Barbarian villages

bluepescadero

Chieftain
Joined
Aug 27, 2006
Messages
26
I would just like to know if it is possible to create a switch for the barbarian villages or rather for what they contain. I think that especially in multiplayer games they sometimes mean an unfair advantage for those players who find one or more tech advances. So, the option to turn off barb villages or finding advances in them would make the game more balanced.
Another suggestion: Instead of finding complete advances, have the villages contain only a number of research points.

I'd be interested in the opinion of the community and the devs.

bluepescadero
 
You cange it in the ffh-editor
There is a point handicap: goodies
Change the goodies for your handicap and for noble (thats what the AI plays at)
 
Well, that is a start. What do you guys think about the second suggestion?

Thanks for the quick replies, by the way.
 
Goodie hut techs / gold / freebie units are the payoff for building scouts or for keeping yours alive in a world full of angry animals and giants. There's an investment made in having a shot at them.

If there were a way to put a ceiling on what techs they can pop (you can get some really entertaining payoffs from late-game goodie huts on, say, Terra maps!) that might be a better solution for MP. I doubt anyone minds if you get Agriculture for free, but if you hit a chain of 3-4 techs and they just get more advanced, that's unfortunate.
 
There IS an option (well, sort of) to limit what can be popped - there's a bGoody or similar entry in the tech defines in the XML.
 
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