View Full Version : Barbarians?


woodelf
Apr 02, 2007, 09:53 AM
Yes or no?
Alien or Earth pirates?
Impact damage?
Aliens as religion somehow?

Other?

We do want debris, wreckage, and other for goody huts at least.

GeoModder
Apr 02, 2007, 10:14 AM
I like the idea of a "survivor" sort of barbarian. ;) At least if the initial backstory about a nuclear/biological/climatical holocaust on Earth holds then those are the guys who managed to reach the Moon but are without supplies.

Aliens? Why would they show up? Altho I would love to see this "saucer" unit being used somehow. Perhaps as an event in the latter stages of the mod when the moonfactions are on their legs again?
Perhaps we could link this to the type of event why Isolation occurs: if it is nuclear, aliens noticed something weird in this solar system and come investigating. In other cases, perhas Earth civs could come knocking on the door again.
Impact damage? Meteors you mean? Yeah, but rarely please. Lethal meteor "strikes" could be destruction of an improvement, or impact on a base, or eve better severely damaging a unit if it happens to be on the impact spot.
I wouldn't put alien artifacts on the Moon. Lets keep our system pristine from (at least) outsider influence. ;)

Drtad
Apr 02, 2007, 01:03 PM
About Barbarians, I think that the whole concept doesn't fit with SOTM. I think that the barbs should be scrapped completely, and replaced with something completely different that will hinder the player. I believe that there should be a chance, every turn, that something unknown happens to one of your troops, and your troop just disappears (for example, it could have been an alien attack or abduction, and yourunit could appear on a totally different area of the map, this would be very interesting if possible to implement.) Whatever replaces barbarians, I think it should be some sort of random event.

joelwest
Apr 02, 2007, 01:48 PM
About Barbarians, I think that the whole concept doesn't fit with SOTM. I think that the barbs should be scrapped completely, and replaced with something completely different that will hinder the player. I believe that there should be a chance, every turn, that something unknown happens to one of your troops, and your troop just disappears (for example, it could have been an alien attack or abduction, and yourunit could appear on a totally different area of the map, this would be very interesting if possible to implement.) Whatever replaces barbarians, I think it should be some sort of random event.

this is the terrain thread.

how do barbs relate to terrain?

edit - moved the these 2 posts to the right area.

joelwest
Apr 02, 2007, 02:39 PM
Yes or no?
Alien or Earth pirates?

the barbs in the current mod play almost no role in the game since the number of their civs is quite limited.

if we were to keep the idea of something forming the parts of the map where no civ can see, I would favor Aliens over barbs just for the sake of the sf theme of the mod.

however you have proposed a Disaster World type of start, and in that case I do not see why we would have any minor civs or barbs - the moon in that case would be just too harsh a mistress.


Impact damage?

Aliens as religion somehow?

Other?

We do want debris, wreckage, and other for goody huts at least.

I favor Aliens as providing the missing religious element of the game, but that is not the topic of this thread.

I do favor keeping some equivalent of the goody huts of the vanilla Civ 4. These goody huts could be directly tied to religious scrolls or somesuch left behind by Aliens. however there would be no connection of the goody huts with barbarians, the topic of this thread.

woodelf
Apr 02, 2007, 03:36 PM
Actually for Aliens I'd like to see them ignored until we get two eras done and then decide where to go from there. Scenarios, expansions, ect can deal with them. :)

GeoModder
Apr 02, 2007, 03:38 PM
All right! :dance:

Yakk
Apr 03, 2007, 01:05 PM
Barbarians:
Invisible units that auto-kill themselves. They are called "asteroid impacts".

Later, they can be tweaked to be less barbarian-like. :)

woodelf
Apr 03, 2007, 01:13 PM
That might work. :)

joelwest
Apr 06, 2007, 01:26 AM
Actually for Aliens I'd like to see them ignored until we get two eras done and then decide where to go from there. Scenarios, expansions, ect can deal with them. :)

I partially agree.

I agree that having Aliens is much lower priority than fixing the major bugs that need to be fixed in version 0.23a

however I do not agree Aliens should be so casually dismissed out of hand.

according to my proposed priority list of mod revisions, Plans thread post #3,

http://forums.civfanatics.com/showthread.php?t=215186

the next revision after major bugs are fixed in version 0.23a would be called version 2.0 and would incorporate the new era and tech tree framework for the mod.

since we have yet to decide this framework, I think it is premature to dismiss Aliens being in version 2.0

woodelf
Apr 06, 2007, 05:36 AM
By Aliens we can mean subtle genetic modications to the civs through the Religion mechanism or other, correct?

GeoModder
Apr 06, 2007, 11:03 AM
No, genetically modified "lunies" would be mutants by definition, not aliens. :D

Aliens are extra-terrestrials. The only thing I agree on for now is to keep them far away from entering the moon before the lunies have a reasonable civilization going again.

Yakk
Apr 06, 2007, 01:04 PM
Um, the moon is extra-terrestrial. :)

joelwest
Apr 06, 2007, 01:10 PM
No, genetically modified "lunies" would be mutants by definition, not aliens. :D

Aliens are extra-terrestrials. The only thing I agree on for now is to keep them far away from entering the moon before the lunies have a reasonable civilization going again.

I agree. my previous posts were about items they left behind, not aliens themselves except perhaps as being the new minor civs.

but if we no longer have minor civs . . .

GeoModder
Apr 06, 2007, 01:32 PM
Um, the moon is extra-terrestrial. :)

Does that cover the Earthlings on it in your book? ;)

darkedone02
Apr 08, 2007, 11:46 AM
I agree, we need some type of outlaw that will attack anything, so Space Pirates or Hostile Aliens. I don't care which, but I suggest they could be added in.

woodelf
Apr 08, 2007, 05:01 PM
I agree, we need some type of outlaw that will attack anything, so Space Pirates or Hostile Aliens. I don't care which, but I suggest they could be added in.

For the expansion, possible scenarios, or maybe BtS. We won't completely forget barbs. :)

GeoModder
Apr 08, 2007, 05:51 PM
In any case, Isolation could herald the landing of escapees from Earth (orbit) trying to find a place to survive. So it should be a one-time incursion of a (huge?) number of barbs. After that, no newcomers anymore.

woodelf
Apr 08, 2007, 05:55 PM
In any case, Isolation could herald the landing of escapees from Earth (orbit) trying to find a place to survive. So it should be a one-time incursion of a (huge?) number of barbs. After that, no newcomers anymore.

That would be cool. :thumbsup:

With some coding knowledge we could do splinter groups, pirates, ect.

OwieB2003
Apr 09, 2007, 11:32 PM
My ideas? Maybe Alien barbs as an "upgrade" to normal barbarians (at least according to how the game handles them) that doesn't show up until a late-game era, but the entire Alien thing would require an Alien branch of the tech tree, IMO. Plenty of things to go wrong to create human "barbarians" on the moon. Lunar privateers that decided to go into piracy, religious fanatics wholly dedicated to the destruction of lunar civilization in its entirety, outcasts of the civilizations... but Alien barbarians could be things like mercenaries, harvesters, slavers... Just my 2 cents.

woodelf
Apr 10, 2007, 05:06 AM
That's what were thinking as well OwieB. Eventually we'll have privateers, religious fanatics, splinter groups, and then Aliens. I think that might be more towards the BtS expansion, but we'll be using this mod to practice on. :p

woodelf
Apr 13, 2007, 05:36 AM
I'm still open to any ideas on how to deal with barbarians, short of digging into python at the moment.

In XML I can limit what units they get and that might help.

Does anyone know if you can change what turn they start appearing in the GlobalDefines XML?

woodelf
Apr 13, 2007, 07:56 AM
Kael pointed me in the right direction. I can now remove barbs and barb cities from showing up thankfully.

GeoModder
Apr 13, 2007, 08:46 AM
Well, I think I mentioned it before: let barbs be a one-time event when Isolation happens, but I suppose we're still quite a bit from putting this Isolation event in the mod.

woodelf
Apr 13, 2007, 12:30 PM
The Isolation event could also send up a second batch of civs from a dead Earth. All very anti-Lunies.

GeoModder
Apr 13, 2007, 12:33 PM
Minor civs, or real civs?
Either choice, I agree.

woodelf
Apr 13, 2007, 12:36 PM
Real if possible. I'm not sure if they would be ones that weren't chosen in the original game or simply a batch of 3-4 out of another pool. Randomness would be the key to this.

thomas.berubeg
Apr 13, 2007, 03:35 PM
that would be interesting... the original civs would be powerful corporations, but the newer ones are the remnants of governments that have escaped from earth during the end, or just before it:

That made me think of civs that can pop up during the isolation event:
Civs:
Americans
Chinese
Russians
Indians

Some of these can take residence in already existing civs. (such as the american president taking up residence in the NASA base.)

GeoModder
Apr 13, 2007, 03:39 PM
Some of these can take residence in already existing civs. (such as the american president taking up residence in the NASA base.)

Oh no, that means we have to include that Bush Jr. II leaderhead in our mod. :cry: