Sid Meier's Civilization V

Sid Meier's Civilization V

Wildlife (Reborn)
70 kommentarer
Mrpotapych 3. mar. kl. 11:13 
is not work((((
campbellmc14 5. juni 2024 kl. 13:39 
Question: Is there a way for the dinosaurs to continue spawning even after trapping? I like dinosaurs.
FourGingerWigs 15. jan. 2022 kl. 10:53 
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  [ophavsmand] 2. apr. 2019 kl. 18:22 
I have no plans to alter or update the mod
KosmosAlive 18. mar. 2019 kl. 18:32 
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 kl. 10:40 
is it possible to capture them or get the dinos on your side? lol
super7122 31. dec. 2017 kl. 18:16 
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 kl. 20:19 
Still think its a little weird to have less CP than a bear tho
lshipp  [ophavsmand] 14. aug. 2017 kl. 13:45 
To not make it quite so crazy OP against any unit a Human or AI civ can train
Say10 Skibidi Σ Gang 12. aug. 2017 kl. 1:14 
yea its good mod but why Tyrannosaurus Rex have only 8 combat power?
lshipp  [ophavsmand] 16. apr. 2017 kl. 13:31 
No idea. See the final bullet item in the description under header Mod Compatibility
🩸ℜ𝔲𝔦𝔫🩸 15. apr. 2017 kl. 17:21 
Will this work with Barbarians Evolved?
Kami 4. mar. 2017 kl. 7:20 
oh, ok. thanks!
lshipp  [ophavsmand] 3. mar. 2017 kl. 14:05 
I added # moves each unit has to the chart of the combat strngths.
Kami 3. mar. 2017 kl. 8:10 
can i ask how many moves each creature has? i wanna know if my scout can outrun a vel.
cury 3. mar. 2017 kl. 3:21 
funny and adorable mod! Thanks LEES
Wulfgodess 20. feb. 2017 kl. 18:58 
how about aftr you discover the dinosaurs and you reach the science era you can research the units that you've encountered and make them your own units. but they'll really strong as our units, 3x stronger than when they were found in the wild?
sarasosio 12. feb. 2017 kl. 10:35 
There are many compatibility issues with major evolution mods such as City States Evolved. If you are planning on running Wildlife on an already heavily modded game, you should prepare in advance, demod, and check to make sure it runs smoothly with every large change you add to the game.

One of the primary problems I encountered was dinosaur units being completely omitted, and replaced by the weak Early Brutes. They spawned in camps, outside of camps, wherever they damn well pleased. After taking out CSE and a few other large mods, I solved the problem but realized that this is something of a standalone for evolutions.

Still fun, remained subscribed.
SkaarSmashKikou 29. dec. 2016 kl. 16:29 
Do you think it was possible to add Ice Age Megafauna, like Mammoths or Woolly Rhinos?
Kamille 24. nov. 2016 kl. 9:33 
Giant monsters at the atomic era would be great.
Scorvetta Prime 10. nov. 2016 kl. 13:27 
I don't know if u read this still but would it be hard to make the dinosaurs continue to spawn throughout all ages, why do they die off in the classical age, is so early in game reallly. I hope u can make it so they can keep spawning in later periods
Scorvetta Prime 14. sep. 2016 kl. 14:05 
i wanna see more dino's! I love this mod, maybe u can add more say an army of t-rex or raptors to fight along side us lolkeep up the good work tho, thanks! :)
Catto 4. sep. 2016 kl. 23:03 
Wow, this mod is amazing! I love it, especially the dinosaurs. It might be cool if you added dragons in the medieval era!
Mazzini 1. juni 2016 kl. 1:10 
ahahahah great Mod!
tolaburke 30. maj 2016 kl. 0:21 
The thought occurs that a captured Whales should be allowed to be expended to create a Whales resource. Perhaps similar could occur if a dinosaur has been captured and survived to a later era.
Centurion1417 17. maj 2016 kl. 18:22 
Well It seems to be working now. I am not totally sure what the problem was but I did check the behavior file and I had it all fine so again im not really sure what the problem was but now it is working. Thank you very much for all the help Ishipp :)
lshipp  [ophavsmand] 17. maj 2016 kl. 15:34 
@ Centurion1417

Check that you have not made a typo error in editing the ModBehaviorControl.xml file. Doing this on purpose is the only way I have been able to replicate a failure of the code to spawn the wild animals, other than selecting "No Barbbarians" in game options.

Configuring Mod Behavior [forums.civfanatics.com]

Make sure your edit(s) are exactly as I have shown for each line you may have edited.
Centurion1417 17. maj 2016 kl. 10:40 
No I start new games at the very start at agriculture.
lshipp  [ophavsmand] 16. maj 2016 kl. 21:18 
Prince difficulty should tend to slow down the AI research somewhat (they also start with no free techs over what the human gets) so it should actully tend to make the Wild Animals spawn for a longer period of time. You aren't starting in an Era later than Ancient are you?
Centurion1417 16. maj 2016 kl. 19:23 
I have my Civ5 game set to always stay updated so that shouldnt be the problem. Like I had said I just had the wildlife mod activated and the advanced settings mod activated, I made sure that none of my other mods were activated so I knew if one was having issues with this mod but that didnt seem like the case considering I found a barb encampment within about 5 turns and saw barbarians. Could the problem be that I played the game on prince difficulty and the other civs got more tech so the barb camps had to keep up with them?
lshipp  [ophavsmand] 16. maj 2016 kl. 16:59 
@Centurion1417

I can't replicate the problem. Setting <ConvertBarbAnimalsWhenAllObsolete> to "false" has no effect on the spawning of the units, with or without Really Advanced Setup running as the only other mod, and with or without extra starting units specified in the RAS setup screen.

Are you using EUI or any other mods that are packaged into the game's DLC folder ? And have you updated the game to version 279 ?
Centurion1417 16. maj 2016 kl. 12:54 
I disabled all my mods except this one and really advanced setup so I could give myself some scouts to do a quick check and see if that did anything but even when I disabled all my other mods all I found was barbarians and all I did with the mod is what you said to do with turning the conversion option to false. Im very sorry if this is frustarting in any way and if im just not doing something right here.
lshipp  [ophavsmand] 16. maj 2016 kl. 12:31 
Oh, and there would definitely be conflicts with Barbs Evolved, etc., when using such a configuration of the mod.
lshipp  [ophavsmand] 16. maj 2016 kl. 12:29 
@ Centurion1417 (3 of 3)

Shutting off standard Barbs as they spawn from camps will not really be possible, though since so much of that is hardcoded into the game's logic. All that will be possible will be to replace the usual Barb units with Wild Animal units or the 'early brute unit' used in the mod so far as what spawns within Barb camps.
lshipp  [ophavsmand] 16. maj 2016 kl. 12:29 
@ Centurion1417 (2 of 3)

Since I need to issue an update to remove the possibility of a conflict with Mez's Jurassic Park Wonder Wonder, I'll look into adding that possibility into the pre-provided 'Configuration' choices. I may not however be able to figure out everything I need to do before I issue the update to not conflict with Mez.

As long as I am looking into it, I will also look into pre-providing a method to only ever but always spawn mammals as an alrernative.
lshipp  [ophavsmand] 16. maj 2016 kl. 12:28 
@ Centurion1417 (1 of 3)

Yeah, if what you want is for the Dinos to just keep spawning for the entire game (and Mammals to not spawn ?) then there'd be some medium-intense work required to make that happen. Probably you are doing something wrong that is disabling the effect of the mod altogether.
Centurion1417 16. maj 2016 kl. 10:28 
Thats what I am trying to figure out M@x. I am trying to get it where i get just dinos in my game
M@x 16. maj 2016 kl. 9:49 
Hmm... Would it be difficult to replace barbarians of all eras with Dinosaurs? This would make a great "Lost World" scenario mod :D
lshipp  [ophavsmand] 16. maj 2016 kl. 8:22 
Also, ensure you are not also running Mez's Jurrasic World Wonder Mod because at the moment both mods are using identical xml-unit-names, which will cause various sorts of code-failure.
lshipp  [ophavsmand] 16. maj 2016 kl. 5:49 
Go back to the original version of the mod. Make sure your game is updated to the latest game-version. It should be 1.0.3.276 as a minimum.

Make sure you are also not using an outdated mod that has a custom dll.

When trying to configure the behavior of the mod, only make changes in the ModBehaviorControl.xml file unless you are really familiar with Civ5 modding and you know what the likely effect will be of editing anything anywhere else.

If you are using the original Prehistoric Era mod, there might be a mod-conflict.
Centurion1417 15. maj 2016 kl. 22:24 
I am not sure why but I am having the hardest time getting this mod to work. I have set the files to false so things shouldnt convert and have messed with a couple of other things but I still cant get the mod to work properly. When ever I start a game I just get brutes and have only seen a eagle once but now all I see are the normal barbarians. Any help in helping me or any ideas on what it could be would really help.
lshipp  [ophavsmand] 14. maj 2016 kl. 20:00 
That's all due to the awesome Deliverator and his skills at making unit animations. I didn't make any of the unit animations -- I suck at artwork.
Lin 14. maj 2016 kl. 15:52 
I love the shaking of the neck and head animation on the raptors
lshipp  [ophavsmand] 14. maj 2016 kl. 10:30 
Correction to last statement: I did not provide compatibility because the original Prehistoric Era mod doesn't appear to be supported anymore, and has not been updated since before game-patch 276.
lshipp  [ophavsmand] 14. maj 2016 kl. 10:24 
@ NunquamReverto,

For both PreHistoric Era Reborn and Ultimate Eras, the Dinos should stop spawning when 70% of major players have researched Agriculture. This is pre-built into the compatibility file for these two 'Era' mods. The original Prehistoric Era does not have compatibility built-in because the original Prehistoric Era has problems as I recall with BNW.
NunquamReverto 14. maj 2016 kl. 8:00 
This would go awesomely (if that's not a word then I just made it one) with Prehistoric Era or Prehistoric Era Reborn, if only I knew how to change the spawn eras for animal units so dinos stopped spawning at agriculture.
Lin 13. maj 2016 kl. 22:20 
Giant T Rex would be awesome or a metal t rex with giant robot skin
DerpyMeoww 13. maj 2016 kl. 22:08 
:O whale unit
lshipp  [ophavsmand] 11. maj 2016 kl. 14:29 
No real reason other than we capped Dinos at 8. But this is also why the mod is made to be easily configurable to a more specific user-taste. I had a feeling some users might want the T-Rex to be the most fearsome of all the 'Animal' units, hence the ability to set a '1' in the appropriate spot in the <TyrannosaurusIsFearsome> line within the file "ModBehaviorControl.xml"

See the CFC thread for more detailed instructions on making the Trex more powerful while leaving all other units alone.
Obito (VeTRiX) 11. maj 2016 kl. 11:08 
why is the T-Rex weaker then a Bear ?...pls add the Allosaurus