View Full Version : Barbarians


Ploeperpengel
Aug 30, 2006, 05:20 AM
Barbarians should be in various forms in game:

Animals:
Animals should stay throughout the game and not being deleted
-including Water animals

Pirates:
We should be able to define ships and fitting crews for each era

Standard Barbs:
-Ruffians, Thieves, Followers of Chaos, chaotic Tribes

Chaosspawn:
-Depending on the strength of chaosreligion and use of Warpstone in a civ we should have random events of chaosspawn appearing(even within cultural borders-not interested in pillaging only to kill!)

Undead:
-need coding, basically battlefields leave piles of bones which can occasionally lead to undead barbs rising(not pillaging)

Skaven:
-I'm not sure if it really makes sense to include SKaven as playable civ, it will at least be hard with a 2D game like civ but they should fit perfectly for Barbs able to appear anywhere on the map and fully capable of pillaging, killing and taking cities. At least until we get an idea how to implement them in an interesting an flavourfull way.

woodelf
Aug 30, 2006, 05:32 AM
More barb cities is my only suggestion. I love finding them. :D

There is some code buried deep about number of player cities, undiscovered land and barb cities.

Ploeperpengel
Aug 30, 2006, 05:35 AM
That'll be nice as well.

another request. I never worked on Barbs. Can someone give me a brief tutorial what can be one about them with xml?

Ploeperpengel
Aug 30, 2006, 08:10 AM
Just found a lot of settings for Barbs in the handicapinfos including settings for Barbcities. Shouldn't be a problem to have more cities built;)

neener
Aug 30, 2006, 09:24 AM
More barb cities is my only suggestion. I love finding them.

Heh, if it was up to me I think Tilea and those other backwater civs would be Barbarian states, but I don't think that suggestion will prove too popular!

Psychic_Llamas
Aug 31, 2006, 06:40 AM
:lol: backwater civs, thats Westerland, not Tilea, :lol:

neener
Aug 31, 2006, 06:52 AM
:lol: backwater civs, thats Westerland, not Tilea, :lol:

Pff, Tilea are backwater too! Hell, Kislev are backwater in my opinion. Anything that doesn't have an army in Warhammer shouldn't be a Civ! :p

Lord Olleus
Aug 31, 2006, 07:02 AM
Kisvel does have its own army now!
You can field it as an independent army as a contingency for the empire.

Psychic_Llamas
Aug 31, 2006, 07:08 AM
the man has a point neener... ;)

so about those barbarians....

Ploeperpengel
Sep 15, 2006, 12:05 AM
Updated the first post with new design propousal. Any comments?

Lord Olleus
Sep 15, 2006, 11:15 AM
Is it possible to have more than 1 civ as barbarian?
It just doesn't seem right to have all barbarians as skaven.

Ploeperpengel
Sep 15, 2006, 12:06 PM
Is it possible to have more than 1 civ as barbarian?
It just doesn't seem right to have all barbarians as skaven.
:confused: I listed 5 different barbarian types. For Skaven, Chaosspawn, undead and even Pirates I think we would need special eventscripts. The barbarian civ is listed as standard barbs with variety already in itself.

Lord Olleus
Sep 15, 2006, 02:03 PM
I just wondered wether it was possible to have 2 different civs listed as barbarians. That way you could have infighting amongst different barbarian factions (like pirates attacking skavens)

Ploeperpengel
Sep 15, 2006, 02:50 PM
No idea. I would like that. Can this lead to conflicts with player civs? I'm planning to have 24 civs in the Mod so far...but of those 24 civs Skaven have certainly a slot so maybe no problem with that at all:)

El Loco Mono
Sep 16, 2006, 12:51 AM
Would also be nice to make sure we spawn barbarians of the same type in areas. Maybe when a barbarian city is spawned it gets an automatic building that limits the production to one race type

Ploeperpengel
Sep 16, 2006, 02:12 AM
Would also be nice to make sure we spawn barbarians of the same type in areas. Maybe when a barbarian city is spawned it gets an automatic building that limits the production to one race type
Of all those barbs only the standard barbs will be able to found cities. But to ensure diversity and flavor with standardbarbs this might be a good idea. So we can seperate ordinary ruffians from chaotic tribes.

Arexack_heretic
Oct 11, 2006, 02:28 PM
Barbarians should be in various forms in game:

Animals:
Animals should stay throughout the game and not being deleted
-including Water animals
-and free roaming monsters/chaos spawn,
swarms of vermin(rats/frogs/butterflies/locusts/bats/etc), seadrakes!


Pirates:
We should be able to define ships and fitting crews for each era
Fimir (coastal swamp dwellers) and Norse are stated as coastal raiders, both should be able to found barbarian cities too.

Standard Barbs:
-Ruffians, Thieves, Followers of Chaos, chaotic Tribes
Ghouls, Evil warriors: followers of Khain god of murder
Hobgoblins, halforc bands, pigmys, unpaid mercenaries

Skaven:
Would certainly make great barbarians in the 'sudden mongol hordes mode'. Skaven society being one of internal strife (chaotic) and intrigue between rivalling warlords. A band of agressive skaven would even be normal is skaven are a playable civ. (Skaven may even recieve a higher possibility of cities rebelling and turning Barbarian)

Fimir as Barbarians:

fluff:
The Fimir haunt bogs, fens and desolate moorlands. They dwell in crude strongholds, little more than craggy heaps of boulders hidden by thick swirling mist. This weird mist is generated by the Fimir themselves in order to screen them from sunlight, which they loath. Any Fimir warband ranging far from its lair will be shrouded in just such an enchanted miasma.

The fearful Fimm raiders are the scourge of human settlements along fenland margins as small bands frequently come forth from the marches to take human captives. Fimir are obliged to raid and carry off captives in order to propagate themselves, for there are no fertile Fimir females. Indeed all Fimir are the result of a joining of Fimir with captive human females.

Larger Fimir warbands, which might join forces with other raiding races, result from the sundering of Fimir clans by the death of a matriarch.

The only female Fimir are the Meargh or 'Witch-hags'. They are revered as powerful spellcasters and rule the Fimir clans. A Fimir contigent will never have more than a single Meargh, and she will always be present if the Fimir are defending their stronghold. If an aged Meargh has brought up a Meargh 'daughter', this will cause the community tio split when the young Meargh leaves to found a new clan, taking a proportion of the clan with her.

If a Meargh should die without a successor, the clan will disperse, with the Fimm warriors setting out on 'death-quests' to either find a new Meargh or their death. Sometimes too a noble will be banished by the Meargh, he will then take his retinue with him. Such restless searching bands of Fimir are commonly seen as allies to Chaos champions or other Evil warlords.

Fimir associate with demons and may even worship them, their wizards are powerfull in the arts of deamonic magic and summoning. Capturing victims for blood sacrifices is frequently a motive for Fimir raids on human settlements.

Physique:
humanoid, cyclopic, slighty larger than humans with powerfull libs and a prehensile tail. The skin colouration ranges from a light green to buff.
Warriors have a mice-like tail, while nobles' are spiked or slashing, magic users have smooth tails and horns. The Meargh is singular in that her head is covered in lank hair.

Leaders: Meargh Wizard / Fimm warlord
Magic users: Meargh / Dirach wizard (deamonic magic specialists)
Elites: Fianna Fimm (melee combat only, FirstStrike, cause fear, may be upgraded up to heavy armour)
Troops:
Fimm warriors (melee only, may be upgraded to light armour)
Shearls (human slaves): only appear in Fimir strongholds and raiding parties.


[[Credits due to Nigel Stillman &Friends, GW]]

Psychic_Llamas
Oct 13, 2006, 12:38 AM
very interesting fluff, i have never heard of fimir before. i guess westerland would have hell with them then:D
I think we would need a swamp or marsh terrain type before we could implement them.

Arexack_heretic
Oct 13, 2006, 01:12 AM
Some mods do have swamps and fens. maybe we can mimic theirs.

Arexack_heretic
Jan 23, 2007, 06:08 PM
Why are orcs and gobbo's not in the barbarian list?
They being the most 'barbaric' of old-world races.

Can there be more than one instance of a civ?
I'd like to have the option of playing against several orc/goblin tribes.
So if each civ can be selected once for each leader, that would be great.

edit: that said,
can a standard civ set to maximum agression substitute for an additional barbarian civ?

Psychic_Llamas
Jan 23, 2007, 10:58 PM
I like the barbarians they came up with in the Civ 3 WH2.5 version./ theyre now changed to the nechrarch Vampires, who sit in thier towers summoning skeleton warriors, gouls and nechrarch ships. we could implement this too, with a whole nechrarch barbarian civ. we could also have a Greenskin Rebles Barbarian civ, with some orcs, gobbos and snotlings thrown in... and maybe a skaven barb civ.

i like the idea of multiple barb civs.

Masada
Jan 24, 2007, 05:04 PM
Orcs are every btw... by no means are they organized into a single entity... the Greenskins we represent are the best organzied of there poeple...

solwen
Jul 02, 2007, 04:00 PM
Here is a list of Warhammer barbarian cities andunits i see could suit very well (note that each city is linked as an enemy of every playable civs to fitt fluff and warhammer unique flavour well)

_Barbarians cities:


Sartosa: Pirates
Ungol Tribe: Mounted barbarians
Lahmia: Barbarians and Lahmian vampire
Skytitans Palace: Giants
Lost City of the Old ones: Beast (dinosaurs ?)
Strigoi: Barbarians and Strigany vampire
Amazons: Barbarians (female barbarians would be nice)
Marienburg (good idea ? I don't know): barbarians and ships
Vampire Coast (Undead, undead ship and a carstein vampire

_Dens: (not writting the classical animal den already in)

Tainted Wardstones: Demons
Hard stone: Beastmen
Forgotten battlefield: Undead
Greenskin camp: Orcs and gobs
Raider warcamp: barbarians, mounted barbarians and mutants (chaotic style)
Lost Temple: Dinosaurs

So for land barbarians we can have:
chaotic style early warriors and horsemen, mutants, brigands, chaos spawn, weak minor unafiliated demons, unpaid mercenary bands, trolls, orcs, gobs, beastmen, skelettons, zombies, ghouls, fimirs, pisceans (savage fishmen) and pygmans.

Beasts:
Giants spiders, scorpions and rats , cockatrices, harpy, wild cold ones and terradons and maybe even swarms (bat, snakes etc...) + the animals already in the mod.

For sea barbarians let's take manowar sea monsters:
Ptolemean crabs,black leviathans, sea dragons, sea snakes, giant turtles, megalodons, krakens and pirates.

For Barbarian boss i can see:
Strigany vampire and necrarch vampire, wild carnosaurs and stegadons, sea king (the manowar monster like poseidon), chimeras, griffins and...dragons !

The more the variety, the better the immersion and the replayability i think

We could even put events like orthus invasion in FF. These events could be:

_Great cataclysm (1st turn of game): Lots of minor weak unafiliated demons all around the map.
_Nagash great Curse :Undead invasion
_Tong tribe horde : Huge horde of barbarian horsemen: the tongs are a human tribe living near the northern pole, During an invasion they almost wipped kislev and the kurgans and where the cause of the chaos dwarves veneration of hashut (they falled in chaos to be saved from the tongs).
_Skavens invasion: Plague and rat swarms invade cities before a lot of barbarian skaven units spawn.

A lot more events can be found includind early greenskins waagh and such.


I Hope it helps

Mr. Square
Jul 14, 2007, 04:16 PM
In accordance to the post about multiple Barb civs, wouldn't it make more sense to just simply have the barbarian faction as any straggler or wannabe warriors, or animals, that seem to randomly attack any civ, much like vanilla Civ 4, and then all these other factions mentioned, simply make them non-playable Civs with their personality changed so as it is impossible, or at least extremely difficult, to be nice to them?

Ploeperpengel
Jul 15, 2007, 05:08 AM
That's actually what I'm going to do for the BTS build.

Arexack_heretic
Jul 20, 2007, 05:07 PM
1- Units that disband due to lack of payroll, turn mercenary barbarian instead?

Which leads to:

2- How about a special unit for the less than lawfull civs, that can recruit barbarian units as mercenaries?
Obviously not all barbs would be equally ameniable to every civ, but Orks would probably accept any mercenary tough enough.
Mutants would be ostracised by Empire etc, but readilly accepted to the Raider or Beastman civs.
Tilea would certainly have mercenary recruiters.
Brettonia certainly not.

A seperate class of beastmaster would be required to capture and train monsters into a fighting unit.
(may be brought back to a city to 'breed' and thus enable, for instance pegasus riders?)