Sid Meier's Civilization V

Sid Meier's Civilization V

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Fantasy Army - Wandering Monsters Expansion
   
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13.222 MB
6 Jun, 2018 @ 6:00am
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Fantasy Army - Wandering Monsters Expansion

Description
Fantasy Army – Wandering Monsters Expansion Mod. This mod adds 53 new Wandering Monsters to the game. These monsters appear throughout the game, from the Ancient to the Information Eras. Some are weaker than their normal Barbarian counterparts, while some are much, much more powerful.

Unlike normal Barb units, who appear in areas not settled by major civilizations, Wandering Monsters can appear anywhere on the map, including long-civilized areas.

Many of these units use customized attack animations to give them a more "magical" feel.

WMs will appear somewhere on the map about every 3-4 turns. They appear more frequently on larger maps and at higher difficulty levels. They appear more often at faster game speeds as well. If the "No Barbarians" option is selected, Wandering Monsters will not appear, either.

There are 3 basic difficulty levels: EASY, SAVAGE, and APOCALYPTIC. These levels determine how powerful WMs are, but also how often normal Barb units will spawn and how well they keep pace with tech development. In the Easy level, WMs are 75% as powerful as they normally would be. Other Barb units spawn less than they normally would. In the Savage level, monsters are 50% stronger than normal. In the Apocalyptic level, they are 300% stronger. In both of those latter 2 levels, normal Barb units spawn more frequently than in the normal game, while they also keep better pace technologically.

The mod uses the SAVAGE level by default. Changing the difficulty level involves opening the configuration file, then "uncommenting" the UPDATE statements corresponding to the desired level, while ensuring all the UPDATE statements in the other difficulty levels remain commented out. Instructions can be found in the mod manual, "Fantasy Army Wandering Monster Manual - V1.pdf" which is in the basic mod folder.


NOTE: This mod is intended to complement the base "Fantasy Army" mod:

https://steamproxy.net/sharedfiles/filedetails/?id=974922021.

However, it can be played independently of that mod, if desired. Current plan is to update Fantasy Army to remove the Barbarian Monsters from that mod entirely. It can also be played with or without the Fantasy Army - Arcane Allies Expansion mod.


ACKNOWLEDGEMENTS: This mod was designed to show off some fantastic artwork provided by an extensive community of dedicated Civ V modelers. Many thanks to those of you who did the hard work for me: Bloublou, Danrell, Deliverator, Patum333, Zwei833, Wolfdog, Hangman, Nutty, JTitan, Nomad or What, Uruk, Civitar, Ispanets, Murphy613, S3rgeus, Pouakai, Sukritact, janboruta, Leugi, Reedstilt, JFD, and Renlav. Special thanks to Vondraco for all of the above and beyond assistance in playtest/suggestions/corrections. If I've left anyone out, please let me know and I'll add them to the list. Thanks again to all these gifted artists!
Popular Discussions View All (1)
4
1 Aug, 2018 @ 3:05pm
Suggestions - Bug Reports
S-Man
103 Comments
Adam Jensen 007 9 Jan @ 7:56am 
solid work s man
jsteinbeigle 25 Dec, 2023 @ 12:26pm 
small issue, when they randomly show up they can show up in your cities and take them over with out a fight which is wrong
Aetini 30 Oct, 2023 @ 1:13pm 
Appreciate the work you put into this.
shank_karl 9 Apr, 2023 @ 9:22am 
This mod appears to conflict with Barbarians Evolved. Using both, "normal" barbarians no longer capture cities, even when the option is selected. I assume this is because sometimes WM capture cities as well. Not sure if you can fix or not.
S-Man  [author] 14 Feb, 2023 @ 8:20am 
Hello everyone. I apologize about the delay getting back to the mod. I'm taking notes of all the comments here and will update it soon. Thanks for your patience.
friend robocat 14 Feb, 2023 @ 7:43am 
perhaps an expanded bestiary, an expansion to this fine mod once all the bugs are cleared out
S-Man  [author] 14 Feb, 2023 @ 7:26am 
Hey everyone. Sorry for the delay getting back with you. Have been away from the game for a while.

I'll take a look at the spawn functions and make some changes based on what Xenvar reported, along with a few other bugs.

If you have any suggestions, now is a good time to add them here.

Appreciate your patience.
friend robocat 11 Feb, 2023 @ 1:28am 
please make the monsters spawn only in unowned land
friend robocat 8 Feb, 2023 @ 6:19pm 
please update this mod S-Man...
Xenvar 26 Jul, 2022 @ 1:36am 
I can see in FAWM_SpawningFunction you can add checks for unowned land but I'm not quite sure what to add to your code to add the check