Sid Meier's Civilization V

Sid Meier's Civilization V

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Wildlife (Reborn)
   
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File Size
Posted
Updated
12.978 MB
7 May, 2016 @ 10:22am
22 May, 2016 @ 10:09am
2 Change Notes ( view )

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Wildlife (Reborn)

Description
Dinosaurs and Mammals spawn as Barbarian units outside of Barbarian Encampments. Dinosaurs no longer spawn when the Barbs 'learn' Trapping -- Mammals begin to spawn. Towards the end of the Classical Era, wild animals will stop spawning and all existing Wild Animals (Mammals or Dinosaurs that have survived) are converted into regular Barbarian units.

Before you ask about Dinosaurs:
* Dinosaurs are in the mod for the purposes of fun, not because Xarsus or I contend this is historically accurate. I don't care one way or the other whether you believe this is historically accurate -- diversions of the mod discussion into such arenas will be promptly deleted.

ScreenShots
* The screenshots gathered showing the dinosaur units as Barb units were taken during a recent autoplay test of the mod prior to general release of the mod

* Since in auotplay it is tough to get decent screenshots, I also started a test-game as Russia and used IGE to give myself the various wild animal units so I could get a controlled screenshot of the wild animals, both Mammal and Dinosaur. Most of these screenshots also show the inherent promotions these animals are born with.

Capturing Wild Animals:
* Depending on what other mods you are running, which BNW reformation belief you choose, or which civ you are playing as, you might capture one or more of these wild animals instead of killing them. In this case the animals retain their inherent promotions for the terrains or features they normally spawn in, and they will be eligible for promotions such as Drill 1. Wild Animal units never upgrade to new unit-types, however.

Full Details About The Mod:
* See Wildlife (Reborn) CivFanatics Discussion Thread[forums.civfanatics.com] for the full details of how the mod works.

Mod Configurability
* The mod is configurable in many ways. See Configuring Mod Behavior[forums.civfanatics.com] for details.
* If you don't like the idea of Dinosaurs being spawned, you can turn them off.

Mod Compatibility
* Mez's Jurrasic World Wonder Mod will cause mod-conflicts because at the moment both mods are using identical xml-unit-names, which will cause various sorts of code-failure.

* Should be compatible with just about any mod so long as the other mod does not make major changes to the tech tree, or is not an outdated DLL mod.

* Code has been added to make the mod compatible with Prehistoric Era Reborn and Ultimate Eras mods.

* Mods that contain custom DLL files and which have not been updated since approx October of 2014 will almost certainly cause this mod to malfunction.

* If Xarsus ever gets around to releasing the giant CBP-dependant-mod he has been working on lo these many years, this mod will be blocked when his mod is enabled. He has his own version of this system running for his giant CBP-dependant mod.

* EUI and CBP/CP ought not to cause any conflicts with this mod.

* The mod was designed with the intent that it would be compatible with CP/CBP. Azurial specifically wanted this as part of the original code from which this mod grew. If anyone finds it is not compatible, please let us know, and supply as much info as you can.

*I am not sure at all how the Barbarians Evolved mod or my own Barbarian Spawn Increase mod will work in tandem with this mod. I cannot see any reason why there should be code-failure issues, but there might be some additional balance irregularities in addition to the ones you already get when running one of the other crazy barb mods.

Expansion and Game-Version Compatibility:
* The Mod should be compatible to all expansion levels of the game but I have not specifically tested whether it runs properly for Vanilla or Gods and Kings

*The mod will not run properly for any game version earlier than 1.0.3.276

Direct Download
* Wildlife (Reborn) CivFanatics Download[forums.civfanatics.com]

Credits:
* See the CFC Discussion thread.

* Xarsus did the thumbnail image for the mod.

Wild Animal Combat Strengths/Moves:
Unit Combat Str. Moves Basilosaurus 4 4 Pteranodon 5 5 Tyrannosaurus Rex 8 1 Velociraptor 8 2 Stegosaurus 8 1 Utahraptor 8 2 Triceratops 5 2 Styracosauros 5 2 Protoceratops 5 2 Whale 10 5 Eagle 6 4 Bear 10 1 Snow Tiger 6 3 Wolf 6 3 Lion 8 2

Version Changes
* V8 (22May2016)
--Primary changes was in the XML to not make Wildlife (Reborn) and Mez's Wonder - Jurassic World step all over each other from using the same unit-names within the game's database.
--Users won't see a difference in-game between V7 and V8.
--the changes made should also keep Wildlife (Reborn) from conflicting with other mods introduced in the future that are also using wild animal units.
69 Comments
campbellmc14 5 Jun @ 1:39pm 
Question: Is there a way for the dinosaurs to continue spawning even after trapping? I like dinosaurs.
FourGingerWigs 15 Jan, 2022 @ 10:53am 
For vanilla, the animals/dinos simply never spawn. Played with just this mod on vanilla (w/ a couple of different civ leaders) waiting to fight some dinosaurs and none ever spawned :(
lshipp  [author] 2 Apr, 2019 @ 6:22pm 
I have no plans to alter or update the mod
KosmosAlive 18 Mar, 2019 @ 6:32pm 
I was getting very excited to try this mod, but then I saw the chart for strength and wild animal combat strengths/moves. Tyrannosaurus at 8 str while a bear is at 10? I would have expected (would suggest implementing) much more powerful creatures (both dinosaurs and animals), say, up to 14 or even 20 strength. A few more ideas; Velociraptor (and other pack animals) could have less strength (maybe 7 or 8) and have promotions to withdraw from melee attacks and to attack twice; Triceratops would spawn in small herds with a flanking bonus--and if possible, have juveniles generate a great general combat bonus to adjacent triceratops; Pteranodon and Eagle should have "ignores terrain cost" promotion to fly over rivers and such. Is any of this possible and/or desirable?
Gorilla 11 Mar, 2018 @ 10:40am 
is it possible to capture them or get the dinos on your side? lol
super7122 31 Dec, 2017 @ 6:16pm 
The concept is cool, but why make them so terrible lol ? I would have loved to wreck shit with a t-rex, however they can't even kill cavemen :steamfacepalm:.
Tyrant 15 Sep, 2017 @ 8:19pm 
Still think its a little weird to have less CP than a bear tho
lshipp  [author] 14 Aug, 2017 @ 1:45pm 
To not make it quite so crazy OP against any unit a Human or AI civ can train
Say10 12 Aug, 2017 @ 1:14am 
yea its good mod but why Tyrannosaurus Rex have only 8 combat power?
lshipp  [author] 16 Apr, 2017 @ 1:31pm 
No idea. See the final bullet item in the description under header Mod Compatibility