ljknight 5 said:
Will the changes apply to the computer controlled barbarians as well?
not really, it's just an additional minor state, the other is a raiding nation.
the leader head appears is Sid on the intro, but on diplomacy [yes they can conduct it] it's some barbarian guy.
the Minor State is lead by a barbarian, and they only get a settler and a scout - no warrior at the start. the other one [called barbarian-barbarian] gets only a warrior and can't build a settler, nor most buildings. neither of these can build animals even if given a city in world builder. those animals are the computer barbarians that can still exist even alongside the 'civilized' barbarians.
this is what the minor state looks like in the CIV4CivilizationInfo.xml
<CivilizationInfo>
<Type>CIVILIZATION_MINOR</Type>
<Description>TXT_KEY_CIV_MINOR_DESC</Description>
<ShortDescription>TXT_KEY_CIV_MINOR_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_MINOR_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_MINOR_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_WHITE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_MINOR</ArtDefineTag>
<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
Above are the key lines to make these playable
now the other one is here:
<CivilizationInfo>
<Type>CIVILIZATION_BARBARIAN</Type>
<Description>TXT_KEY_CIV_BARBARIAN_DESC</Description>
<ShortDescription>TXT_KEY_CIV_BARBARIAN_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_BARBARIAN_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_BARBARIAN_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLACK</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_BARBARIAN</ArtDefineTag>
<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
with ones above make these playable as well.
now the part that makes the barbarian-barbarians unable to build settlers is this
<Units>
<Unit>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
....
....
</Units>
that is below barbarian-barbarian part.
the other one has this line instead:
<Units/>
also the barbarian-barbarians have a bunch of buildings they can't build... well just stamp the
<Buildings/>
<Units/>
over all those unbuildables and all of a sudden they get a scout and a settler instead of that lone warrior. you can build a warrior, just don't get a free one.
now also other things you can do here.
<Leaders>
<Leader>
<LeaderName>LEADER_BARBARIAN</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
change the LEADER_BARBARIAN to LEADER_BARBARIAN_2 to make a second leader for one of these barbarian civilizations - it's coming next file. also you can edit this same file to add free techs to the barbarian kingdoms [ I recomend not adding faith techs because it will not trip the founding flags]. actually it's this file that can add free units, so you can add that warrior for them if you really need it. look around...
now for that second leader and why I suggest it.
save that file in the custom assets and open up CIV4LeaderHeadInfo.xml
gee, lo and behold - the barbarian leader is the first one!
now copy all his info all the way down to Alexander's info.
now make a copy change the name to LEADER_BARBARIAN_2 same info on the rest of him...
now where it says
<Traits/>
on one of them change it to:
<Traits>
<Trait>
<TraitType>TRAIT_CREATIVE</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_ORGANIZED</TraitType>
<bTrait>1</bTrait>
</Trait>
on the other change it to :
<Traits>
<Trait>
<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_INDUSTRIOUS</TraitType>
<bTrait>1</bTrait>
</Trait>
and save it to custom assets.
now together when you go in to play it will list:
Barbarian Cre/Org (one group)
Barbarian Phi/Ind (the other one)
it also gives them traits, so they will have something to help them along. but they have no UUs.
I'm not an expert at the xml, just stumbling along and found this.