Sid Meier's Civilization V

Sid Meier's Civilization V

Fantasy Army (V5)
521 Comments
Troublesomeknight 5 Jul @ 9:31pm 
When I tried to use this mod, I wasn't able to access the production menu at all with it active.
WitchKingsHr 2 Sep, 2024 @ 8:15pm 
For the Necromancer and Wizard class units, only conjurors for the former and wizards and thaumaturgists for the latter are able to build the necromancer and wizard's towers instantly. Whenever I try it with later units, then it lags and the unit in question continuously builds it without ever finishing. This happens all across different playthroughs, not just in one game. Is this a bug for the mod or something else?
D3adDav3 18 Aug, 2024 @ 12:31pm 
Heya, for some reason the game spawns late area units for barbarians, just had a Psyonicist come in and just one hit my capital, while I am still in the classical area :(
她惹绿色 笔吴 (猫 ㅇㅅ 17 Oct, 2023 @ 6:23am 
Trying out the mod with the newest VP (EUI) version, and it appears that the new units don't have any combat strength at all...
Nappa8000 6 Jul, 2023 @ 10:22am 
Okay I went to C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks and changed or excluded the great general lines.

But now instead of a bunch of units the AI receives like 1 general per 5 turns or something. By turn 50 they have like 10 Great Generals.

How do I fix this?

I tryed also deleting TestMonitor.lua because it made a reference to great generals in hope that it would fix it, but it did not. The one on C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\LUA
RattleJack 6 Oct, 2022 @ 1:42pm 
@AcetheSuperVillain make sure to scroll through past comments as someone has likely run into the same issue. Here is the current fix for the issue:

The problem in this mod is in the "Promotions.xml" file. There are 7 Promotions that use this line (3 Magus, 4 Mystic Warrior):

<GreatGeneral>true</GreatGeneral>


Usually located someplace like:

C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks


This value needs to change to 'false' or the entire line deleted - in order for it to work with VoxPopuli. If I take the lines out myself, it "breaks" what I was trying to do with these units - give them the ability to effectively lead troops into battle.
PainfulHail134 12 Aug, 2022 @ 7:22pm 
I'm having problems with certain air unit mods. It says that the textures cannot be loaded or something. i don't know what to do. i run this mod by itself with only IGE as well
AcetheSuperVillain 1 Jul, 2022 @ 6:13pm 
When I play this, the game generates a Sentai, Overlord and Psionicist (and some others) all at once, very early on in the game. This is interesting, but completely kills the game balance, and I get the sense that it's not supposed to happen all at once that early. I do have some other mods at play, like the Community Patch and Civ Advanced. Is this a known thing? Any idea how to fix it?
Doctor Badass 6 Jun, 2022 @ 8:48am 
Is there a way to remove original units in the later eras? I find it odd that a tank should do battle with a dragon
friend robocat 29 Sep, 2021 @ 3:17pm 
hey S-Man, can you accept my friend invite? I've been meaning to ask you about this mod, plus certain requests and suggestions...
Dr.Ravioli 6 Jan, 2021 @ 4:49pm 
There appears to be a strange graphical error that obscures half the screen with gray when a Buccaneer is built, and on closer inspection the Buccaneer lacks a model.
S-Man  [author] 4 Nov, 2020 @ 3:57am 
@Spinach - sounds like a Steam issue. Have seen this lots of times before. The best way to do this is to unsubscribe from the mods and re-enter the MODS menu (which should delete the mods from your MODS folder).

If that doesn't work, you'd need to use Windows Explorer (not Internet Explorer), and manually delete the mods in the MODS folder itself.

Once the mods are gone, you re-enter Civ5 and then navigate to the MODs folder, then select the "GET MODS" button. Search for "SMAN fantasy army" in the search box (with the magnifying glass), and resubscribe to the mods you want.

Almost always, this forces a fresh, complete download of the mod.

If not, then google "steam won't download my mod" and try some of the actions in the results.

It after all that, and the mod doesn't download, let me know, and I'll try to find another way to help get this mod to you.
Spinach 3 Nov, 2020 @ 2:51pm 
For some reason this and your wandering monsters mod does not appear in my mod menu. Arcane allies does, but not the other two. Is there a way to fix this?
S-Man  [author] 22 Oct, 2020 @ 1:32pm 
Lion - see my comments in the Wondering Monster mod. The units will look wrong in WB, but I believe that if you save the map, then open it up in Civ5, the map will work OK.

There's a technical reason WB looks bad, but unless you really want to know, I won't explain... ;)
SaltySergeant10 21 Oct, 2020 @ 3:25pm 
Thank you so much! Also the AA and wandering armies show up as vanilla units in WB, but again thank you!
S-Man  [author] 20 Oct, 2020 @ 6:59am 
@Lionx10 - I've never tried to use the mod on WB before. I'll take a look at it and see if I can recreate the issues. Perhaps there's something I can do on the mod to make it more compatible.
SaltySergeant10 19 Oct, 2020 @ 2:40pm 
A handful of issues on worldbuilder including; icons glitches and not letting me make new maps. But in-game its fantastic
feydras 12 Sep, 2020 @ 5:07pm 
Love the flavor and function of these units and the new buildings. Would love a toned down version though, especially of the buildings they are by far better than vanilla buildings making them automatic builds.
S-Man  [author] 9 Aug, 2020 @ 1:29pm 
@we Eat the Batman - the problem is in the manner VP changes the use of the Great General promotion, but doesn't put in any tests to check for the many ways other units/mods might also want to also use GGs.

The problem in this mod is in the "Promotions.xml" file. There are 7 Promotions that use this line (3 Magus, 4 Mystic Warrior):

<GreatGeneral>true</GreatGeneral>


Usually located someplace like:

C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks


This value needs to change to 'false' or the entire line deleted - in order for it to work with VP. If I take the lines out myself, it "breaks" what I was trying to do with these units - give them the ability to effectively lead troops into battle.

I'm hoping I can get to this eventually to fix.
S-Man  [author] 9 Aug, 2020 @ 1:25pm 
@svill311 - If they both work successfully, then there was some kind of problem with your old game data bases that was causing a conflict. This happens more often when you enable and disable mods in various combinations a lot.
S-Man  [author] 9 Aug, 2020 @ 1:24pm 
@svill311 - Just tested this, but didn't have any issues creating a Cairn or Wizard's Tower. I tested with only this mod and then with this mod and Future Worlds enabled. There has to be some kind of mod conflict.

About the only thing I can think of is to ensure you have a clean set of databases from the game. You'll need to clear the game cache. Instructions:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/1850323802575249448/

After clearing, restart Civ5, then enable only this mod (with IGE). The try to place either of those improvements and see if it still causes problems. If not, then add Future Worlds then test again.
John Mission Impossible Force 28 Jul, 2020 @ 12:39pm 
Great General spawns in a bunch of op units in my game including a sentai. This happen during vox populi.
terminsel35 19 Jun, 2020 @ 5:20pm 
To expand on my last comment, it seems that 9 times out of 10, when I create a Wizard's Tower or Cairn, it is pillaged and covered in fallout. So far, I've only tested in the information era and future era (with Future Worlds). I've also had this issue when only using this mod and no other. This also happens with the AI, and there is no guarantee that they will fix the tiles on their own. Is this a bug that anyone has come across before?
terminsel35 18 Jun, 2020 @ 8:56pm 
Whenever I create a cairn, it is immediately pillaged, and fallout is placed on the site.
50benadryls 11 Apr, 2020 @ 8:00am 
bruh it aint showing up
Stormin Norman 1 Jun, 2019 @ 7:44pm 
Hello again S-Man, i was looking through your comments because i was trying to get Fantasy Army to work with Vox Populi and i came across your post with A very angry Garden Gnome.
He had the same problem as i did with Vox Populi and after trying the fix you recomended (delete the Great General Line in Promotions) i am happy to say that everything works perfectly!
Now i can finally play your mod with Vox, and i wanted you to be the first person to know!
curtismcel 21 May, 2019 @ 6:22am 
@S-Man - Ok so i finally broke down and purchased gods and kings, figured why not. the glitch goes away with the gods and kings DLC, only the Brave new world version is affected.

Hope this helps clear it up.
S-Man  [author] 15 May, 2019 @ 4:59am 
@curtismcel - I'll bet this (missing textures) has something to do with missing DLC. I've learned lately, that you just can't develop mods with any DLC enabled, as it tends to leave little presents like the errors you're seeing.

The tech screen issues and the city build issues really don't sound like this mod, though. What other mods are you enabling when you see this problem? This mod doesn't touch tech, and provides all the artwork needed for the buildings it adds. When you said you restarted with only this one, did these problems go away? If so, I can help you troubleshoot them, but probably be better in a different forum.

Man, I had to do a complete rebuild for this little ankle biter, but looks like it's something I should fix fairly soon. Will give me a chance to look for other little DLC problems.

Of course, it's a lot more fun to do a new version if there were suggestions of new content to add. Anyone???? 😁
curtismcel 11 May, 2019 @ 9:36am 
update on my post - just started game with only Fantasy Mod activated:

Textured Error
Unable to load texture [ExpScen_UnitPortraits45.dds] - 3 times when starting game

Items affected

Steam Power - Sky Pirate

Combustion - Sky Jacker

Combined Arms - Moonlighter

Hopefully this helps fix the issue quickly.

Thanks ahead of time and Great Mod.
curtismcel 11 May, 2019 @ 8:16am 
any suggestions for missing graphics in fantasy army? talking of course from the tech screen and the build screen. Just got tired of hitting OK 38 times between turns for the graphics message when learning any tech missing the graphic, or hitting ok any time i go into city build screen, stopped using the mod for now. will wait for next update.
Blessed Empire 9 May, 2019 @ 11:12am 
Ah, thank you
S-Man  [author] 9 May, 2019 @ 10:08am 
@BK - yes, the AI civs (and Barbs) will use the FA units pretty well. Although, most of the Barb units have moved to the Wandering Monster expansion, so if you don't enable it, you won't see too many Barb fantasy units.
Blessed Empire 27 Apr, 2019 @ 5:35pm 
@S-man what I mean is if I was playing against a custom civ would its AI produce those fantasy units?
S-Man  [author] 27 Apr, 2019 @ 3:14am 
@Blessed Kekistani - it should. The mod doesn't change much in those databases. If you encounter a problem with a specific civ, let me know so I can check it out.
Blessed Empire 26 Apr, 2019 @ 9:12pm 
Does this work with custom civs and their AI?
spicy 2 Apr, 2019 @ 5:50am 
They both are great too. They give a more complete experience in fantasy conversion gaming :-)
S-Man  [author] 2 Apr, 2019 @ 4:52am 
Thanks @spicy - that is indeed a fine compliment!

What do you think of the expansions - Wandering Monsters and Arcane Allies?
spicy 18 Mar, 2019 @ 12:27am 
Maybe it might appear an exageration but, I think this mod fully deserves to be matched with Fall From Heaven 2 who made history of Civilization IV. This is exactly what I was looking for. Amazing
S-Man  [author] 26 Feb, 2019 @ 9:59am 
Appreciate the update, @frog - you're making me want to revisit this mod a little earlier than planned, just to remove all the DLC-required content.

It's odd - when you're designing a mod, you make a quick choice - to save a few minutes of time during the building of the mod, and it introduces a game-crashing error for people who don't have all the DLC.

I've stopped doing this on recent modding, but looks like some previous mods could use a little TLC with their DLC.

Later!
pottedfrog 26 Feb, 2019 @ 9:40am 
So.... found out the problem .. when I build the Institute at any city, that city gets bugged out. So at least I know not to build it now lol :P I may have to get the missing DLC at some point, as I'd like to play without silly issues -- or without mithering a mod maker for something that's a missing DLC issue :lunar2019smilingpig:

Thanks for the help, appreciate it!
pottedfrog 26 Feb, 2019 @ 9:11am 
I don't have BNW no, just G&K and a couple of the smaller packs, at least I know that's causing it. Vanilla game has no issues (obviously tech scroll bar is there) but I had to check to make sure something wasn't completely fubared on my end hehe -- not a big issue though and it can be ignored anyhow I know what I'm researching / aiming for, just thought I'd put it in for info :P

Still in the process of getting to mid-game to test for the lock-out on the production listings -- will let you know if it happens on the fresh setup.

Thanks again :)
S-Man  [author] 26 Feb, 2019 @ 8:58am 
Thanks, @pottedfrog. The missing scroll bar is entirely due to missing DLC.

You do have BNW enabled, no?

The Hieronymus Institute has a prereq technology of the Internet. I'm suspecting missing DLC might be responsible here, too.

I really need to come back to this mod and remove any DLC dependencies - which would eliminated these little inconveniences - but unfortunately don't have time...

When I play for fun, even without any Fantasy-themed mods, I often enable the Wandering Monsters mod, cause I think the attack animations look so cool. Makes the early part of the game more challenging, interesting, and fun.
pottedfrog 26 Feb, 2019 @ 6:30am 
Hiya, thanks for the reply :)

I cleared the cache, removed all mods, deleted all save files etc, cleared all the logs -- basically anything to with mods was wiped :) I verified files with Steam, just in case something was bugged out there.

Started up a new game, only Fantasy Army enabled, still get the option to build Heironymus Institute on turn 1 (175 turns to build). will let you know how it goes later on with regards to the production line lock-up :)

Tech tree is also bugged out (no scroll bar on it) -- could this be down to a DLC compatibility issue on my end ?

I love the mods : the units, buildings etc, are a brilliant addition and spice things up (especially Wandering monsters when playing on harder modes)
S-Man  [author] 26 Feb, 2019 @ 5:55am 
@pottedfrog - wow - sounds like a painful game!

When you started the second/new game, did you clear the game cache before starting?

Sometimes when we add/drop mods from the normal rotation, it leaves the game's databases in an unstable state. Clearing the cache is the only way to restore these DB's to their clean state.

I'd recommend clearing cache, then starting yet another game with only this mod enabled, and see if you see the same errors.

Instructions:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
pottedfrog 26 Feb, 2019 @ 5:25am 
There is also the option to build Heironymus Institute right from turn 1 - this leads to being able to build Psionicists at a silly early stage (around or before 800AD depending on build order) -- when you are still normally running with Spearmen or Pikemen etc (again depending on build order).
pottedfrog 26 Feb, 2019 @ 5:02am 
I started a new game with only this mod installed. Myself + 11 AI, huge map (24 city states), everything else randomised, epic speed. Time victory is the only one turned off (I like longs games that don't just stop because I hit the last turn). After approx 200-250 turns, my capital city (every time) loses the production window. I can force a production by going into the city then clicking purchase > production (to cycle it). This brings up a messed up list of items at this stage.

I thought it was a clash with other mods, but I uninstalled your other 2 mods and did a completely new game with just this one and I still get this happening. I'll post some screenies in a short while, just wondered if you knew what may be causing it (a setting conflict from new map startup, something in the mod settings etc) ?
S-Man  [author] 4 Feb, 2019 @ 12:37pm 
If by community patch you mean the Vox Populi mod, then there are some known issues with compatibility - basically due to the fact VP breaks Great Generals completely without testing/trapping how other mods might use GG's in the normal manner. There are probably many other issues along that same line.

I started to put some time in to improving compatibility, but then got jumped on by one of the VP developer-types about a relatively trivial non-issue.

After that, I decided if they're so picky, they can provide all their own alternative content, and leave me out of it. So - if you want to use VP and have some kind of new playing experience, you can go to their forums and request it.
TY 4 Feb, 2019 @ 10:42am 
Alright, well, I'll tell you which mods it has problems with - the new community patch and IGE, both from JFDLC. Not sure whether they should be fixed to be compatible with this or the other way around though.
S-Man  [author] 3 Feb, 2019 @ 6:49am 
@Ramadhan - it's no bother at all! I'm just glad you found the problem area. I tried very hard to maximize the compatibility of this mod, so if there's a problem on my end, I definitely want to know about it.

Let me know if I can help - and good luck!
TY 3 Feb, 2019 @ 6:29am 
After checking around, I found that the problem lies in several other mods. I'll tell you if there's anything else. Thank you fro the quick response and sorry for bothering you.