Sid Meier's Civilization V

Sid Meier's Civilization V

Kiang's Fire Emblem Units
27 Comments
Basque in Glory 25 Jan, 2024 @ 5:17am 
Hey, I'm trying to separate the 3-d models from each is there any way they can be separated?
Kiang  [author] 7 Aug, 2018 @ 8:03pm 
@Eltshan: Argh, thanks for letting me know. I'll take a look. :)
Eltshan 7 Aug, 2018 @ 2:48am 
The pegasus knight is forced to embark on water again. I am not sure if it happen before Optics or not, FYI I also have the weapon triangle mod, i hope it not conflicting.
Kiang  [author] 20 Feb, 2018 @ 9:42pm 
@Riketr: Fixed!
@AnnoyingPoisonUser: The units have been rescaled!
Kiang  [author] 20 Feb, 2018 @ 7:45pm 
@Riketr: Thanks for the tip. I am looking into this now.
Riketr 20 Feb, 2018 @ 6:53pm 
I think I just found a bug with Pegasus Knights: they flew over water without embarking until I discovered Optics (I rushed Chivalry) and then the game forced them to embark, severely cutting down their movement. Is this something fixable or is it just hard-coded into the game?
Nomad or What 19 Feb, 2018 @ 8:15pm 
Looks great! Thanks!
AnnoyingPoisonUser 19 Feb, 2018 @ 6:50pm 
Excellent Mod, but could you maybe tone down the size of the mages, they look kind of disproportionate compared to other in game units.
Star-X 19 Feb, 2018 @ 6:28pm 
Checklist of unit types still left to be explored and/or added for a functional fantasy unit expac:
1. Some kind of holy mage/priest/whatever capable of actually fighting. Paladins, perhaps?
2. Dragons and/or Dragon riders
3. Rogues/Swashbucklers/Assassins/etc (basically dex-based melee units)
4. Druids and/or nature mages
5. Dark Wizards/Warlocks
7. Viking-style berserkers and/or axe warriors
8. Mage-Knights, capable of both sword and sorcery
9. Death/Dark Knights, semi-undead dark warriors
Kiang  [author] 19 Feb, 2018 @ 3:26pm 
@Vlat: Fixed all bugs. Thanks for the report.
Vlat 19 Feb, 2018 @ 2:12pm 
Also, if I understood correctly, this mod is supposed to add Ballista for all civilizations. Right now this doesn't seem to work.

There are two Ballistas listed on the Civilopedia, the UU for Rome and the one you added (your version has the Arrowspate promotion, but none of the usual promotions. It also still has only 2 range listed). The prerequisite tech is listed to be Mathematics for both, but your version doesn't show up on the tech tree nor on the city unit building list. Rome can still build their own version as usual (others cannot build it).

Sorry for additional message, I just noticed this.
Star-X 19 Feb, 2018 @ 11:40am 
I'm glad you kept these relatively generic. When combined with the Medieval Era mod, and the Generic Fantasy Civs mods, it allows you to have the game feel more fantasy-ish.
Kiang  [author] 19 Feb, 2018 @ 10:29am 
@Vlat: Thanks, just fixed it.
Vlat 19 Feb, 2018 @ 2:16am 
Pegasus Knight might be buged: when I attacked enemy Archers and Wind Mages with my Pegasus, they didn't get any positive combat modifiers against me. Computer also hasn't build any Pegasuses in my games, so I don't know if I would get a combat bonus if I attacked one.
Kiang  [author] 18 Feb, 2018 @ 3:37pm 
@Bisharp.128: Yes, it should be compatible with RED. If I am correct, however, RED will not resize the units in this mod. Shouldn't be any game-breaking conflicts, though, if that's what you were asking.
Arvis Presley 18 Feb, 2018 @ 2:05am 
Is this mod compatible with RED Modpack
Kiang  [author] 16 Feb, 2018 @ 8:43pm 
@Ion of Champ: Next release is Elincia rework. After that, Laguz. I promise.
Nom Anor 16 Feb, 2018 @ 7:13pm 
Any chance of making a Laguz nation?
Kiang  [author] 16 Feb, 2018 @ 12:56pm 
@Americaball: Not currently, but that sounds like a good idea! Thanks for the suggestion.
Kaiser 15 Feb, 2018 @ 11:51pm 
Are there any plans to skin existing units as things like myrmidons,fighters and mercenaries?
FellBranded 15 Feb, 2018 @ 4:03pm 
'Grats on finally getting this out!
Kiang  [author] 13 Feb, 2018 @ 11:45am 
@Giga Phoenix: Pegasus Knights are weak to Pikemen. Balance changes will be patched in once more people have had a chance to use the mod and provide their feedback.
Miath 13 Feb, 2018 @ 11:23am 
Yaaaaaaaaaaaas
Giga Vivian 13 Feb, 2018 @ 10:49am 
Hm thanks also despite the higher production cost, I would put the thunder mages about one tech higher than the others for better balance. with it going 22 str at no extra cost like mantanece other than the 50 production, Maybe Acoustics or Astronomy. just seems to me like it nulls the other 2 unless you are looking to spam the enemy with the weaker wind mages.

Speaking of which are the pegasus Knights not actually weak to Pikeman even as Chivalry?
Kiang  [author] 13 Feb, 2018 @ 10:33am 
@Giga Phoenix: The Fire Emblem Civ mod makers are all in contact on a Discord channel, and I have already let them know that they are free to adapt these models for use in thier own projects, so long as they give credit where credit is due. However, because there are so many different Fire Emblem Civ mods that are out there, this will have to happen on the initiative of those mods' creators, not me.

I do plan to add more Fire Emblem classes throughout the tech tree, but that is far in the future. I figured it would be best to practice first with a small unit mod like this one, releasing in short installments that which I am able to complete instead of putting everything in a huge project that may or may not ever get finished.

Thanks for your feedback!
Giga Vivian 13 Feb, 2018 @ 9:44am 
Very intresting, been needing a flying unit other than the extremely rare and later game only helicopter, at least as far as Civ itself goes.

Maybe you could work with some of the Fire Emblem Civ mod makers? and lend them these units where appropite? Like the old Halidom of Ylisse mod has the Pegasus knights. maybe even add some other Fire Emblem classes through out tech tree of the normal game like this?
VantageEmblem 13 Feb, 2018 @ 3:15am 
AMAZING