Barbarians!

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Prince
Joined
Sep 29, 2010
Messages
377
Barbarians!
- Many new standard units available to Barbarians
- Concept inspired by Lord Shadow's Specialized Barbarian Units mod

Barbarians are eternal!
- Following Barbarian units available:
- Melee: Warrior ("Brute"), Spearman ("Pillager"), Swordsman ("Plunderer"), Pikeman ("Mercenary"), Longswordsman ("Outlaw")
- Archery: Archer ("Hunter"), Chariot Archer ("Harasser"), Crossbowman ("Poacher")
- Mounted: Horseman ("Marauder"), Knight ("Robber"), Lancer ("Highwayman"), Cavalry ("Bandit")
- Gunpowder: Musketman ("Brigand"), Rifleman ("Agitator"), Infantry ("Partisan"), Paratrooper ("Guerrilla"), Mechanized Infantry ("Rebel")
- Naval: Galley ("Pirate"), Trireme ("Slaver"), Caravel ("Corsair"), Frigate ("Privateer"), Submarine ("Smuggler")
- Unique icon for Barbarian Naval units if DLC02 "Spain and Inca" installed
- Unique Barbarian Frigate "Privateer" model and portrait if DLC02 "Spain and Inca" installed

Barbarians are strong!
- Barbarian City Attack Modifier increased from -25 to 25
- Default Combat Bonus vs Barbarians removed on every difficulty grade (75-0%, AI: 45-60%)
- Maximum Barbarian units from camp nearby increased from 2 to 4
- Minimum distance between camps and capitals increased from 4 to 7
- Minimum distance between camps decreased from 7 to 4
- Odds of new Barbarian camp spawning decreased
- Barbarian/City State priority to build Naval and Ranged units reduced
- Barbarian priority to plunder, and damage and capture cities increased
- Barbarian units received "Berserker": Restores 5 Hit Points if defeats a unit. Restores 1 Less Hit Point per turn
- Barbarian Encampment: +25% Defense

Barbarians are adaptable!
- Availability of Barbarian units delayed to one technology tier later

Barbarians are tough!
- Experience cap of fighting Barbarians increased from 30 to 100

Barbarians are proud!
- Please use only one Barbarian mod at same time due compatibility reasons
- Barbarians! is already included in TBC and Unity Mod
- Install and activate Barbarians! before any other compatible gameplay mod
- Barbarians! can't be added to or removed from a game session


v10
- Update to patch 1.332
- Removed Ironclad "Raider"
- Minimum distance between camps and capitals increased from 4 to 7
- Incompatible to v9 saved games

Download

Installation
1. Copy/Move the unpacked *. civ5mod file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Run Civilization V, go to Mods/Browse Mods and click the Install Mods button in the Installed tab
3. Enable the mod by clicking the round button on the right
4. Start a Single Player game back in the Mods menu
 
Hey, looks like a great mod. I think barbarians are one of the weak points in civ V that haven't been addressed much. Look forward to trying this out in combination with Thal's balance mods.
 
I kept the vanilla stats (except Frigates and Ironclads' free promotion) and only adjusted the cost and maybe some AI flavor (mounted units don't need to defend). This way you can't get any super-units as Bismarck if you keep upgrading them afterwards. Upgrading converted barbarian units should work fine enough as far as I have set it.

I checked Thal's mods if his changes also affect the barbarians, and as far as I can tell all his changes do. He mainly does class changes what also every new barbarian unit includes.
I don't really know how barbarian camps actually produce their units so maybe the cost doesn't matter at all. The Raging Barbarians option seems just to spawn each turn at 10% chance whatever is best.

I haven't tested the Barbarians! mod from Ancient to Future Era in one session yet. However, I've started several sessions with different start-era to see how the Barbarians change their builds. It's still possible that one or two units aren't built for whatever AI reasons. I checked the code several times that at least no mistake of mine prevents spawning. No mistakes aren't guaranteed however.

The Barbarians seem to adapt quite quickly depending how the technology advancement of every nations goes. The Barbarian default technology (level) is 75% but changing that didn't make any difference to me, so I left it to the vanilla percentage.

Ah, and please note that I can't really improve how stupid the AI is. So don't expect any miracles even if the Barbarian units use the same technology now. The removed XP-cap is still justified because they are not really weaker or stronger than any other AI nation's units now.
Let's hope the paid game developers still do something there in the future what also our barbarian friends can benefit from.

PS: Even with Raged Barbarians option, you should still survive them pretty fine but they could become a nuisance, especially if some are still there in the Future era. Think of first Battlemech Bandit clans! :lol:
 
I tried your mod, and boy, am I surprised! I can no longer just go out with two scouts and blow up any barbs I happen to find. I actually have to THINK and PLAN on my expansion. As it should be. If anything barbs might be a little too powerful now, but that is better than the mindless, worthless pieces they were. And woe unto any settler or worker you have out in the great beyond unescorted! You simply cannot send them out there alone any more.

I decided that until I get more used to your mod I would back off one difficulty, from King to Prince, and play it there for now. But I am planning to move back to King soon, and am looking forward to having to use my mind instead of just going through the early game motions. Thanks a bunch for this, and please keep it up!
 
I use to play on equal Prince terms, so no idea how insane it becomes on higher unbalanced grades.

I watched that AI nations and city states seem to have much trouble at beginning fighting the early barbarian rushes off but sooner or later they finally recover with enough defensive forces.
Yeah, the start is much more difficult now.
If you play with Thal's Balance Mods then make sure your Scouts get all the Survival promotions. Stay close to other AI nations' territories so you can finish off weakened Brute or Poacher units to gain experience.

If someone likes to reduce the barbarian hordes midgame then change MAX_BARBARIANS_FROM_CAMP_NEARBY back from 3 to 2 in Barbarians - Rules.xml
This will lower the mass of units at least.
 
Well, I missed this in Civ5, raging Barbs aren't really raging. :rolleyes:

So this should work with Thal's Balance mode, if I activate Barbarians! mode first? Thal made some things I just can't play without anymore. :king:

You think it was wise to remove City attack penalty? Cities were, after all, pretty safe if they had any kind of wall. :)
 
So i love the mod, but i have a couple suggestions for future expansion of it...mostly cause i have no idea how to mod and barely enough time to play as is, lol.

1. I would love to see some added barbarian unit animals like in civ4. It would be a fun option and i really think it adds to the immersion factor. As it is now, pretty much all barb units kill scouts if not in one hit then in two. It would be nice if in the beginning scouts had a chance against barbs, aka new animal units.

2. First part is a question as to if barbs get harder as you increase difficulty, if not they should. I think one way to do this could be to increase the AI attack against barbs in higher difficulties, thus allowing them to expand easier and faster and really make the human player think to overcome that.
 
Install and activate Barbarians! before any other compatible gameplay mods (what includes Thal’s Balance Mods)

Thal’s changes will affect all specific new barbarian units the moment you activate his mods afterwards, in particular his Combat mod if you don’t play with the Combined one.

City Attack Penalty:
The AI has trouble to attack effectively cities anyway, so you really have to be very passive not bombarding with your city defense before enough barbarian units (3-4) have gathered around the city to finally attempt to pillage it. Conquering units just steal 200g and vanish afterwards in the worst case, so no big deal.
Barbarians still have no access to siege units, only the Frigate and Ironclad if you count those too. Besides, they will use archer/crossbow units in the early eras.
I’ve tested the mod only with Raging Barbarians option to see how things get out of control maybe. As long as you play Prince, it should be fine.

Animals:
The barbarians breed like animals now. That should be enough excitement. This is just a little (Un-)balance mod without any graphic stuff changed or added and it will stay that way.

Scouts:
Yeah, without Thal’s mods, you have to be careful. Auto-exploring is not recommended at all. Try to end your turns in rough terrain. Otherwise, it’s better to use combat units to scout.

It’s a wild barbaric world now at beginning and getting control of the barbarian pest has become a strategically important job.
The barbarians are a good way to hamper your AI rivals or a good way to boost your city states’ allegiance too, so doesn’t get rid of them where they don’t personally pester you.
 
Ok, will try it with my next game. :king:

Edit:
Hm, turn 400, Continents, Huge, Marathone, Rennaisance era. After the initial barb camps were destroyed no others spawned on my continent. Plenty of discovered land, no units near. Civic to warn me of barbs spawning a camp is active. Nothing. :confused:

Edit, Edit: new game, plenty of Barbs spawning. Good stuff! :goodjob:
 
It's really a shame that Barbarian units can't heal themselves (besides unable to gain other promotions).
I tried giving them the "March" free promotion to always heal every turn but that won't make them heal either.

Bad bad game coder! :nono:
 
I don't ever want to read a word anymore that only human players can exploit in the game! :p

(playing a cosy SP-match vs 11 AI-Civs there with Thal's Balanced Combined v5.3)

Spoiler :
 
v4
- Maximum Barbarian units from camp nearby increased from 3 to 4 (2)
- New unit: Highwayman (Lancer) with "Bonus vs Cavalry (100)" (TBC)
- New unit: Guerilla (Paratrooper) with "Ignore Terrain Cost" (TBC)
- Barbarian Submarine received "Bonus vs Capital Ships (50)" (TBC)
- Barbarian units become obsolete as soon as a more effective variant is available
- Changed "City Penalty (33)" to "Small City Penalty (25)" of mounted Barbarian units (TBC)

Download
 
I've been running this mod in all my latest games, good stuff. One suggestion: if you could make barbs heal they would really put up a serious fight :) A workaround could be giving them all a promotion for it.
 
Q: Why don't Barbarians attack cities?
A: Blame it to the AI code. They really do attack cities sometimes according to my (test) sessions. What is often leading them to fool around are possibly following things:

- Improved tiles to pillage
- Civilian units to hunt down and capture
- Enemy units to attack or retreat from
- 3-4 Barbarian units needed to have the guts to finally start attacking cities, especially those with high combat strength. Weaker/young cities are attacked much more often than older/high-pop ones.

I've upped the "Maximum Barbarians from camp nearby" from 3 to 4 to increase the chance that they will attack cities (successfully) more often by sheer numbers.

Q: Why can't Barbarians heal?
A: It looks like it's somehow hardcoded that Barbarian units can't receive any promotion and anything that has something to do with healing. Even if you give them the "March" promotion for free they won't heal each turn, like they won't when they simply fortify in their camps.
It's really a bummer what I'd really like to change but that's beyond my abilities.


By the way, if you feel like you (or the AI, see my post with snapshot above) are exploiting too much, you can set the XP-cap in Barbarians - Rules.xml to something else:
Code:
		<Update>
			<Where Name="BARBARIAN_MAX_XP_VALUE" />
			<Set Value="-1" />
		</Update>
Unit-Level
2: 15
3: 30 (vanilla)
4: 60
5: 100
6: 150
7: 210
8: 280
9: 360
10: 450
etc.
 
Thank you for this information.

On the other hand I find that I have no barbarians.

I play in Marathon, is it the cause?

Has more
 
Should have read the entire topic before replying, sorry :blush:

About the march promotion: the description of the promotion is misleading I think. It doesn't change the healing rate, just the condtion allowing it. And as the healing rate for barbs is 0, it makes no difference. Maybe the survivalism promotion could work, as it actually gives +1 to the healing rate itself?

In any case, I will be playing this mod :rockon:
 
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