Barbarians out of thin air

manivo

Chieftain
Joined
May 6, 2008
Messages
44
After upgrading a V32 game to V33 I started seeing barbarians just suddenly showing up. Now, I get the odd barbarian raiding party, but this is more like a full scale invasion force of about 7-8 powerful units that show up right next to one of my cities.

Worse yet, it seems the unit choice for the random barbarians is decided by the most powerful nation's units. While I get a minor headache from those random attacks my rivals get a very serious threat showing up right next to their cities, with strength 20 rifleman attacking their best strength 5 town watchmen.

Is this an unintended bug caused by switching from 32 to 33, or is this intended behavior? Is there a way to shut it down or stop it in the current game?
 
After upgrading a V32 game to V33 I started seeing barbarians just suddenly showing up. Now, I get the odd barbarian raiding party, but this is more like a full scale invasion force of about 7-8 powerful units that show up right next to one of my cities.

Worse yet, it seems the unit choice for the random barbarians is decided by the most powerful nation's units. While I get a minor headache from those random attacks my rivals get a very serious threat showing up right next to their cities, with strength 20 rifleman attacking their best strength 5 town watchmen.

Is this an unintended bug caused by switching from 32 to 33, or is this intended behavior? Is there a way to shut it down or stop it in the current game?

I am unaware of any changes in this area. Do you have 'Raging Barbarians' on as a game option? Is i possible that one of the events that spawns a raiding party went off a few turns ago (if so and it was near you, you should have had a message, but I know those top-of-screen messages are often not obvious...)
 
Might've missed that event, but I doubt it's that. Those over-powered barbarians are on every land mass in my game, and there's a marked increase in seagoing pirates as well.

Raging barbarians wasn't on during the game before the update (and indeed, there was no sign of this issue beforehand), but the behavior does sound like this function's doing so I'm thinking maybe it tripped on for some reason.


Checking the game's options through the worldbuilder doesn't show raging barbarians as on, I tried checking it on and off again to reset it. Found out along the way checking 'no barbarians' also wiped them all out of existence, so that's nice :P

Will update if anything changed, in case anyone's curious. Thanks. :)
 
Nope. Still getting barbarian invasions. :(

Had two on the same city in the space of ten turns. Playing on eternity, so something's definitely not right.
 
That might be a problem. I enabled new random seed on load. And now I'm finding out (related or not) that attempting to open the BUG options menu causes civ4 to freeze.
 
That might be a problem. I enabled new random seed on load. And now I'm finding out (related or not) that attempting to open the BUG options menu causes civ4 to freeze.

No it doesnt, it sometimes NOW can takes up to 3 minutes for some reason??
 
Perhaps longer? I left it running for about five thinking it might just take a while like the recalc does sometimes. I'll try to give it longer.

Point me towards the relevant config files to turn on logging in case it doesn't work?
 
Well, it WAS just a long time. Specifically, 45 minutes. Something's borked with BUG for sure.
Turned off random seed loading for debugs, turned on logging for the hell of it. :P


(Edit: doh! random seed loading was in the worldbuilder's gameoptions. I'm a tard :( )
 
Savefile:
https://user.iter.org/filesharing/Download.aspx?uid=b6c52b89-3e70-40a5-bf9f-68f47e967cb1&filename=AutoSave_BC-0654.CivBeyondSwordSave

Log:
https://user.iter.org/filesharing/Download.aspx?uid=b6c52b89-3e70-40a5-bf9f-68f47e967cb1&filename=Wallach.txt


Just end the turn. Next turn directly south a barbarian paddle steamer appears north of Hod Hashron, and the barbarian landing party itself hits further south right next to Cannes.

No event announced, nothing in the log file. They just pop up to kick some french ass for no reason. :(

This may well be an issue with migrating from V32 to V33 - I also noticed limited religions got switched off by itself.
 
When you change versions keep your User settings file and replace the default one with your saved one. That way you don't lose you settings. But you will still need to check BUG for any changes because of new additions like the new Graphic addition by koshling.

A bug was found that Kept the Barbs and AI from doing sea invasions. Now they do like they were designed to do.


JosEPh
 
When you changes versions keep your User settings file and replace the default one with your saved one. That way you don't lose you settings. But you will still need to check BUG for any changes because of new additions like the new Graphic addition by koshling.

A bug was found that Kept the Barbs and AI from doing sea invasions. Now they do like they were designed to do.

JosEPh

JosEPh

I completely agree here, on the second part, i hear that, i was invaded from the South, the East and the North , i wasn't ready for that, ain't like it used to be:p:ar15:
 
And I'm all for it. The problem isn't the fact that it's happening, it's the severity of it.

Other than the fact that it seems to happen all too often, the units that get spawned are way overpowered for the other nations. They spawn with units who are way too powerful for the other nations.

May I suggest the unit spawning being determined according to a median of all players, or better off according to the units of the nation they invade into? I.E. powerful units against powerful nations, weak units against weak nations.
 
And I'm all for it. The problem isn't the fact that it's happening, it's the severity of it.

Other than the fact that it seems to happen all too often, the units that get spawned are way overpowered for the other nations. They spawn with units who are way too powerful for the other nations.

May I suggest the unit spawning being determined according to a median of all players, or better off according to the units of the nation they invade into? I.E. powerful units against powerful nations, weak units against weak nations.

You'r talking about different things here. The changes in V33 did not impact barb spawning at all. They just impacted the AIs ability to stage naval invasions. Thus IF the barbs were ALREADY present but not bothering you due to inability to invade across water, then the V33 change would explain what yo see.

However, from what you say, it's not that they are managing to attack now, it's that the are APPEARING (i.e. - spawning) where they were not before.

If you could clarify - do you only see this with naval forces (e.g. - the paddle steamer you mention) or also with land forces that are directly spawning on your own landmass? If the latter (which i what I took from you descriptions) then the V33 AI changes are not an explanation.
 
Always with a naval ship. I suppose with the amount of moves those ships have and the fact I have most animations off those invasions would appear as if barbs were just appearing out of thin air.

The issue, then, is with the units barbs get. I've already set up cavalry across my territory to take care of them the second they make landfall, but the AI civs are helpless against units four times their strength.
 
Back
Top Bottom