White Elk
99 > 1
Thanks again for the usefull info! Do you know which line affects the appearance probabilities? From that list, I would guess it would be "iUnownedTilesPerBarbarianUnit". And then the value for each difficulty would indicate the number of unowned tiles that are required for a Barbarian to spawn? example: Monarch value is 40. So for every 40 'unowned tiles' (fog) there would spawn one barbarian?? Would that be a per turn rate? Meaning that for every turn there will be one Barb per 40 tiles. Then when the max is reached, no barbs are spawned that turn? And then for each Barb killed, a replacement is spawned the following turn? I wonder if Barbs garrisoned within cities effect this generation rate? And then every time a Barb city is conquered 1-3+ Barbs will be generated the next turn??
I wonder if the Barb spawning rate can be modified for map size? Seems like a huge map generates far too many barbs, while a small crowded map would generate far too little. I wonder if theres even a place in the code for such a modification? It might require the much anticipated SDK.
And I read that one of the GOTM moderators had said that game speed was "documented" as having a direct impact on Barbarian appearance. If so, then that would partially explain why Marathon appears to generate such an excess. I do know that build costs are increased; and if the Barb rate was not modified accordingly, then there would be a greater disparity between built units vs spawned units and that would clearly have an impact on the game.
I was gifted two XML tutorial books for Christmas. Soon I will begin learning how it works and then I'll start tweaking the code to figure out which does what. Until then I can only guess. Hopefully at some near point in the future I can help our civcom develope a resource for code definitions. I'm surprised that Firaxis didn't publish them already. I hope they do. If not, then it's up to us to trial and error it.
I wonder if the Barb spawning rate can be modified for map size? Seems like a huge map generates far too many barbs, while a small crowded map would generate far too little. I wonder if theres even a place in the code for such a modification? It might require the much anticipated SDK.
And I read that one of the GOTM moderators had said that game speed was "documented" as having a direct impact on Barbarian appearance. If so, then that would partially explain why Marathon appears to generate such an excess. I do know that build costs are increased; and if the Barb rate was not modified accordingly, then there would be a greater disparity between built units vs spawned units and that would clearly have an impact on the game.
I was gifted two XML tutorial books for Christmas. Soon I will begin learning how it works and then I'll start tweaking the code to figure out which does what. Until then I can only guess. Hopefully at some near point in the future I can help our civcom develope a resource for code definitions. I'm surprised that Firaxis didn't publish them already. I hope they do. If not, then it's up to us to trial and error it.

are both of no real assistance on the matter. This is a real boon, RobO. 