View Full Version : Including Barbarian! Mod ?
Feb 26, 2011, 07:07 AM
Please you can adding Barbarian! Mod...
Stronger and natural and not crippled Barbarians is better than vanilla ones...
Is it possible ?
Feb 26, 2011, 10:09 AM
The problem with that mod is it is not so much of a Balance mod as a play style preference mod. It makes the game more fun for some people, and less for others. Because it is an XML based mod, it is much harder to integrate an on/off switch.
As it stands, the mod should be fully compatible with the Balance - Combined. I would just recommend activating it AFTER the balance mods.
Feb 26, 2011, 04:18 PM
I've actually been considering including parts of it in the next patch for the 'all your barb are belong to us' idea for Bismark. A completely separate, distinct line of barbarian units helps control upgrades from captured units better.
In the base mod I'm going to have these barbarians as equal strength to their non-barb counterparts. There's going to be an xml file that can be optionally enabled to make the barbs stronger, like the Specialized Barbarian Units mod.
Feb 27, 2011, 03:23 AM
Mar 01, 2011, 09:34 PM
I would just recommend activating it AFTER the balance mods.
Heck no, install and activate Barbarians! before any other compatible gameplay mods, like Thal's Combined!
Otherwise, all those scripted unit-class changes of a balance mod, like Thal's, won't affect the new added standard units of Barbarians!.
That's at least how I understand the way mod installation works.
Bismarck players could possibly end up with stronger or weaker converted vanilla units than other nations if those added units are installed afterwards.
I stick to the vanilla stats because I assume more or less everyone is going to play with a big balance mod anyway.
Of course, Barbarians! is a balance mod because it gives the poor Barbarians a better chance to survive against those other arrogant civilizations. :D
Well, you may copy whatever you need from Barbarians! but like mentioned here, this is just a little addon-mod of mine everyone can decide for oneself if a barbarian challenge is wanted or not.
Mar 02, 2011, 03:52 AM
Oooh I thought he was actually referring to the "Specialized Barbarian Units" mod. Do you have Barbarians! up on the mod browser? I did a search for that name without finding anything.
The only thing I leave out is the experience cap change. I played with something like that for a very long time, but gradually realized I think it makes the game easier... because human players can carefully manage their units and open territory to get an endless supply of experience. It's something the AI isn't very good at.
Mar 02, 2011, 10:56 AM
My Barbarians! Mod is only available here on the board for easier management.
I just liked to have a continuation of barbarian standard units without any implausible units like siege units and expensive modern warfare units.
I also wanted to remove the XP-cap because I got too bored by the incapable AI-nations not able doing a full-scale war on me. There are no combat advantages versus barbarian units left except the Honor policy one, so there is no real difference to me if I exploit an incapable AI-Civ or zerging Barbarian camps.
Thal, if you plan to add more barbarian units to your Combined then my mod will become obsolete. I play with your mods anyway, so whatever you do, I’m going to adapt mine then somehow sometime or ditch it altogether.
Mar 02, 2011, 11:56 AM
i wouldn't be against a default of having barbs harder, its what i found most fun about fall from heaven 2 in civ4. the noXP cap thing i understand, but maybe you could increase the cap so its not infinite but more then just 2 promotions worth?
Mar 02, 2011, 01:09 PM
so there is no real difference to me if I exploit an incapable AI-Civ or zerging Barbarian camps.
Good point there. :)
Mar 02, 2011, 01:24 PM
There is a really big difference in that AI civs carry with them diplomatic consequences and barbarians only have positive returns on killing them.