Sid Meier's Civilization V

Sid Meier's Civilization V

Samurai Mod
28 Comments
dannyodum 13 Dec, 2015 @ 8:29am 
It would be nice if he could in corporate all of his unit balance mods into one large mod
ZenFeroce 31 Aug, 2015 @ 5:41pm 
Thank you very much!
I released first version last night but didnt put your promotion in it yet, i was very impatient to try it, but ther is still much work to do... i wanted to simply add All terrain promotion to few and change chariot archer by axeman.... but keep reading treads and viewing mods and many files with modbuddy gave me the chance to starting to understand are things are done, so i started wanting doing more lol, like changing units aspect, colors, i wanted to make a Mounted axeman but at this point it becomes way more complicated and nexus keeps bugging all time and i dont know how it works precisely. So i decided to register to civfanatics forums and i see thers lots of stuff in ther, i might learn to do many things but i have to be patient and take time it needs
Thanks again !
Barrowulf  [author] 31 Aug, 2015 @ 7:48am 
Yeah, no problem, good luck!
ZenFeroce 30 Aug, 2015 @ 8:52pm 
so can i borrow your mod and put it in my plz ? your name is gonna be on my mod, if it works well, i am finishing it right now will post it shortly
ZenFeroce 30 Aug, 2015 @ 8:51pm 
Hello my friend!
I am about to finish my first mod. It will be a tweak of Japanese Civ, as a prelude to eventualy create more mods, like civ, units, buildings, ressources etc...
I chose the japanese cause i principaly made this mode for my own pleasur and i play mostly japanese/romain .
The mod consist mostly of 4 unique antiquity units replacing the Warrior, Chariot archer, horseman, composite bowman.
They all have a few free promotions ( mostly not upgrades promotions ) , better xp gain, some damage tweaks... and i want to give them little yield per kills... thats wher you come in play
I'd borrow your fake promotions to make it fit with all my units and and your samurai modif in my mod.
The fact is i am a 5 days modding beginner and all i mostly do is copy/paste with modbuddy and changes some datas, not very hard.
but creating new promotions becomes something more complicate while i still dont know paths and files etc... well you see
prograde 5 Mar, 2015 @ 5:11pm 
I'm disappointed to see the ability to build fishing boats removed. That was honestly one of the main reasons I enjoyed playing Japan.
syukuseipuratonikku 16 Feb, 2015 @ 4:51pm 
good,Thanks. I'm japanese. Samurai is sometimes not known.
samurai can also be used Musket. Tokugawa had a lot of Musket than Europe country. Their combat ability's Musketman than knight.
Was of is great disappear that ability to make fishing boats!!

However, I think too little strength. should increase the cost ?
Mors Avis 24 Jan, 2015 @ 5:40am 
Great mod. It actually makes going for samurai worth the effort. With Japan's coastal start bias, it can be hard to even get you hands on any large amount of iron--and, when finally do, the default samurai unit is quickly outmoded. Nice work!
❤️ iValkyrie 21 Dec, 2014 @ 8:02am 
Fair enough, didnt see that.
Barrowulf  [author] 21 Dec, 2014 @ 7:40am 
Thanks, Valk. Actually, as written above under the features list, I decided to remove that paltry ability back when I created the mod.
❤️ iValkyrie 21 Dec, 2014 @ 3:10am 
Found a slight flaw, maybe intentional or not, im not sure.

Because you've rewritten the description and abilitys of the Samurai, they cant produce workboats anymore, like the should be able to after the recent patch.

Not sure if its intentional or not, but i thought i should brign that to your attention.
King Manatee 6 Oct, 2014 @ 8:49am 
Another note: I actually like these mods separate for the time being. Sure, it might be more clicks to install all of them, but it also makes it much easier to cherry-pick the ones we like.
King Manatee 6 Oct, 2014 @ 8:48am 
>far superior to Western longswords
Except for the Zweihander.
Barrowulf  [author] 18 Feb, 2014 @ 12:12pm 
Thanks! I'll eventually create a mod project which will merge all of them into one. In the mean time, I at least have a collection which includes all of the unit mods so far. A link to it is above, labeled "Unique Units".
Raynor 18 Feb, 2014 @ 10:36am 
I really love your mod. But is there anyway you can merge so of them? like the unit mods?
Delport Breckland 9 Nov, 2013 @ 10:46pm 
I still wonder why Samurai replace Longswordsmen rather than Musketmen. They were contemporary to musketmen historically & Japan was iron-poor (that's why the thin, heavily-processed swords). What do you think?
the grand dreamer 19 Oct, 2013 @ 4:36pm 
I like this, I always felt the samurai were too weak considering how they need iron to build and how quickly you can get musketman after the samurai.
Col. Hathi 15 Oct, 2013 @ 9:18pm 
Or maybe provide them with Shock I AND Drill I instead of the boost in combat strength. I don't know why they got Shock I instead of Drill I in the first place. Seems like the rough terrain bonus would be more fitting, considering the japanese landscape.
Col. Hathi 15 Oct, 2013 @ 8:58pm 
I love the sound of this, but why'd you remove their ability to make fishing boats? And I dunno, I'd prefer if the combat strength were lowered to 23, so they weren't entirely on par with musketmen. They are available earlier and they do still have greater bonuses than the musketmen, so it only seems reasonable that the musketmen get to keep their slight advantage in combat strength.
Skele-Kitty 15 Oct, 2013 @ 4:35pm 
I'd like to see an ability for the Samurai.
Where, if the Samurai is in red health with an enemy unit, they have the choice to Sepuku, or kill themselves.
Why? Negate more experience for the enemy.
Barrowulf  [author] 4 Oct, 2013 @ 9:42am 
Okay, reverted the culture for kills amount back to 50% instead of 25%.

At that point of the game, culture per turn can easily be high. At 25%, slicing and dicing pikemen for only 4 culture is a bit of a paltry amount. Musketmen, which can put up a much better fight would only give 6.

Other things which I feel justify this percentage: samurai are limited to your quantity of iron, you can't always amass them as much as unrestricted units and kill tons of units. And, again, the promotion is lost upon upgrading them.

I also updated the description above, to make sure it accurately describes the changes.
Hokath 3 Oct, 2013 @ 2:17pm 
aha master illusionist Barador strikes again
Barrowulf  [author] 3 Oct, 2013 @ 9:59am 
Updated!

1) Added a cool new promotion icon

2) Removed the 10% boost from the new promotion and instead increased the samurai from a strength of 21 to 24 (now equals a musketman). This makes things a little neater and straightforward.
Barrowulf  [author] 3 Oct, 2013 @ 6:10am 
Well, they already retain Great Generals II (double GG points).

Also, the main reason they don't keep the new promotion is also because of the way the default code is structured. (I typically only stick to what the existing code offers. Eventually, I hope to learn how to get the game to utilize new customized code -- then, I can do a lot more!)

The culture/kill ability actually isn't granted via a promotion in the code. Strangely, it is its own table, within the Units file. So, you can't have it retained through upgrades anyway; similar to the Pictish Warrior. The new promotion is half a "dummy" promotion. It has nothing to do with the culture ability, but that's all "behind the curtains" for users. I just included the ability text within the promotion because It just looks cleaner and helps players realize all the Samurai's abilities during the game, without having to check the Civilopedia. : )
Hokath 3 Oct, 2013 @ 5:26am 
Why not keep the promotion upon upgrade? From a gameplay PoV it increases the importance of the UU, from a historical standpoint, didn't Japanese military personal continue to behave... uniquely?
Barrowulf  [author] 2 Oct, 2013 @ 8:43pm 
Yeah, I initially thought so too, but I want to play it safe and start with 25% and wait for some feedback from players.

Another change I'm thinking about, alongside the 25% culture bonus, is keeping things a little more simple and removing the 10% strength bonus from the "Way of the Warrior" promotion and making the Samurai 24 strength instead of 21 (roughly a 14% increase). This would make them equal to Musketmen. Also, this makes % strength bonuses stronger on them.
Blue Jay 2 Oct, 2013 @ 8:22pm 
I think the the 50% sounded just right, but i could be wrong.
Barrowulf  [author] 2 Oct, 2013 @ 2:22pm 
Actually, I think 50% might be a bit much. I'm going to update this to only grant bonus culture equal to 25% of a killed opponent's strength. I'll start with that first and see how it plays out.