how does this setting work really ?

code99

Warlord
Joined
Apr 28, 2010
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279
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Romania
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What i want is to prevent barbarian civs appear with latest tech... for instance, on my map i got one civilization at industrial era while the others are at medieval still and even with the above settings the barbarians settle with industrial era cities and thus after a while they become civs and pretty much kick the other ais ass due to their superior tech ...

how can i prevent this ?

thanks
 
These settings are not part of BUG or BAT so I have no idea. Is this AND mod? Do the options have hover text explaining how they work?
 
Ok, didnt realise it wasnt bug mod related. Yes its AND and no it doesnt have any hovering text ... but ppl told me around that if i set barbtech fraction to 0 i shouldnt have any issue but its not working as far as ive seen.

I did post on AND forums but not much activity over there lately.
 
It seems like BarbTechFraction would control the tech level of the bars as a fraction of the average player tech level, but 0.0 would imply that they'd be stuck with no techs. Clearly that's not what's happening.
 
yeah, even with that setting set like that AND even with civilizationinfo.xml modified (i removed advanced units from the barb faction so they cant use em) they still spawn cities with adv tech.
Im making a scenario where 1 of the civs is in industrial era while others are in ancient and im using barbarian civs (the one that spawns new civs if barb cities are left alone) and i dont want them spawning with industrial tech or they will destroy the other civs with ease which ruins my whole scenario.

I have no idea how to stop this and i cant deactivate the barb civs mod cause the whole scenario depends on it ...
IDK what else to do.
 
Instead of setting that to 0, it might help to set this value to be as high as it can go (1.0 if possible). If that doesn't help then there is something going on that I didn't notice in the code.

The file that uses this in RoM:AND is Assets\Python\Revolution\Gameready\BarbarianCiv.py.

I didn't examine this in much detail, but...

It should be the percentage of teams that must already know a tech for the barbs to get the tech, unless the regular barbarians already have it in which case they automatically get it. But that only happens in a "non new-world" situation ("bNewWorldScenario" set to false - I think this is set to true if they are spawning on a continent that has no other non-barb city on it or set to false if there is a city belonging to a non-barb civilization), otherwise it is not used at all. There is also a separate section of code that can give them a few techs, in addition to all the ones the barbs have, in a way that is not related to this value (something in the 2 to 5 range, depending on other settings that I didn't check to see how they were set), and yet another setting somewhere ("BuilderBonusTechs", or something like that, based on the name of the function used to get the value) that can add some more in some cases.

If it is a situation where it is being used, having it set to 0 seems like a bad idea since it looks like the new barbarian derived civ should then get all techs, including those that nobody else has yet (like, say, Fusion and Future Tech) since they get a tech if the fraction of teams that know it is >= this value (nobody else already knowing it makes the number of teams that know it 0, but 0 out of N civilizations is a fraction of 0 which is >= 0 so they'd get it anyway).
 
Yeah, i must have missunderstood the setting and set it backwards, to 0 ... i realised that yestarday after talking to someone in AND forums.

Still have to test it on 1 tho.

Thanks.

EDIT : I would like to know what this does, i'd be damned if i understand its description

Spoiler :
# Eras behind New World BarbCivs will be targeted for in spawning tech grant

# Default: 1



NewWorldErasBehind = 1


EDIT 2 : Ok, i have an unrelated question but since im already talking to you (and it seems you know a thing or two a bout this stuff :)) ill go ahead and just ask. Does changing a xml (like, lets say GlobalDefines.xml, i increase how many wonders i can build per city) influence a saved game ?
I can obviously test and see if i can build the number i set but im no where near to the production requirements to build such things, my city would take ages to build just one let alone 6.

thanks
 
1) I think it is for the situation where there is a "new world" (a continent that no civilization starts on) and you want the barbarian spawned civs that are on that continent to start behind in techs. If set to 1 it ought to make a barbarian civ spawned in such a location start 1 era behind where they would be if they spawned on an "old world" continent along side other civilizations. I have no idea how well it actually works.

2) I don't really know. They may be stored in the save game, or they might not be. Even though changing some of them in the middle of a game could be bad (since some are used to determine the size of some arrays the DLL allocates to store things), I think they are not saved and therefore changing them will have an effect on saved games. But I'm not sure.

One more off topic post for an off topic thread...
 
Ok so apparently setting BarbTech Fraction to 1 works, played for a while and all barb civs are starting the way i want.

Also, thank you for n.1 clarification.
As for n.2, ive modified the xml and now am playing, soon will be reaching wonder limit and see if anything happened. So far no issues.

EDIT : well it seemed to work but now (after some time tho) ive seen barbs in industrial era and im only one in that era on the map. No other civs are as advanced as me and yet they started to spawn industrial era cities ...
 
Spoiler :
# Former barbarians get all techs known by this fraction of players

# Default: 0.65



BarbTechFrac = 1.0


Possible values go from 0.0 to 1.0.
 
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