View Full Version : Random Event: Barbarian Uprising...
itsnotme Feb 12, 2009, 06:11 PM How do you deal with this kind of situation when a barbarian camp appears only a few squares away from your capital's border? In my latest game, an uprising occurred very early during the game. The barbs eliminated my neighboring civilization very quickly and moved on to my capital with 3 archers, while i only had a single warrior to defend it. Isn't there a way to deal with it or should I just regen the map everytime this event happens?
Ai Shizuka Feb 12, 2009, 06:14 PM Vedic Aryans uprising is basically a game over.
If you survive, you still are severely crippled for the rest of the game.
There's nothing you can do, beside chopping/whipping a couple units and hope for the best.
itsnotme Feb 12, 2009, 06:25 PM Vedic Aryans uprising is basically a game over.
If you survive, you still are severely crippled for the rest of the game.
There's nothing you can do, beside chopping/whipping a couple units and hope for the best.
My warrior managed to defeat 2 of the 3 archers. The event happened so early that i didnt have enough time to complete researching BW.
Ai Shizuka Feb 12, 2009, 06:33 PM Yes, Vedic Aryans always happen in the early 2000s. Later uprisings have different tribes/units. Still harsh but more manageable.
If you don't have BW (wich is common if you don't start with mining), it's 99% game over.
r_rolo1 Feb 12, 2009, 07:30 PM In 3.17 Vedic Aryans can only happen to a civ that has archery. And most humans will go to BW welll before Archery ( that opens other events, but that's not the point ;) )
Now on 3.0X - 3.13 ..... well, I must say that I had awfull luck ( and a hill cap :p ) and survived once to the Vedic Aryans with 2 warriors vs 4 archers :eek: But that is pure luck..... most of the times this event could be replaced by:
You were assasinated ( game ends )
itsnotme Feb 12, 2009, 07:56 PM In 3.17 Vedic Aryans can only happen to a civ that has archery. And most humans will go to BW welll before Archery ( that opens other events, but that's not the point ;) )
Now on 3.0X - 3.13 ..... well, I must say that I had awfull luck ( and a hill cap :p ) and survived once to the Vedic Aryans with 2 warriors vs 4 archers :eek: But that is pure luck..... most of the times this event could be replaced by:
lol at least i wasnt the first to be eliminated...i actually laughed when my neighbor got destroyed so fast. little did i know i was next!
TheMeInTeam Feb 12, 2009, 09:15 PM Custom game -----> random events = off.
Else, play 3.17 and skip archery.
Else, avoid slower speeds because they make it more likely via more rolls.
Else, great wall. Problem solved.
I strongly recommend option 1. Events suck.
itsnotme Feb 12, 2009, 09:31 PM Custom game -----> random events = off.
Else, play 3.17 and skip archery.
Else, avoid slower speeds because they make it more likely via more rolls.
Else, great wall. Problem solved.
I strongly recommend option 1. Events suck.
Too early in the game to get the Great Wall completed on time.
I have 3.17 and Archery wasn't researched yet...
azzaman333 Feb 12, 2009, 09:56 PM lol at least i wasnt the first to be eliminated...i actually laughed when my neighbor got destroyed so fast. little did i know i was next!
Too early in the game to get the Great Wall completed on time.
I have 3.17 and Archery wasn't researched yet...
Your neighbour had Archery and/or Polytheism/Priesthood (I forget which one triggers the Aryans), which triggered the event. Because of the way these units are coded, they go directly to the target city and try to kill it. If they kill 1 target city, they move onto the next target until they all die.
Tephros Feb 13, 2009, 12:52 AM In 3.17 Vedic Aryans can only happen to a civ that has archery. And most humans will go to BW welll before Archery ( that opens other events, but that's not the point ;) )
Actually I've been hit without having archery. The triggering civ must've been the one with the great wall. :(
But then on another game the 6 spearmen spawned outside of one of my cities, but I had the great wall. They walked around my city to take out 2 cities of my chariot/archer defended neighbor. :lol:
azzaman333 Feb 13, 2009, 01:23 AM Actually I've been hit without having archery. The triggering civ must've been the one with the great wall. :(
But then on another game the 6 spearmen spawned outside of one of my cities, but I had the great wall. They walked around my city to take out 2 cities of my chariot/archer defended neighbor. :lol:
The triggering civ doesn't always get targetted by the stack. Actually, I'm not at all sure what determines the target for the stack, because it definately isn't as simple as the triggering city.
TheMeInTeam Feb 13, 2009, 02:45 AM Oh yeah, HoF mod blocks certain events, including uprisings. But, you don't get shock axes and such for free either. No garbage in the + OR - ;).
Tephros Feb 13, 2009, 03:00 AM Oh yeah, HoF mod blocks certain events, including uprisings. But, you don't get shock axes and such for free either. No garbage in the + OR - ;).
Hmm. Yeah I like random events but there's certain ones that I think should be turned off. The tower shields (free cover to all melee) and such are way overpowered and I'd like them turned off so that neither I nor the AI get them. I don't really intend to submit HOF, but I might start using that version for that reason. Is there another easy way to selectively turn off certain events? Like can I just go into the XML file and change the active value to zero... and turn on the tsunami one? :lol:... is that difficult to do?
r_rolo1 Feb 13, 2009, 05:07 AM Tephros, actually it isn't hard to mod events frequency....
Go to (...)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Events\CIV4EventTriggerInfos.XML ( or whatever folder the game is installed ) and mess with the values in the bolded red portion until you're satisfied ( event shown here is the forest fire, but only for sake of example. All the events can be modded in or out that way ). The tags are self explanatory for a person that knows english ( ( first line determines the percentage of games where the event will be active and the second determines the percentage of the event triggering if called in game( might not be 100 % ) ) :
<EventTriggerInfo>
<Type>EVENTTRIGGER_FOREST_FIRE</Type>
<WorldNewsTexts>
<Text>TXT_KEY_EVENTTRIGGER_FOREST_FIRE</Text>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>TXT_KEY_EVENT_TRIGGER_FOREST_FIRE_1</Text>
<Era>NONE</Era>
</TriggerText>
<TriggerText>
<Text>TXT_KEY_EVENT_TRIGGER_FOREST_FIRE_2</Text>
<Era>NONE</Era>
</TriggerText>
<TriggerText>
<Text>TXT_KEY_EVENT_TRIGGER_FOREST_FIRE_3</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>70</iPercentGamesActive>
<iWeight>100</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired/>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired/>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>1</iNumPlotsRequired>
<bOwnPlot>1</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired>
<FeatureType>FEATURE_FOREST</FeatureType>
</FeaturesRequired>
<TerrainsRequired/>
<ImprovementsRequired/>
<BonusesRequired/>
<RoutesRequired/>
<ReligionsRequired/>
<iNumReligions>0</iNumReligions>
<CorporationsRequired/>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_FOREST_FIRE_1</Event>
<Event>EVENT_FOREST_FIRE_2</Event>
<Event>EVENT_FOREST_FIRE_3</Event>
</Events>
<PrereqEvents/>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs/>
<AndPreReqs/>
<ObsoleteTechs/>
<bRecurring>1</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>1</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>1</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo/>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
</EventTriggerInfo>
Don't forget to save the original file ;)
Unconquered Sun Feb 13, 2009, 05:13 AM Oh yeah, HoF mod blocks certain events, including uprisings. But, you don't get shock axes and such for free either. No garbage in the + OR - ;).
I got Vandals on BOTM 10, so not all uprisings are blocked.
azzaman333 Feb 13, 2009, 09:59 AM Uprisings aren't blocked, but the Vedic Aryans are moved back to 1 civ Priesthood/1 civ Archery, instead of 1 civ Polytheism/1 Civ Archery. Plus the early free promos are removed IIRC.
TheMeInTeam Feb 13, 2009, 11:20 AM I got Vandals on BOTM 10, so not all uprisings are blocked.
Hmm, that's right now that I remember it (I read your summary of BOTM 10 extensively). Maybe it's just the Aryans blocked.
azzaman333 Feb 13, 2009, 11:36 AM Uprisings aren't blocked, but the Vedic Aryans are moved back to 1 civ Priesthood/1 civ Archery, instead of 1 civ Polytheism/1 Civ Archery. Plus the early free promos are removed IIRC.
Hmm, that's right now that I remember it (I read your summary of BOTM 10 extensively). Maybe it's just the Aryans blocked.
Ahem. :mischief:
CHEESE! Feb 13, 2009, 11:51 AM The best way to deal with them is them moving instead to Monty's capital ten tiles away and destroying that.
Scoottr Feb 13, 2009, 11:58 AM If you had archery you should build archers, with a barracks and drop a promo for hills on them. Park them on a nearby hill. I do this in most games as I play Aggressive Barbs in every game. (now playing that with Aggressive AI...crazy fun!)
TheMeInTeam Feb 13, 2009, 01:38 PM If you had archery you should build archers, with a barracks and drop a promo for hills on them. Park them on a nearby hill. I do this in most games as I play Aggressive Barbs in every game. (now playing that with Aggressive AI...crazy fun!)
Irrelevant info. Issues:
1. Uprising can occur 1-2 turns after you get archers
2. Uprising barbs ignore other units and immediately attack cities. They have a unique script.
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