Barbarian Wrath Modpack for Civ2: Test of Time

St. Leo

Chieftain
Joined
Sep 3, 2001
Messages
50
Location
Toronto, ON
Pitch

Barbarians are ineffectual and irrelevant in a typical Civilization 2 game. What if they were more powerful?

Overview

Civilization 2 has always had a hidden barbarian intensity beyond Raging Hordes. This modpack adds it as a choice to the menu when starting a new game.

Beyond the intensity, every barbarian horde you see will be a tier higher.

Instead of Elephants and Archers, you'll face Crusaders and Legions.

Instead of Riflemen and Artillery, you'll face Marines and Howitzers.

Instead of Partisans and Cavalry, you'll face Alpine Troops and Early Armor.

Greater barbarian presence is also a good influence on the AI. When the AI is busy fending off barbarians it has less time to be a jerk.

Why Grenadiers?

Gunpowder and the Musketeer slot have weird side effects. I introduced Grenadiers with a higher attack than Musketeers but the same defense to work around the weird side effects. They become available with Metallurgy.

Why Early Armor?

I prototyped this on MGE where it's harder to work around sound effects, so adding Early Armor seemed like a less weird use of the Cavalry slot's sound effect. Also, Early Armor is cool and Civ2 could use a more fleshed out 20th century. It becomes available with Automobile.

Screenshot

sVGdROd.jpg


Download

https://www.dropbox.com/s/kpp70fpsuv2fblu/BarbarianWrath.zip?dl=0

Installation

1. Follow McMonkey's Test of Time Project Patch Installation Guide
https://forums.civfanatics.com/threads/test-of-time-project-patch-installation-guide.551098/

2. Create a folder in your Test of Time directory called "BarbarianWrath"

3. Unzip the modpack in that folder

4. Launch Test of Time

5. Start a Single Player Game > Play a Mod > Barbarian Wrath

Credits

The mod is a modification of Catfish's excellent Graphics Mod Pack for Test of Time:
http://users.tpg.com.au/jpwbeest/jp_miscgraphics.htm

The concept is directly inspired by William Keenan's Barbarian Paper:
http://sleague.civfanatics.com/COC/guides/barbarian_paper.shtml
 
How many barbarian units appear per attack, roughly, and is it possible to use this as the base files for a new scenario build?
 
Few Ideas from my personal mod
Dreadnought: pre-dreadnought battleship 6-8A6-8D 4HP 2FP, 3 Movement Railroad, Obsolete w/Automobile
Armored Cars: Pseudo-Mech.Inf. 5A4D 3HP 2movement Automobile, Obsolete W/Labor Union
Lineship: Imperial-Age Battleship 6A4D 2HP 3 movement Magnetism Obsolete W/Railroad
Heavy Armor 10A6D 4HP 2FP 2 Movement Advanced Armor Tech(Combined Arms+Laser)
Light Armor 8A4D 3HP 1FP, 4 Movement Combined Arms
 
I've uploaded the mod to Github: https://github.com/leonsp-ai/BarbarianWrath

Features since the last time:
  • Both the vanilla Civilization II scenarios, Rome and WW2, converted to the Test of Time format
  • Three world maps with a unique polar perspective
  • Leaders revised for historicity to remove some of the made up names vanilla Civ2 had as filler
  • Celts replaced with Incas, as well as Greek swapped with Mongols to distribute the civilizations better through an earth map
How many barbarian units appear per attack, roughly, and is it possible to use this as the base files for a new scenario build?
You can definitely use it as a base for a scenario build. If you are just looking for the Barbarian Wrath level of activity, you can set that with CivTweak. Contrary to http://sleague.civfanatics.com/COC/guides/barbarian_paper.shtml the third way to activate it is by adding a fifth option to the barbarian menu in game.txt which is what the mod does
Few Ideas from my personal mod
Dreadnought: pre-dreadnought battleship 6-8A6-8D 4HP 2FP, 3 Movement Railroad, Obsolete w/Automobile
Armored Cars: Pseudo-Mech.Inf. 5A4D 3HP 2movement Automobile, Obsolete W/Labor Union
Lineship: Imperial-Age Battleship 6A4D 2HP 3 movement Magnetism Obsolete W/Railroad
Heavy Armor 10A6D 4HP 2FP 2 Movement Advanced Armor Tech(Combined Arms+Laser)
Light Armor 8A4D 3HP 1FP, 4 Movement Combined Arms
Very cool! The Armor is similar to what I added in the mod:
Code:
Early Armor,  Mob, 0,  3.,0,  9a,4d,  2h,1f,  7,0,  0, Aut, 0000000000000000
Armor,        U1,  0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 0000000000000000
Modern Armor, nil, 0,  3.,0, 12a,5d,  3h,2f, 10,0,  0, U1,  0000000000000000
 
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