I played a quick game with the Svaltafar to test Wilderness. In the early game I've seen more variety of barbarian units (I even saw a barbarian galley while I was still rushing for FoL).
Advanced units like Galleys will appear earlier. I didn't change tech requirements, but Barbarians get techs earlier now. This is mostly beacuse barbarians get techs based on a percentage of players, and in FfH players will focus on a combat path and thus less civs will have a certain combat technology while having equally strong units.
I have also seen greater number of barbarians moving far away of my cities than usual (I always play with Raging Barbarians). Fewer barbarians seemed to come to my cities, but when they did they came in groups or a few waves instead of coming always scattered.
In the middle game (about turn 140 on quick) I barely noticed any difference with vanilla gameplay. I'm playing with the Erebus MapScript, and there is probably too little space between civilizations for wilderness to make any difference (the maximum value between the Luchuirp and me seems to be 29). Check the attached screenshot for details.
After ending turn 156, the game seems to hang up. You can reproduce it by loading the attached savegame and pressing enter. It was made with ExtraModMod 0.3.1 with wilderness_0.0.1_alpha_EMM_0.3.1.zip on top of it, in a folder called "barbsplus".
My impression is that wilderness should increase a bit more with distance, and that its effect should be increased to make players take it into account. It also feels as if too few barbarians are spawning, even with Raging Barbarians on Is there any way to check the minWilderness value of barbarian units ingame? I managed to see the wilderness value of tiles with the debug tools, but I did not find it in units. That would be helpful to debug the barbarian units' movement.
I have to solve that hang error, maybe it also messes up spawning speed.
I think I'll also allow barbarians to spawn in visible tiles in higher wilderness if raging barbarians is selected; this would probably make them appearing also in later stages of the game.
The amount of barbarians spawned is very dependent on difficulty level (On what level were you playing? I'm not able to load your save for some reason). I think I'll make the Noble to Deity transition more smooth (I think lower levels are for beginners and should stay that way). If the above doesn't help, I'll also increase the barbarians spawning amount overall.
If you start on a small continent, it is possible that you get a quite low peak wilderness. I'll increase the minimum peak value, which is at the moment 25 and also doesn't scale with the percent of uninhabited land: normally, you get really high wilderness values only on uninhabited islands. I implemented that if there are no or few of such islands (which is often the case with erebus) the maximum peak wilderness for uninhabited continents is scaled from 70 up to 100. I forgot to scale the minimum peak wilderness, which may have been a difference for your game (the maximum peak wilderness is for the biggest continent, the minimum peak wilderness applies only if there is a inhabited continent much smaller than the biggest one).
No idea why they came in groups. that behaviour may be caused by the mod but is not intended (yet).
Thinking of it, less barbs coming is only logical, because some barbs stay in high wilderness. That's another argument for increasing the overall spawning density.
[to_xp]Gekko;12756890 said:
you probably shouldn't test on Erebus, it's REALLY weird and it skews results a lot
I agree it's weird (and even a bit buggy), but it should be supported nonetheless (if it doesn't give multiple players a really bad start it's also quite fun IMO).