View Full Version : Question about changing Barb tribes
BeBro Dec 22, 2002, 03:21 PM Well, I tried to change the Barbarian tribes under "Civilizations" in the PTW /v1.14) editor, especially the list with the different names of Barbarian tribes. The list is long, I only need some entries - but when I delete only one line, I canŽt continue because it says "insert exactly 76 lines". :(
Is there no way to get rid of unneccessary Barb tribes from that list?
utahjazz7 Dec 22, 2002, 04:15 PM Well, I don't know exactly. I do remember reading somewhere that the number of barbarian tribes is hardcoded. Some equal number of barbarian tribes appear near European, American, etc. civilizations.
Yoda Power Dec 22, 2002, 05:17 PM You can just whrite the same name many times or you can use some new barb tribes.
BeBro Dec 22, 2002, 06:15 PM Well, thanks, I guess I have to go with YodaŽs solution...hopefully, cut&paste is supported within this list...;)
Yoda Power Dec 22, 2002, 06:20 PM Originally posted by BeBro
Well, thanks, I guess I have to go with YodaŽs solution...hopefully, cut&paste is supported within this list...;)
just use Ctrl+c then Ctrl+v, in case you did not know.
kring Dec 22, 2002, 06:21 PM Cut and Paste worked for Civ 3; haven't tried it for PtW yet.
Any other civ isn't hard coded, but the Barbarians are. I like it when Numidian Barbarians are attacking Numidian Mercs.
Cut and Paste works for PtW, just verified it.
Willem Dec 22, 2002, 06:25 PM Originally posted by BeBro
Is there no way to get rid of unneccessary Barb tribes from that list?
Why do you want to bother in the first place? All that does is affect the name of the tribe whenever one of your units pops a goody hut. There's absolutely no effect on gameplay by changing anything, so why go to the all that trouble?
Yoda Power Dec 22, 2002, 06:29 PM Originally posted by Willem
Why do you want to bother in the first place? All that does is affect the name of the tribe whenever one of your units pops a goody hut. There's absolutely no effect on gameplay by changing anything, so why go to the all that trouble?
To add realism ofcorse.
BeBro Dec 22, 2002, 06:36 PM Originally posted by Yoda Power
To add realism ofcorse.
Exactly - IŽm somewhat perfectionistic. It would spoil the athmosphere for me, when those standard Barb tribes appear in my scifi mod...;)
PriestOfDiscord Dec 22, 2002, 10:13 PM The atmosphere of a game is half of the fun to me. I'm glad so many other people feel the same way. It makes for a better scenario, even the small things.
Arne Dec 23, 2002, 07:04 AM Originally posted by PriestOfDiscord
The atmosphere of a game is half of the fun to me. I'm glad so many other people feel the same way. It makes for a better scenario, even the small things. Absolutely. :)
BeBro Dec 23, 2002, 10:02 AM 1. Ruins disapear after a certain time, right? But how long exactly does is take? And is this editable somewhere?
2. I try to slow down settling. I thought of forbidding cities in jungle (or forest) areas - except you clear out the jungle/forest before in the square where you plan to found a new city. Has anybody tried that? IŽm not sure if the AI is capable to "understand" that concept, if not, it would perhaps a huge advantage for a human player.
Any experiences with such things?
:)
Willem Dec 23, 2002, 10:29 AM Originally posted by BeBro
... when those standard Barb tribes appear in my scifi mod...;)
Ah yes, I see now.
Kal-el Dec 23, 2002, 05:12 PM Originally posted by BeBro
...
2. I try to slow down settling. I thought of forbidding cities in jungle (or forest) areas - except you clear out the jungle/forest before in the square where you plan to found a new city. Has anybody tried that? IŽm not sure if the AI is capable to "understand" that concept, if not, it would perhaps a huge advantage for a human player.
Any experiences with such things?
:)
This isn't anything I have tested personally, but I have come across some discussions on this topic that you might find useful.
Originally posted by Bamspeedy (http://forums.civfanatics.com/showthread.php?postid=643482#post643482)
...
Requiring forests/jungle to be cleared before a city can be built there would be unbalancing as the AI does not know how to clear these things in order to build a city there. The AI workers would only clear forests that are already on a tile that can be worked by another city's citizen, and only clears jungle that is in it's cultural borders. Same as your automated workers would do.
...
Some testing was done on this subject by Paul Saunders. He came to the conclusion that the AI is incapable of clearing jungle/forest in order to settle a tile.
Originally posted by Paul Saunders (http://forums.civfanatics.com/showthread.php?postid=645822#post645822)
... By the way, I've just been testing the forest thing. I knocked up a small forest world, all tiles covered with forest, put eight civs on the map and changed the rules so that you couldn't build on forest. I changed nothing else.
I've played until 1750AD and no-one has built another settler, everyone has just one city each. Some of the civs (not all) have developed every workable tile around their cities, and then covered all further tiles within their borders with roads, but nothing else.
Every civ has spearmen wandering around the map looking for places to settle, but since there aren't any, they haven't built any settlers. Bamspeedy was right, the AI doesn't know how to cut down forests to make a space to build a city.
I had thought that once they cleared the forests around their cities they might build a settler and start another city very close to the first one, but they never did. Presumably the AI is hardcoded not to build cities too close together.
In another test, with some additional terrain, the AI civs settled on every available tile, like on an odd hill in amongst the trees. This is quite realistic. Many early settlements in Europe were on hilltops, mainly because the valleys were thickly forested and marshy.
Anyway, as far as the game is concerned, not being able to build cities on forests shouldn't be too much of a problem for the AI, provided there are other tiles it can settle on. Scattered forest tiles would be no problem.
What would be a problem is a large dense area of forest, such as in Canada and Siberia. AI civs would only settle on the edges of the forests and clear the tiles on the edge, but wouldn't advance further north. Probably a good thing I reckon.
Also, probably best not to have any hill tiles too far north, the AI will settle on them and they shouldn't really be suitable anyway if they're surrounded by tundra. Obviously there's no tundra hills in the game, so best to represent them as either mountains or plain tundra IMO.
Paul
BeBro Dec 24, 2002, 05:34 AM Thanks, that was very helpful :)
I still like the idea somehow, even if the Ai is unable to handle this. Since this is for the XCOM mod it shouldnŽt be such a big problem, because there is enough other space for city founding on your map. IŽll also test some other restrictions...;)
Cimbri Dec 24, 2002, 09:24 AM Looking forward to the mod Mr. Brosing. Your work is always worth the wait.
Cimbri
Kal-el Dec 24, 2002, 11:56 AM And remember, the forests are not hardcoded on the map. If there is a forest tile somewhere you want to place a resource or you just want less forest on the map, you should feel free to clear it and change the forestration levels. I changed some of them around myself when I placed resources.
Willem Dec 24, 2002, 07:08 PM Originally posted by BeBro
Thanks, that was very helpful :)
I still like the idea somehow, even if the Ai is unable to handle this. Since this is for the XCOM mod it shouldnŽt be such a big problem, because there is enough other space for city founding on your map. IŽll also test some other restrictions...;)
My approach has been to make Settlers "wheeled" until I reach Magnetism, when a "Pioneer" unit appears. I also have a "wheeled" Worker until Engineering. I'm sure you can guess what I'm calling it.
So it will slow things down during the early game, including my own expansion, but not hamper the AI completely.
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