Sid Meier's Civilization V

Sid Meier's Civilization V

Monster Hunter Civ
32 commenti
Hezekiah 2 dic 2016, ore 20:15 
I doubt anyone is still working on this, but some of the UUs lack essential "triangle" promotions, such as interception on fighters...
Encolpius  [autore] 6 lug 2014, ore 4:17 
It probably works with BNW to some extent, but if any units that required iron/coal/oil/uranium had their stats changed then the Wyverian equivalents would still have their G&K stats.
derVoki 27 giu 2014, ore 13:05 
Nice Mod. But could you say me if this works with BNW.
Encolpius  [autore] 6 gen 2014, ore 10:12 
Check CivFanatics.
Grimlock 5 gen 2014, ore 15:06 
I can't get this mod to show up for me - I hit subscribe, but it just doesn't start downloading.
Encolpius  [autore] 20 dic 2013, ore 5:42 
Trust me, he can get steamrolled.
Full Throttle Axolotl 5 dic 2013, ore 14:09 
Love this mod, but I was wondering if how his AI is, because he out-warmongered Shaka Zulu,
Alexander, and Montezuma in a game I played with him
Encolpius  [autore] 15 giu 2013, ore 4:21 
If it's not just my mod, then I have no idea. Sorry about that, it looks like it's not my fault...
Lyridia Starwalker 14 giu 2013, ore 21:04 
I have G+K installed, along with all the other stuff that comes in the gold. The same thing also happens with a bunch of other mods
Encolpius  [autore] 14 giu 2013, ore 6:39 
Hmm. Do you have G&K installed? It works for me.
Lyridia Starwalker 13 giu 2013, ore 16:22 
@Iarock2010: I select the mod to be loaded from the mod list and the civ just doesn't appear on the menu when I start a new game. It is the only mod active and I haven't done anything with the files themselves.
Encolpius  [autore] 13 giu 2013, ore 12:53 
@Leonus: I need more details of your problem.
Lyridia Starwalker 13 giu 2013, ore 0:00 
I can't seem to get it to work for me.
light 12 giu 2013, ore 15:14 
so cool man keep working on it
raphaelxxii 9 giu 2013, ore 20:12 
lol. if there was a way to hunt stronger and stronger monsters to upgrade the monster hunter units so you can have them late game that would be boss. just a suggestion. love the mod as is already.
Jash 9 giu 2013, ore 7:15 
No one is talking about your ability to speak. But if you're going to be obstinate about listening to fans of your mod, someone out there is going to make a mod that fits what the fans like.
Encolpius  [autore] 9 giu 2013, ore 4:04 
Two things. 1) Horses still require horses when you're playing as Wyveria 2) Unlike CivFanatics, I find Steam users to be incredibly rude and get at me for not speaking American, for example. As if I thought anything was a "community" before this, I certainly don't think Steam isn't.
Jash 8 giu 2013, ore 14:52 
The fact that there's only two of us is besides the point. The fact that we pointed out that something is overpowered in a community that tends to prefer balance is actually a fair point of discussion.

Yes it's great that you accept that Monster Hunter uses Bone weapons mostly (that's actually not entirely true since most weapons are made from parts of monsters way harder than real life metals). You should have at least changed the lack of resources to perhaps the MH player gets vision on a new resource (and they are the only ones with vision on that) that could be Monsters, and it requires knowledge of Trapping to set up Hunter Camps.

So instead of relying on these coal/iron resources (I still think horse units should require horses) all other units require these Monster camps.
Certified Dad Kisser 8 giu 2013, ore 12:36 
well, then make it another resource you need, like Ivory, Dear, Whales, or Fur. there is historical context, then there is balancing your Civ. a good designer knows that balance comes first, then context. but its your mod, do what you want with it, but in the future make fairer mods
Encolpius  [autore] 8 giu 2013, ore 12:25 
No, no, and thrice times no... wait there's only two of you. I don't want the units to be disadvantaged in any way once they're trained than their resource-requiring counterparts. Any Monster Hunter players here can confirm that bone weapons are as effective as iron and that 90% of weapons are not primarily made of metal. At least in Minegarde/Wyveria they are.
Staber13857 8 giu 2013, ore 9:07 
I imagein this would be complicated as hell to code but
the ua could be that you can build units without the required resource and instead of taking a 50% penalty for missing the resource they would only have a 33% or 25% penalty
Certified Dad Kisser 8 giu 2013, ore 8:06 
it really is overpowered, not just good. maybe it doubles the amount of Iron, Coal, or Aluminium in your Civ, but 33% more production?
Encolpius  [autore] 8 giu 2013, ore 4:24 
It's meant to be good. I am NOT changing the bonus entirely, I feel it captures the spirit of Monster Hunter perfectly (it's not about killing monsters, it's about killing 100 monsters of the same kind attempting to get a gem)
Jash 8 giu 2013, ore 3:10 
Increase it, or change the bonus entirely. Resources exist to prevent civilizations from getting powerful units without some form of cap.
Encolpius  [autore] 7 giu 2013, ore 12:59 
Are you saying increase the production penalty or decrease it?
Jash 7 giu 2013, ore 11:38 
I love this mod, but can you work in some time to balance it? I'm not entirely sure if 0 Resource requirement can be justified with 33% more Production time. Resource requirements exist to limit military.
Kogath 6 giu 2013, ore 19:16 
Have you seen the Felyne Tanks in MH4? Or the Felyne Rocket attack? Those would work.
Necrotarch 31 mag 2013, ore 18:49 
point for you, extend my last comment with "as far as possible"
Encolpius  [autore] 31 mag 2013, ore 12:15 
It's Monster Hunter. How exactly do I come up with MH-exclusive names for rocket artillery, for example?
Necrotarch 31 mag 2013, ore 10:59 
by any chance, you should give them names, that fit the story of the nation, that would be nice for al civilisations in general
Encolpius  [autore] 30 mag 2013, ore 9:25 
I knew that. Sokonakucha technically has about 50 UUs. All of them except the Bowgunner are simply to make the trait work.
Necrotarch 30 mag 2013, ore 9:04 
from what i've seen, you actually can have several UU's and UB'S for one civ, they just aren't listed.
If you ask me, that should be spread around the moders if you ask me, you know adding more individuality to all leader mods