View Full Version : Barbarian Unit Idea


georgestow
Oct 11, 2009, 10:09 AM
Can barbarians use resources that the barbarian villages are on top of, if they have a tech that allows them to see the resource and its possible for them to create the unit?

Also, how are resources placed on the map? If I were to have a barbarian resource, that can only be seen by barbarians, and give it a really high appearance ratio, would that affect how many of other resources are put down? Or do the other resources take priority, and the barb resource is just put down in most of the remaining places?

Virote_Considon
Oct 11, 2009, 10:52 AM
Neither would work. Barbarians can't utilize resources, and you can't give barbarians their own techs, so there's no way of getting only them to "see" the resources.

Vuldacon
Oct 11, 2009, 04:54 PM
georgestow... Yes, too bad about not being able to have more control concerning things we would like to do with Barbarias.
The Resources are placed on the Map by selecting the Top Button in the Editor that looks like the Wheat Resource. Click it and see the drop down Resource List you have. Select what you want to place and left click on the Map to place it.

Ozymandias
Oct 12, 2009, 11:25 AM
The closest you can come is use one of the 31 Civs as a "Barbarian" Civ. I do this with the Mongols. I've moved the rivers around Karakorum away from the city, put an ahistorical "Guard" unit there, and a single wonder to pump out Hordes ("Horde" ~ Mongolian for "Regiment"). They cannot build Settlers or Workers. They only have one tech to research for a very long time. Then, at the appropriate "historical" moment, they enter a "Settled Phase" ("In Xanadu did Kublai Khan a stately pleasure dome decree ..." ;) ) wherein resources, regular Techs, etc., come into play.

Best,

Oz

Pounder
Oct 12, 2009, 11:43 AM
I was thinking of have 5 Civs reserved for Barbarians (one for each culture group), none to be playable by human players, no limitations on advancements. Units would all be choosen accordingly. Is this possible, not sure about not playable by humans for 5 civs, I am used to a random selection when I start the game, I may have to forego the random civ selection.

The current barbarians would be changed to animals and insects and sea serpents.

Ozymandias
Oct 12, 2009, 08:06 PM
I was thinking of have 5 Civs reserved for Barbarians (one for each culture group), none to be playable by human players, no limitations on advancements. Units would all be choosen accordingly. Is this possible, not sure about not playable by humans for 5 civs, I am used to a random selection when I start the game, I may have to forego the random civ selection.

The current barbarians would be changed to animals and insects and sea serpents.

If you don't place limits on their Tech advancements, how are they different than any other Civ?

:confused: ,

Oz

Pounder
Oct 13, 2009, 06:47 AM
If you don't place limits on their Tech advancements, how are they different than any other Civ?

:confused: ,

Oz

I'm just thinking of them as rouge states. Evil empires. Terrorists can have nukes.

I don't play space race or diplo victories in my game, only conquest victory in my game.

The main reason is to have as many different barb/fanatic/guerilla/terrorist/etc... units/organizations in the game that will be there to influence the game through all eras.

There will still be room for 25 other civs.

Ozymandias
Oct 13, 2009, 10:59 AM
I'm just thinking of them as rouge states. Evil empires. Terrorists can have nukes.

I don't play space race or diplo victories in my game, only conquest victory in my game.

The main reason is to have as many different barb/fanatic/guerilla/terrorist/etc... units/organizations in the game that will be there to influence the game through all eras.

There will still be room for 25 other civs.

Ah! Interesting, especially as I also play only conquest victories.

Best,

Oz

Balthasar
Oct 14, 2009, 04:12 AM
I was thinking of have 5 Civs reserved for Barbarians (one for each culture group), none to be playable by human players, no limitations on advancements. Units would all be choosen accordingly. Is this possible, not sure about not playable by humans for 5 civs, I am used to a random selection when I start the game, I may have to forego the random civ selection.

The current barbarians would be changed to animals and insects and sea serpents.

Sounds similar what we're trying to do in the Steampunk mod. I've found that I can pre-place some extra "barbarian units" (storms at sea, mosquitos in swamps, etc.- two guesses whose units are coming in handy) and they work fine so far in test play. "Regular" barbarians are snakes and spiders: that works surprisingly well too (with text changes). In addition, we've added a Civ comprised entirely of Dinos and other carnivores - the Mahar of Pellucidar. Of course, I'd give my night rut to have a Mastodon unit and a Great White Ape leaderhead...

My question is (and forgive me if this is answered elsewhere) how do you "lock in" Civs to a scenario (to always appear), and make some available only to the AI? I haven't been able to figure that out....

Virote_Considon
Oct 14, 2009, 04:20 AM
My question is (and forgive me if this is answered elsewhere) how do you "lock in" Civs to a scenario (to always appear), and make some available only to the AI? I haven't been able to figure that out....

Using the "Players" tab in "Scenario Properties". Just add all the players you want. And then check "Human Player" for whichever ones you want the human to be able to play as (you can have as many of these as you like).

Pounder
Oct 14, 2009, 06:16 AM
I always play 31 civs so they always all show up.:)

Ozymandias
Oct 14, 2009, 04:39 PM
Using the "Players" tab in "Scenario Properties". Just add all the players you want. And then check "Human Player" for whichever ones you want the human to be able to play as (you can have as many of these as you like).

IIRC if you have pre-placed cities etc., and uncheck "Human" for that Civ, all its cities etc. disappear.

-Oz

Virote_Considon
Oct 14, 2009, 04:49 PM
I've just changed a civ from human to AI control fine?

Ozymandias
Oct 14, 2009, 05:09 PM
I've just changed a civ from human to AI control fine?

I've never claimed to have perfect memory ;)

Best,

Oz

tom2050
Oct 15, 2009, 01:32 AM
That happened to me before, all cities disappeared when I accidently deselected the civ from the list on the scenario properties, then reselected it. At least, I think that is what I did, and everything was gone... But I saved the file first before I realized it, so had to replace all cities by hand :)

Tom

Virote_Considon
Oct 15, 2009, 12:14 PM
Oh, yeah, it does do that, if you deselect them from the list, or delete a previously-selected civ from the list.

Ozymandias
Oct 15, 2009, 02:41 PM
Oh, yeah, it does do that, if you deselect them from the list, or delete a previously-selected civ from the list.

:run: :whew: - So no early-onset Alzheimer's yet ...

Pounder
Oct 15, 2009, 04:13 PM
:run: :whew: - So no early-onset Alzheimer's yet ...

It starts off as sometimers.

Virote_Considon
Oct 15, 2009, 05:36 PM
:run: :whew: - So no early-onset Alzheimer's yet ...

I still stand by that it does not do that if you deselect "Human Player", though :p