Barbarians

Ploeperpengel

academic precarity
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Barbarians should be in various forms in game:

Animals:
Animals should stay throughout the game and not being deleted
-including Water animals

Pirates:
We should be able to define ships and fitting crews for each era

Standard Barbs:
-Ruffians, Thieves, Followers of Chaos, chaotic Tribes

Chaosspawn:
-Depending on the strength of chaosreligion and use of Warpstone in a civ we should have random events of chaosspawn appearing(even within cultural borders-not interested in pillaging only to kill!)

Undead:
-need coding, basically battlefields leave piles of bones which can occasionally lead to undead barbs rising(not pillaging)

Skaven:
-I'm not sure if it really makes sense to include SKaven as playable civ, it will at least be hard with a 2D game like civ but they should fit perfectly for Barbs able to appear anywhere on the map and fully capable of pillaging, killing and taking cities. At least until we get an idea how to implement them in an interesting an flavourfull way.
 
More barb cities is my only suggestion. I love finding them. :D

There is some code buried deep about number of player cities, undiscovered land and barb cities.
 
Kisvel does have its own army now!
You can field it as an independent army as a contingency for the empire.
 
Is it possible to have more than 1 civ as barbarian?
It just doesn't seem right to have all barbarians as skaven.
 
Lord Olleus said:
Is it possible to have more than 1 civ as barbarian?
It just doesn't seem right to have all barbarians as skaven.
:confused: I listed 5 different barbarian types. For Skaven, Chaosspawn, undead and even Pirates I think we would need special eventscripts. The barbarian civ is listed as standard barbs with variety already in itself.
 
I just wondered wether it was possible to have 2 different civs listed as barbarians. That way you could have infighting amongst different barbarian factions (like pirates attacking skavens)
 
Would also be nice to make sure we spawn barbarians of the same type in areas. Maybe when a barbarian city is spawned it gets an automatic building that limits the production to one race type
 
El Loco Mono said:
Would also be nice to make sure we spawn barbarians of the same type in areas. Maybe when a barbarian city is spawned it gets an automatic building that limits the production to one race type
Of all those barbs only the standard barbs will be able to found cities. But to ensure diversity and flavor with standardbarbs this might be a good idea. So we can seperate ordinary ruffians from chaotic tribes.
 
Barbarians should be in various forms in game:

Animals:
Animals should stay throughout the game and not being deleted
-including Water animals
-and free roaming monsters/chaos spawn,
swarms of vermin(rats/frogs/butterflies/locusts/bats/etc), seadrakes!



Pirates:
We should be able to define ships and fitting crews for each era
Fimir (coastal swamp dwellers) and Norse are stated as coastal raiders, both should be able to found barbarian cities too.

Standard Barbs:
-Ruffians, Thieves, Followers of Chaos, chaotic Tribes
Ghouls, Evil warriors: followers of Khain god of murder
Hobgoblins, halforc bands, pigmys, unpaid mercenaries


Skaven:
Would certainly make great barbarians in the 'sudden mongol hordes mode'. Skaven society being one of internal strife (chaotic) and intrigue between rivalling warlords. A band of agressive skaven would even be normal is skaven are a playable civ. (Skaven may even recieve a higher possibility of cities rebelling and turning Barbarian)

Fimir as Barbarians:

fluff:
The Fimir haunt bogs, fens and desolate moorlands. They dwell in crude strongholds, little more than craggy heaps of boulders hidden by thick swirling mist. This weird mist is generated by the Fimir themselves in order to screen them from sunlight, which they loath. Any Fimir warband ranging far from its lair will be shrouded in just such an enchanted miasma.

The fearful Fimm raiders are the scourge of human settlements along fenland margins as small bands frequently come forth from the marches to take human captives. Fimir are obliged to raid and carry off captives in order to propagate themselves, for there are no fertile Fimir females. Indeed all Fimir are the result of a joining of Fimir with captive human females.

Larger Fimir warbands, which might join forces with other raiding races, result from the sundering of Fimir clans by the death of a matriarch.

The only female Fimir are the Meargh or 'Witch-hags'. They are revered as powerful spellcasters and rule the Fimir clans. A Fimir contigent will never have more than a single Meargh, and she will always be present if the Fimir are defending their stronghold. If an aged Meargh has brought up a Meargh 'daughter', this will cause the community tio split when the young Meargh leaves to found a new clan, taking a proportion of the clan with her.

If a Meargh should die without a successor, the clan will disperse, with the Fimm warriors setting out on 'death-quests' to either find a new Meargh or their death. Sometimes too a noble will be banished by the Meargh, he will then take his retinue with him. Such restless searching bands of Fimir are commonly seen as allies to Chaos champions or other Evil warlords.

Fimir associate with demons and may even worship them, their wizards are powerfull in the arts of deamonic magic and summoning. Capturing victims for blood sacrifices is frequently a motive for Fimir raids on human settlements.

Physique:
humanoid, cyclopic, slighty larger than humans with powerfull libs and a prehensile tail. The skin colouration ranges from a light green to buff.
Warriors have a mice-like tail, while nobles' are spiked or slashing, magic users have smooth tails and horns. The Meargh is singular in that her head is covered in lank hair.

Leaders: Meargh Wizard / Fimm warlord
Magic users: Meargh / Dirach wizard (deamonic magic specialists)
Elites: Fianna Fimm (melee combat only, FirstStrike, cause fear, may be upgraded up to heavy armour)
Troops:
Fimm warriors (melee only, may be upgraded to light armour)
Shearls (human slaves): only appear in Fimir strongholds and raiding parties.


[[Credits due to Nigel Stillman &Friends, GW]]
 
Some mods do have swamps and fens. maybe we can mimic theirs.
 
Why are orcs and gobbo's not in the barbarian list?
They being the most 'barbaric' of old-world races.

Can there be more than one instance of a civ?
I'd like to have the option of playing against several orc/goblin tribes.
So if each civ can be selected once for each leader, that would be great.

edit: that said,
can a standard civ set to maximum agression substitute for an additional barbarian civ?
 
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