Barbarian Modmod

BenZL43

awkward cat
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Remember how peoples love the Barbarian Scenario that was included in Warlord ?
I am thinking about adding barbarian modmod into the RFC, with the same mechanism like the one in Warlord and the remade version BTS :)
What do you think?
 
im not 100% sure how that would work but it sounds fun to me.
 
So I think, it should go like this..

You first spawn at maybe as the Aryans or Gordion (I think that's the first coded Barbarian spawn or somewhat).. then when Hun or whatever its called spawn to attack Rome, as coded now, suddenly a number of your armies spawned there as well :)

You can win by..
-Make sure nobody achieve any type of Victory by the 2050AD
or
-Defeat all Civs

Your unique power is
You can 'vassalize' the Civs in a better way, they'll pay you a certain gold or whatever until they are able to reconquer their cities or able to push you out of their previous territory

Your unique building is.. the Barbarian Camp..
There where you'll use the money you get from pillaging cities to buy army to attack Civs..

Your unique units is.. -No Idea. Maybe they shouldn't have Unique units at all :P

Nah, what do you think ?
 
Well if you can do all of this... it sounds great :goodjob:. if it is possible is another question all together.
 
Virtually anything is possible. If you know programming. :D

So it is possible :)
The worst part is,
I am totally blind at Programming..
I've tried reading the tutorial section for programming but alas, seems I am too stupid to learn that :(
 
Then I suggest starting with something not so game changing for the first attempt.
 
And you probably need to start with programming a bit smaller. I believe that anyone can learn it, but it can be alien at first, for sure. Its worth the effort, in any case.
 
The only things I know about programming, as taught in the school, is only the HTML, basic XML and PHP.. though I learnt a very little of Python here..

First of all, what SDK stands for ? Everybody's talking about SDK -.-"
Next, How do you remove umm.. iBarbarian ? and add a playable iBarbarian..
I thought the first step is making them like normal playable Civs like Rome or Persia, before editing them into a special Civs like I mentioned above...
Is it ? *still seems strange to me ><
 
SDK = software development kit, it's usually used to refer to the part of the code written in C++ and compiled into the CivGameCore.dll.

I don't know if it's possible to disable the Barbarians, but it would be possible to stop them from getting units and add a new Barbarian civ that's playable.
 
The only things I know about programming, as taught in the school, is only the HTML, basic XML and PHP.. though I learnt a very little of Python here..
HTML and XML are basically mark-up languages, at least as far as I understand it, while Python is a high-level programming language (much like C++). So there is a difference. Learning some basic programming would make the distinction clear to you.

First of all, what SDK stands for ? Everybody's talking about SDK -.-"
AFAIK it stands for Software Developer's Kit. Its the source code for (some of) the game and is written in C++. So its hard-core programming, requiring compilation and whatnot. So you can edit it, but only if you know what you're doing.

Next, How do you remove umm.. iBarbarian ? and add a playable iBarbarian..
I thought the first step is making them like normal playable Civs like Rome or Persia, before editing them into a special Civs like I mentioned above...
iBarbarian is simply a name made up by the author of the mod (Rhye) and it could have been anything conceivable. Its the name of a constant, which is sort of a variable. A value associated with that name, basically. Using the (integer) value would work just the same, however. The value is defined in the Consts.py file.

AFAIK you can't make the proper Barbarian player playable. IIRC the Barbarian player isn't even defined in the WBS (the scenario file), so its simply not gonna happen.

You'd have to use one of the other player for the playable Barbarians and disable the unplayable barbarian player completely. Or you could switch places with the Native player and the Barbarian player, where you make the Barbarian (former Native) player playable.

Is it ? *still seems strange to me ><
What, now? :confused:

Know that this project is definitely beyond anything you would be able to handle at this infant stage. You should start with something easier and revisit this idea at a later date. Just my two cents.
 
if you want an easier task, what about a playable natives instead?
i don't think it would be as hard to change them in to a playable civ (in fact it is done here) and there is generally more to work with.
 
Hmmm..
I am speechless..
True that my knowledge is far far beyond that one, definitely agreed :)
That's why I said I am pessimistic I can program anything to work :'(
never mind that one..

Now I have to keep moving.
I'm thinking about the Natives...
Based on what I can predict..
I think the first step I ever done is..

1) Creating the Citynamemanager.py for iNatives for Settler and Conquest map :)
2) Get somebody to teach me how to disable or delete a Civilization from the game
3) Get somebody teach me simplest way to add Civilization :) -I read once the guidance, and sadly I don't understand :(

About stability I think the Natives should have green at place where other stability is orange, like in the middle of the Saharan desert.. Dark Green (Core Area) for somewhere around Kwa-Zulu Mountains, Saharan desert, Lakota, Amazon, and Australia ?
Still I don't know how to create that one :) Crossing my fingers it won't be a hard task..

About Unique Items, I think Natives should have 2 Unique Units, Dog Soldier to spawn in America, and Impi on the Africa..

Leaderhead, I think it should be Shaka and then Dog Soldier when reached certain era..

Nah, what do you think ?
I know this is way beyond my knowledge.. just brainstorming.. and wishing one day I can create this..
lol :)
 
Adding civilizations/players to RFC is nigh impossible without a good grasp of both programming and the general structure of the RFC mod. Sorry, but its simply not gonna happen. That's why I suggested you play around with Natives - making them the playable barbarians and changing the name of the barbarians to natives. Instead of adding more players.

And "stability maps" are really the sum of several different things - among those the settler maps. And those are done in the SDK - requiring you to compile a new DLL file. Figuring out how to achieve that could very well prove be the single largest obstacle you'll be facing. (I'm yet to tackle that hurdle myself.)
 
Jarkov made a guide on how to add civilizations a while ago, it can be found somewhere in this subforum. It's more a to do list than an actual guide though, so don't expect any additional help for modding beginners.

That's why I still suggest you start with something less ambitious to figure out the basics.
 
I second the motion by the honorable representative from Lower Saxony! :D
 
Wait, did I mention somewhere I'm from Lower Saxony or was that just a good guess?
 
Sorry, that was inside information. Private correspondence, remember? (I can delete it if you want.)
 
No problem, I only forgot that I told you :D (and technically I'm a North-Rhine Westphalian now ;))
 
I thought you were from the southern water nation. Hmmf. Figures.
 
That as well :D
 
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