poncratias
Prince
- Joined
- Feb 9, 2010
- Messages
- 336
I don`t know if it`s just me, but right now i can`t use the barbarian-civs- feature as it is, as it completely breaks the game in terms of unbalance!
Whenever a barbarian city grows to be a civillization, it gets a number of "bonus gifts", like a lot of new techs (that nobody else has discovered yet), lots of strong units and even new buldings. -all at once!
I don`t know WHY they get this, because it`s complete unrealistic and unbalanced imho.
This even get`s worse as the game develops:
So right now my game is in like the early medieval era, there are 3 barb. civs (of 13 total civs), each of them only has like 2-3 cities (compared to my 15), but are running around with riflemen and guns while everybody else is building their first knights!
so i took a look into the python file, and whoa, like 90% of the code is just about what all is to be given to them as "birthday present" when they settle as a civ!
And also there is an annoying part of code that forces them to attack the first player they get contact with. Why that?? They are a just a newborn civ and try to survive, not go on some crazy psycho rampage!
I tried to just delete parts of the code, as i don`t know how to recode it for the better, but this made the game crash.
Yes, there is a config file for that mod but it lacks of options to alter that stuff!
Why can`t it be just like that they have only the techs everyone else has got at the moment they become a civ (maybe also a little less), plus maybe only 2 workers or a setller extra to the units they already have?
This barbarian civ feature would be so cool and add just that extra diversity to the game, but it sadly fails because of over-featuring.
Could somebody PLEASE for the sake of this great mod either
.)make a "BarbarianCiv Slim edition"
.)tell me what to change in the file
.)add more options to the cfg file (to alter bonus techs/units and the attack feature on/off)
PLEASE everything else is great RoM is great you all are great but pleeeease......
Whenever a barbarian city grows to be a civillization, it gets a number of "bonus gifts", like a lot of new techs (that nobody else has discovered yet), lots of strong units and even new buldings. -all at once!
I don`t know WHY they get this, because it`s complete unrealistic and unbalanced imho.
This even get`s worse as the game develops:
So right now my game is in like the early medieval era, there are 3 barb. civs (of 13 total civs), each of them only has like 2-3 cities (compared to my 15), but are running around with riflemen and guns while everybody else is building their first knights!
so i took a look into the python file, and whoa, like 90% of the code is just about what all is to be given to them as "birthday present" when they settle as a civ!
And also there is an annoying part of code that forces them to attack the first player they get contact with. Why that?? They are a just a newborn civ and try to survive, not go on some crazy psycho rampage!
I tried to just delete parts of the code, as i don`t know how to recode it for the better, but this made the game crash.
Yes, there is a config file for that mod but it lacks of options to alter that stuff!
Why can`t it be just like that they have only the techs everyone else has got at the moment they become a civ (maybe also a little less), plus maybe only 2 workers or a setller extra to the units they already have?
This barbarian civ feature would be so cool and add just that extra diversity to the game, but it sadly fails because of over-featuring.
Could somebody PLEASE for the sake of this great mod either
.)make a "BarbarianCiv Slim edition"
.)tell me what to change in the file
.)add more options to the cfg file (to alter bonus techs/units and the attack feature on/off)
PLEASE everything else is great RoM is great you all are great but pleeeease......
