How do I sex up barbarians and the AI?

nodgene

Chieftain
Joined
Jul 7, 2010
Messages
5
I've made a little fun mod with increased production and commerce for my friends and I to faff about on, but since this is the case the barbarians and AI need to be far more ferocious to compensate.

Two main things; firstly the barbarians. What xml or python files do I need to find to modify, for what type of units spawn and when they start spawning (I've modified the handicap file or whatever xml it is that lets me spawn more of them more frequently, but when everyone is easily getting longbows barbarians warriors are still plodding about, which obviously won't work.)

Secondly in regards to AI; I've discovered personality traits in regards to going to war under the leader xml file, but I'm unsure how I make it so that the AI is keen to attack and build crazy amounts of soldiers and settlers from a very early age. Any ideas on what section of the leader info, or any other python or xml files I need to change this?

I'm playing around with x10 the amount of barbarians that the barbarian events generate, as well as increasing the chance that'll happen, but I'm figuring that out myself... just a bit lost with the above. ...Scrap that, can't get this working either. PercentageGamesActive and iWeight seem to do nothing to aid making the barbarian events happening any faster, similarly taking the tech requirements out in the CvEventInterface.py file doesn't help. I'm a bit lost.

Any suggestions please? :)
 
That won't do, I want to know where the code regarding how the AI is spawned exists, as well as the other issues... I may as well put it to raging barbarians and deity difficulty, but still.
 
Look in the GlobalDefines.XML and trade the generic barbarians for some hideous culture that will befit more of a response than the classic version.

I personally use the Romans with Caligula, and the guys who I play with love the change.

-troy-
 
firstly the barbarians. What xml or python files do I need to find to modify, for what type of units spawn and when they start spawning (I've modified the handicap file or whatever xml it is that lets me spawn more of them more frequently, but when everyone is easily getting longbows barbarians warriors are still plodding about, which obviously won't work.)

The Barbarian units are the default unit for each unitclass given in the unitclassinfos XML.
In the CivilizationInfos. XML for the CIVILIZATION_BARBARIAN entry (which from memory is the last or last but one entry) you have a list of unique units with the entry NONE so that any unit not in the list will be available to the barbarians, using the default unit for that class.
Code:
                <Unit>
                    <UnitClassType>UNITCLASS_LONGBOW</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
So the way I spiced up the Barbarian units was first:
I put an entry in this list for each unitclass in the unitclassinfos XML for my mod with the entry for unitType as NONE. Remember any unitclass not mentioned will be available as the default unit, so by making a full list like this I take full control of which units I want the barbarians to have available.
I can then choose which unit types I want, by making a UnitType entry for that unit; for example
Code:
                <Unit>
                    <UnitClassType>UNITCLASS_LONGBOW</UnitClassType>
                    <UnitType>UNIT_BARB_LONGBOW</UnitType>
                </Unit>
In the UnitInfos.XML I create the unique unit for UNIT_BARB_LONGBOW.
Because you can then set the tec required, upgrade unit, strength, cost etc, you can control what units they use when, pretty much. You can also give the units their own artwork with a theme like native indians or whatever wish.

I don´t know the exact mechanics but by setting the cost very low for their units, removing bonus´s required and upgrading say archer to longbow etc you could get an effective barbarian menace through the ages. Also in EraInfos.xml (I think it is) you can allow barbarians and animals in Era´s like renaissance. My mod is an advance start game in the Renaissance Era so that was handy.

I think the LeaderHeadInfos.XML may have some scope for setting some interesting leadership traits but haven´t tried so couldn´t say for sure what effects you could get from it but might be worth a try.
 
Back
Top Bottom