It's possible that the player density was too high because I was almost surrounded by opponents. I still had the impression that barbarians could spawn closer to cities before barbs plus. On the other hand, there were nice new barbarian creatures like ogres later in the game. I think I'll try another game soon, maybe it was just a one time incident.
Thank you,
BarbsPlus still needs testing and rebalancing, and feedback will be appreciated
There are parts of it I really liked, particularly the massively expanded leader selection and the new traits. Overall though I don't think it's my cup of tea. There are just too many new features crammed in, and they don't always seem to work well together.
One of the main goals of ExtraModMod is precisely to integrate all features with each other (not only the new features included in ExtraModMod, but also features from vanilla FFH2 or MNAI such as magic spheres or Great Generals) so I'm very interested in knowing more about this. What features do you feel are not integrated with the rest or feel out of place? Do you have any ideas on how to improve them?
The barbarians are completely nuts. Perhaps it's my fault for playing on Deity, but having wolf packs, lion prides and wolf riders spawning around turn 10 is absurd. Combined with the insane AI aggression from the Naval AI mod, far too many turns are spent cowering in cities and building Warriors. In my most recent game, I spawned on a large island, and by turn 100 my coasts were unworkable, with barbarian galleys, caravels, triremes and privateers all swarming around them, blockading every city. Every single island spawned at least one barb defender, including one-tile islands. I wasn't playing with Raging Barbs.
As I mentioned, we are very interested in balancing
BarbsPlus correctly, as it is a relatively new feature. Since lfgr took the effort to design it in a way in which tweaks to how and when barbarians spawn are relatively simple to do, it should be possible (and desirable) to improve barbarian spawning for ExtraModMod's next version (0.5.0).
In my opinion, the biggest problem with rebalancing barbarians is that in this thread we are seeing mixed feedback. Some people mention that they get no barbarians at all, while others such as you are getting too many. In my games I find that I like both the changes in barbarian strength (weaker near each player's starting points, stronger when you get far away from civilization) and spawning rate, but the feedback obviously indicates that there is some kind of problem (I suspect that it has something to do with game settings, such as the MapScript used or the chosen difficulty). I'll write more about this later in this post.
Having said that, I also have noticed that barbarian maritime aggression is more intense than without BarbsPlus, requiring a greater fleet to protect my coasts. I also wonder if barbarians should be prevented from spawning in islands that are too small. Another idea could be to prevent barbarians from spawning if there are too many in a certain zone, for example, no more than X barbarian units in a landmass of Y tiles, or no more than X barbarian sea units in a map with Y sea tiles.
I also just can't stand BUG. Really wish there was some way to turn it off. Particularly aggravating as the Calabim, since I wanted to grow my cities into deep unhappiness and had to fight BUG constantly to let me do so.
You should be able to turn off most BUG options via the BUG options window (I think you can disable all of them, but I'm not sure). If anyone wants to take the time to create BUG configuration files for EMM with all options disabled, I'll add them to the
ExtraModMod downloads to allow anyone to quickly disable BUG if they want to. As omegaflames mentioned, that particular option can be turned off easily. Given FFH mechanics for some civilizations, I wonder if it should be disabled by default in EMM's next version in order to avoid situations like this one.
The new map scripts are great though. Does anyone know how to get the Planetfall map working for EitB? It makes some really neat landforms.
Edit: NM, I figured it out
I found Temudjin's work in
MapScriptTools while browsing for other stuff and I was impressed with how much it improved map script support for FFH and its mods. The advanced features it randomly includes are also great, such as the himalaya-like mountain ranges or the lost islands. I have been working on fixing some bugs and adding minor improvements to the supported map scripts, but I still have not released an stable version or added information about my version here at CivFanatics. You can find its project page here (still a work in progress):
https://bitbucket.org/Terkhen/mapscripttools-for-civilization-iv
I have taken care of not breaking Temudjin's code to keep compatibility with other mods, so it should work fine with EitB, any other FFH2 based mod or even other mods such as Planetfall or Mars Now!. If you find any bug while using my updated version with other mod, feel free to PM me. I'm going to start working in making a proper release now, to make it simple for anyone to add MapScriptTools to other mods instead of having to download EMM and extract the required files from it. That would also get more feedback and testing, and maybe I'll find someone interested in helping at adding support for more map scripts such as Archipelago or Pangaea
lfgr: In order to get feedback about barbarian spawning in BarbsPlus in a more systematic way, IMO it would be a good idea to create a small survey that any interested player can fill for each game they play, and contains all required information in order to allow to figure out what is happening. This would allow us to identify the reasons of problematic corner cases more easily. I was thinking on something like this. What do you think?
Code:
Difficulty:
Civilization:
Number of players:
MapScript:
Map size:
Raging barbarians: (Y/N)
Wildlands: (Y/N)
Spawning rate: (Perfect, too frequent, too low and so on)
Barbarian unit strength: (Challenging but good, weak, too stong...)
Other comments: