if more of the units were converted. i.e. i.e. Dread Knights instead of Knights, etc. Even if the units were exactly the same, would be nice for flair. I think with fantasy civs you want to change a lot of the units for immersion.
tolaburke 5 Jun, 2016 @ 9:12pm 
Both the 'religious' and 'warmonger' have their place. This-the 'religious'-is actually fairly rare to see in regular depictions.
kcm529 5 Jun, 2016 @ 3:26pm 
Maybe make them less of a religious civ and wonder-oriented civ and make them more of a violent warmongering civ. Just my personal thoughts.
Glummb 5 Jun, 2016 @ 2:23am 
I really like this mod so far one though I think germanys converting barbs could work pretty well for the "raise the dead" undead theme
UninStalin 4 Jun, 2016 @ 9:55pm 
like the ideas keep up the good work