Version 0.0.3_alpha released
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Revision: barb_cultures 2177
Now containing TerrainFlavour and BarbarianCultures components.
Patches ExtraModMod 0.3.1 (see opening post).
Fixes
Features
Wilderness:
Code
Wilderness:
Credits:
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Revision: barb_cultures 2177
Now containing TerrainFlavour and BarbarianCultures components.
Patches ExtraModMod 0.3.1 (see opening post).
Fixes
- Fixed two CTDs
- Barbarian players no longer raze non-animal and non-permanent lairs (hellfire)
- Min and Max wilderness for Lairs fixed: lairs can now only be placed if they can spawn units. This should solve the problem of having many undefended lairs.
Features
Wilderness:
- Animals now need a certain age or level to create a den
- Reduced animal lair spawning for wildlands gameoption (now 1.5 times faster instead of 2 times)
- Barbs will now more stay in appropriate wilderness, even if raging barbarians is enabled.
- Lairs can now spawn guardians on creation. Used for animal lairs (normal spawns), ruins (a little stronger spawns) and goblin forts (weak scorpion clan archers in low wilderness, normal ones in high wilderness)
- Animals don't leave their terrain if possible when randomly moving
- Acheron now requires a min wilderness and cannot be build in captured cities
- Features are not erased when placing lairs (from Orbis by Ahwaric), adjusted lair graphics configuration to remove trees.
- Better tech requirements for non-spawn lair outcomes
- Barbs and animals now spawn on visible tiles regardless of wilderness, but slower and not on tiles adjacent to borders
- Flavour start gameoption: Places civilizations on the map considering nearby terrain.
- Each barbarian city now has a "culture", which is determined on city placement, considering surrounding terrain.
- Cultures affect citystyle, unit art style, produced units, race etc. like civilizations. Tolerant players can build their UUs and UBs in the respective cities.
- Currently implemented cultures:
- Orcs (Found everywhere, but most commonly in jungle, adopt the properties of the standard barbarian civilization including Acheron and Tumtum)
- Humans (Found in more fertile lands, doviello citystyle, standard artstyle, use the savage line as UUs (savage/bandit/bandit lord))
- Winterborns (Found in cold climate, illian style, only javelin thrower UU)
- Nomads (Found in desert, malakim style, malakim UUs and some of their UBs)
- Gameoption to enable/disable the cultures
- Tolerant civs can build some units that barbarians cannot build in former barbarian cities (f.e. adepts and shamans)
- Free Defenders for Barbarian Cities are city's culture Archer/Longbowman UU
Code
Wilderness:
- Moved animal lair spawning system from UnitType-dependent Spells to SpawnInfos
- Added tag comments for different components for easier merging (See SearchStrings.txt)
- Adding CvXMLLoadUtility::SetVariableList() to avoid duplicate code
- SpawnInfos now use TerrainFlavourInfo instead of own tags
- New TerrainFlavour Infotype, used for flavour start, barbarian cultures and spawns.
- Considers: isolation (flavour start only), coastal location, plot type (water/land/hills/peak), terrain, feature, improvement, bonus, yield.
- System can also be used to define cultures also for non-barbarian civilizations.
Credits:
- Kael and the Fall from Heaven 2 team
- Tholal and contributors - More Naval AI
- Terkhen and contributors - ExtraModMod
- Sephi and the Master of Mana Team - Borrowed ideas and code
- Valkrionn and the Rise from Erebus Team - Borrowed ideas and code
- Ahwaric, MagisterCultuum, Pazyryk - Borrowed ideas and code
- The Realism Invictus Team - Borrowed ideas
- Ploeperpengel - Art
- Dancing Hoskuld - Help with Art