3.5.2 No Barb Camps

SgtCiv

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I like playing with Raging Barbarians and in my current game there isn't any barb camps spawning. It is turn 21 in my current game and I have the Honor opener with a good portion of the map revealed. I have made some adjustments to the barb folder to increase the barb spawn rate, which didn't help. Any help with anything else that I could do to correct this would be greatly appreciated.
 
Maybe the mod wasn't built to work with raging barbs.
In vanilla, I am guessing that BarbSpawnMod is raging.
When you click raging barbs, barbspawnmod becomes 1.
Since thal's code overwrites the Vanilla code, your choice is being removed.

What did you do to increase spawn rate?

I get plenty of juicy barbs in my games using 3.5.2.
One way I increase barbs is to go into Gamespeeds in the xml files Gameinfo and drop <BarbPercent>100</BarbPercent> down to 50% which gives them a 50% boost production of units.

Go to CEAI handicaps and see this:
BarbCampGold = "50"
BarbSpawnMod = "0"
BarbarianBonus = "15"
EarliestBarbarianReleaseTurn = "70"
BarbarianLandTargetRange = "6"
BarbarianSeaTargetRange = "15"
 
Maybe the mod wasn't built to work with raging barbs.
In vanilla, I am guessing that BarbSpawnMod is raging.
When you click raging barbs, barbspawnmod becomes 1.
Since thal's code overwrites the Vanilla code, your choice is being removed.

What did you do to increase spawn rate?

I get plenty of juicy barbs in my games using 3.5.2.
One way I increase barbs is to go into Gamespeeds in the xml files Gameinfo and drop <BarbPercent>100</BarbPercent> down to 50% which gives them a 50% boost production of units.

Go to CEAI handicaps and see this:
BarbCampGold = "50"
BarbSpawnMod = "0"
BarbarianBonus = "15"
EarliestBarbarianReleaseTurn = "70"
BarbarianLandTargetRange = "6"
BarbarianSeaTargetRange = "15"

I went into the barb folder and changed this:
<Update>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING" />
<Set Value="100" />
<!-- 50 -->
I forgot what the original number was, but it was lower than 50. I changed it first to fifty, now I'm trying 100. I did go back to an older version of the Mod's and camps will spawn, but very slowly.
Thx for your information I will try some of your ideas and see if it helps any.
 
Here's a way to mod it: In the Barbarian folder, lower the first turns and raise the odds of spawning. The percents in the programming are tricky. In some lines, a lower number increases things. In some, you raise it.
Tell me what you find.

<Update>
<Where Name="BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD" />
<Set Value="23" />
<!-- 33 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING" />
<Set Value="20" />
<!-- 50 -->
</Update>
<Update>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY" />
<Set Value="2" />
<!-- 2 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL" />
<Set Value="4" />
<!-- 4 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP" />
<Set Value="6" />
<!-- 7 -->
 
This is what I have so far and hasn't seemed to help.
<Update>
<Where Name="BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD" />
<Set Value="1" />
<!-- 33 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING" />
<Set Value="100" />
<!-- 50 -->
</Update>
<Update>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY" />
<Set Value="2" />
<!-- 2 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL" />
<Set Value="4" />
<!-- 4 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP" />
<Set Value="5" />
<!-- 7 -->
 
Did you see this in CAT AI handicaps?
It means that barbs don't leave camps until turn 100.
EarliestBarbarianReleaseTurn = "100"
Changed it to this:
EarliestBarbarianReleaseTurn = "50"
BarbarianLandTargetRange = "5"

In my game at turn 50, the barbs have been moving around their camps and have just started approaching my capital.
There appears to be a barb camp every 8 or so hexes using the below:

Settings in BARB of CEG
<Where Name="BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD" />
<Set Value="100" />
<!-- 33 -->
</Update>
<Update>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING" />
<Set Value="50" />
<!-- 50 -->
</Update>
<Update>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY" />
<Set Value="2" />
<!-- 2 -->
</Update>
 
SgtCiv, can you post your log files?

Stackpointer yes I will, but can you post a link to the proper procedures on that.
If this helps any I think I have found the main problem and it has to do with playing a custom WB scenario map. If I play the game with just the map barbs spawn (at a much slower rate than what I would think raging setting should spawn), but if I play with the scenario button checked that is where I'm having a problem.
 
Ahhh. This sounds like an issue that I fought right after BNW was released. There's a new problem with scenario maps where if there's a civ or a city-state assigned to Team #22, barbarians won't spawn in these games.

If you have a civ or a city-state on Team #22, create a duplicate of it (so that the new copy is on Team #whatever), and then delete the civ/city-state that's taking-up Team #22. It turns out that barbarians are always assigned to Team #22 in BNW games, so having another player there disables them.

From what I remember from the Firaxis official forum, the developers know about this annoying issue. Good luck!
 
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