Sid Meier's Civilization V

Sid Meier's Civilization V

Fantasy Army (V5)
Rebalance?
Let me say that I like this mod. There's some really cool units here, but some things need changing.

1) Rune knights and hermits are annoying due to them only having one character per unit, more characters per unit would make them less annoying.
2) There's some unit in-game that can attack enemies from many tiles away, that unit needs a serious nerfing to it's range, especially since it makes seiges harder.
3) later game units, like dragons and wyverns, should have pre-req tech. This is because you can easily buy them early game if you farm faith from units that can make holy sites.

That's about it. I like the mod, especially since it goes well with all of these fire emblem mods, but some things in the mod need rebalancing.
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Showing 1-15 of 25 comments
S-Man  [developer] 11 Aug, 2017 @ 4:29pm 
Thanks, Delta, for the suggestions. My thoughts:

1) "Hermits" should have more than one character? ;) The Rune Warriors are part of the "Mystic Warrior" class of units - they're supposed to represent the "heroes" - like Conan the Barbarian, Hercules, etc. A single character in the model just seemed to make sense.

2) The only units that have a range of 3 tiles is the Celestial Dragon (Drako). All other ranged units have a tile limit or 2 or even 1. There are a couple of units that can "teleport" (aka paradrop) from many tiles away, but they can only move a large number of tiles, not attack from that distance. Can you tell me exactly what unit is attacking from these distances (and what the distances are) so I can try to recreate the problem? If they are doing this it is definitely a bug that needs fixing. Getting specifics so I can try to recreate the error helps a great deal.

3) All units (with the exception of the first unit in the class) have pre-req techs. Wyvren's should be Chivalry. All units (with the exception of the last unit in the class) have obsolete techs, so they can't be obtained after that tech has been reached. If a unit can be obtained at game start without these techs, please get me a list so I can test/duplicate/fix the bugs.

All of these behaviors you're describing are not intended in the design, so if the mod is behaving this way, there is definitely a problem.

OTOH - if you're playing this mod with others, there may be some sort of inconsistency between them causing the problem. You can be test that by playing this mod alone and see if it behaves the same way.

Thanks for letting me know. If you can provide some more specific details, it would greatly help me get the code right. Appreciate it!
Imperator Delta 21 Aug, 2017 @ 5:05pm 
Originally posted by S-Man:
Thanks, Delta, for the suggestions. My thoughts:

1) "Hermits" should have more than one character? ;) The Rune Warriors are part of the "Mystic Warrior" class of units - they're supposed to represent the "heroes" - like Conan the Barbarian, Hercules, etc. A single character in the model just seemed to make sense.

-That seems good, besides, that's less distressing than number 2 by far.

2) The only units that have a range of 3 tiles is the Celestial Dragon (Drako). All other ranged units have a tile limit or 2 or even 1. There are a couple of units that can "teleport" (aka paradrop) from many tiles away, but they can only move a large number of tiles, not attack from that distance. Can you tell me exactly what unit is attacking from these distances (and what the distances are) so I can try to recreate the problem? If they are doing this it is definitely a bug that needs fixing. Getting specifics so I can try to recreate the error helps a great deal.

-idk which unit it is, but it can attack enemy units from at least 10 tiles away. At first i thought it was the cities attacking, but then the attack came from a tile with no city in it.

3) All units (with the exception of the first unit in the class) have pre-req techs. Wyvren's should be Chivalry. All units (with the exception of the last unit in the class) have obsolete techs, so they can't be obtained after that tech has been reached. If a unit can be obtained at game start without these techs, please get me a list so I can test/duplicate/fix the bugs.

-All units, wyvern, healers and etc, can be bought at game start if you have enough money.

All of these behaviors you're describing are not intended in the design, so if the mod is behaving this way, there is definitely a problem.

OTOH - if you're playing this mod with others, there may be some sort of inconsistency between them causing the problem. You can be test that by playing this mod alone and see if it behaves the same way.

-I thought that at first, and then I played with only that mod and the problems were still there.

Thanks for letting me know. If you can provide some more specific details, it would greatly help me get the code right. Appreciate it!

Yeah man, I like this mod. The fact that I can by faith tiles in the ancient era doesn't make me too mad, but the multi tile attacks is a big issue.
kkeday 14 Sep, 2017 @ 6:16pm 
This is a great mod. However the dragons are available as soon as I have enough faith to purchase them. I have played 2 games and have purchased Celestial Dragons in the second era. I am modded up the wazoo so that may be the reason. But just in case this is happening to other gamers, I thought I would mention it.
S-Man  [developer] 15 Sep, 2017 @ 10:30am 
Thanks, kkeday, for the feedback. I'll look at this issue in the next week or so, when I get back home. The mod is definitely NOT supposed to do what you're describing. If you don't mind a favor, could you please play the mod a few turns with no other mods loaded - to see if this mod behaves the same way? No worries if u can't - I'll attack this in the next version.
Imperator Delta 15 Sep, 2017 @ 1:45pm 
Originally posted by S-Man:
Thanks, kkeday, for the feedback. I'll look at this issue in the next week or so, when I get back home. The mod is definitely NOT supposed to do what you're describing. If you don't mind a favor, could you please play the mod a few turns with no other mods loaded - to see if this mod behaves the same way? No worries if u can't - I'll attack this in the next version.

Yeah, that's been happening since I first got your mod.
kkeday 15 Sep, 2017 @ 9:14pm 
Since I like the Barbarian Imersion Mods, Where the Barbarians capture all the units they kill and conquer cities. When the Barbarians are coming at me with Cannon and Musketmen, & Leader is 2 or 3 eras ahead of everyone, and my best units are swordsmen and catapults, it is nice to have a Dragon or 2.
kkeday 19 Sep, 2017 @ 6:11pm 
It looks like Delta9mm has the same issue with being able to get the Dragons before the Tech is earned. Aside from that, this mod has revolutionized Faith - which is a tree I ussually ignored before this mod. One thing I noticed is that in the mid to late game the Barbarians is still spawning wimpy units. I would like to see them spawn more powerfull units later on. Although I play with the Luigi's barbarian enhancement (I don't remember the exact name) - where any unit they defeat are resurrected as a Barbarian (Zombie) & they cross mountains & ice.
S-Man  [developer] 25 Sep, 2017 @ 12:12pm 
@kkeday - good feedback. Am building my list of fixes to work on next. Will definitely look at putting most of these suggestions into the mod somehow.
kkeday 2 Oct, 2017 @ 11:28pm 
I just finished my 4th game with this mod. I have yet to see another civilization build any type of dragon - including the barbarians. Also, when faith based units become obsolete, I do not see other civilizations converting thier units to holy sites. The non faith units predominate.
S-Man  [developer] 3 Oct, 2017 @ 9:19am 
Am working V3 at the moment. Will bump up the Drako flavors, so hopefully the AI will use them more. Am removing all the Faith purchasing of units - just isn't working the way I'd hoped. Will research it more in the future to see if there's a way to get it to perform better, but it will not be in the next version.

No good way to force AI to get obsolete units to create Holy Sites. Will be even less important when they can only build "Cairns" - which is the Holy Site-Lite terrain improvement I'm working on now. The HS can be a nice improvement, but the Cairns will be less beneficial, and many players may think normal improvements are more useful than Cairns. So, hopefully if the AI doesn't build them, it won't be as impacting.
vondraco 8 Oct, 2017 @ 3:05am 
I too have never seen another civ build dragons. Barbarians, however ...! I have run into a Weyr of Dragons on a few occasions, usually when I'm behind in tech, and My swordsman ran screaming.

-- V
S-Man  [developer] 9 Oct, 2017 @ 3:44am 
Dragons are relatively expensive when you consider their "price vs. combat strength" ratio, which I think the AI considers when determining what to build. The flavor settings help it decide how to buy the best fit for the type of unit it wants to build. I increase the dragon flavors in V3 but it's probably not enough to tempt the AI to buy what looks like a bad investment in relative power due to high costs. It doesn't see the intangibles (?) of how good the Drako class units are. Will probably have to seriously bump the flavors in V4 and see if they get used more...
kkeday 9 Oct, 2017 @ 6:56am 
You may want to allow dragons to cross mountains.
Desperado 10 Oct, 2017 @ 12:15am 
Thank you for the time you have invested into this MOD.

When I first played it the rapid availability to make holy sites and purchase over powered units with faith unbalanced the game too much.

I love the changes you made, cairns are better for game balance, reqs for super units are a must (and you employed that), and you even fixed the xp problem for fantasy units....overall, ty very much.




Cheers
S-Man  [developer] 10 Oct, 2017 @ 11:43am 
Thanks @Desperado! Glad you're liking it. It is probably more "likeable" with more of the bugs removed... ;)

@kkeday - you mean the first 4 (pedestrian) dragons in the Drako class? The last two can fly over mountains since V3. I can add that capability to the pedestrians, no problem. Please remember than any time a unit ends its turn on a mountain tile, they will encounter a 50 HP loss per turn. This is hard coded into the game engine - no way to avoid it. It's not much of an issue for the flying dragons, as they have plenty of movement points and terrain costs don't affect them. The pedestrians wouldn't have these benefits. Would that be acceptable?
Last edited by S-Man; 10 Oct, 2017 @ 1:06pm
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