Sid Meier's Civilization V

Sid Meier's Civilization V

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Middle Earth Barbarians (GK or BNW)
   
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File Size
Posted
Updated
1.031 MB
17 Jul, 2014 @ 11:24pm
7 Jul, 2020 @ 7:52pm
3 Change Notes ( view )

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Middle Earth Barbarians (GK or BNW)

In 1 collection by [SSU]yenyang
Official Middle Earth Civilizations Collection
8 items
Description
The Primary goal of this mod is to provide cosmetic and nominal changes to the barbarian units in Civ 5 to enhance role playing while using my main mod Middle Earth Civilizations.

It is recommended that you use this mod with either Gods and Kings or Brave New World.
Vanilla users will have some problems with this mod. I should be able to upload a vanilla version of this mod since it's so simple if somebody wants it.

The mod is seperate because i wanted to keep it optional.
You can find a link to Middle Earth Civilizations in the collection above. It requires both Gods and Kings and Brave New World.

This mod is available in English and Italian. Special Thanks to vadoalmax for the Italian Translation.

Special Thanks to Nomad or What for the Unit Models.
This Mod makes the following changes:
Barbarian Brute is replaced with the Goblin Warrior
Barbarian Archer is replaced with the Goblin Archer
Barbarian Axman is changed to Dunlending Axman (BNW only)
Barbarian Composite Bowman is replaced with the Goblin Composite Bowman
Barbarian Spearman is changed to Rhudaur Spearman
Barbarian Swordsman is replaced with the Orc Swordsman
Barbarian Horseman is replaced with Goblin Wolf Riders
Goblin Warg Rider is added as a Unique Barbarian Knight. (Barbarains cannot build Knights in the regular game)
Barbarian Longswordsman is replaced with the Uruk Longswordsman
Barbarian Crossbowman is replaced with the Goblin Crossbowman
Barbarian Musketman is replaced with the Goblin Musketman

The Orc Spearman model is still included in this mod but due to graphical issues with the unit model it has been 'commented out'. You can restore it by removing the comments. You may also want to rename it in the text file if you do that.

Since I didn't and cannot make the models for this mod I cannot incorporate user request unless these criteria are met:
- A working unit model exists and is available to download
- The unit can directly replace one of the existing units in the game

Request that do not meet these criteria will be ignored.
78 Comments
[SSU]yenyang  [author] 26 Jul, 2022 @ 10:02am 
@Xenvar the models aren’t mine. I found them on CivFinatics. But you’re welcome to use any of my code. I usually ask people that fork my mods to link back to the original as a thank you. Modding in XML and SQL for Civ5 is not that difficult especially with a good example. It’s mostly learning how Civ5 if formatted.
Xenvar 26 Jul, 2022 @ 9:20am 
Cool, thank you for the quick reply :) I might stick to just seperating them as new units and find a guide for that, If its real involved to try and create new camps it's probably beyond the scope of what I have time to do also. Thank you for taking the time to think though the feasability of the idea though, that saves me alot of time because i'm not familiar with modding Civ 5 compared to other games. Would you be alright if I posted a seperate version of this that created unique units for your goblins?
[SSU]yenyang  [author] 26 Jul, 2022 @ 7:02am 
@Xenvar As far as I know It would not be easy to make separate camps of fantasy "barbarians" and vanilla barbarians. It is probably possible, but beyond the coding that I was capable off with Civ5. Mostly what this mod does is replaces the art for barbarian units that already have unique unit versions, and adds unique units with custom art for the barbarian units that weren't unique units. You could easily change what type of unique unit the Goblin Warrior or Goblin Archer is so that the Barbarian Brute and Barbarian archer would still be in the game. You could add new unit types to add more unique units to the Barbarian civilization, but I can't remember the peculiarities of creating a new unit type just so one civ can have a unique version of it. The camps will spawn any units available to the Barbarian NPC though without custom code.
Xenvar 26 Jul, 2022 @ 1:14am 
Is there a way I could modify this to not replace the existing barbarians? My friends and I play with a large mix of both real and fantasy factions and Id love to have camps of both goblins and barbarians in the wilds to increase variety
Neb The Great 3 Feb, 2017 @ 2:55pm 
SO COOL
[SSU]yenyang  [author] 21 Nov, 2016 @ 9:52am 
@Kid. No. If you want that you will need to do that yourself.
Mr New Vegas 21 Nov, 2016 @ 9:30am 
wrong mod but im too lazy to switch, can you affect the science stuff? i dont like using mods to only keep me in the medivial era. also maybe just scrzapping the buildings, adding in your own, and have every faction have two specal troops? it seems impossible but if you could.. lifesaver
Deffa 12 Sep, 2016 @ 8:20am 
ok thanks for the reply. the crashes have become less frequent but they are still annoying.
[SSU]yenyang  [author] 11 Sep, 2016 @ 9:37am 
@DeFFa I don't think it's related to this mod because I've never experienced or heard of that error in 2 years. I do not think it's possible to turn it off and keep the save game.
Deffa 11 Sep, 2016 @ 5:35am 
hi, i run a game with all the middle earth mods but for some reason my game crashes during the babarians turn every third or fourth turn. is this possibly related to this mod? is it possible to turn it off while keeping the savegame?