Insane barbarians

snarko

DLLer
Joined
Dec 9, 2003
Messages
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Sweden
A small mod which makes barbarians extremly common. You might not see them for a while, but don't be fooled. They will come.

I suggest you play this at a difficulty level higher than normal because the AI doesn't know how to handle this many barbarians.

One thing that does make it easier is that the limit for experience from animals is now 25 and from barbarians 100.

If you already have modified files and don't want to overwrite them HandicapInfo.xml should be the most important one. You can also make the changes yourself. Here's a list of what I have changed. Everything between <!-- and --> are comments and can be ignored.
GlobalDefines.xml:
Spoiler :

<Define>
<DefineName>BARBARIAN_HANDICAP</DefineName>
<DefineTextVal>HANDICAP_DEITY</DefineTextVal> <!-- Not sure exactly what this does, so this might hurt them or help them... but since they're not supposed to be good and it was set at settler I figured it would help -->

</Define>
<Define>
<DefineName>MIN_ANIMAL_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>MIN_BARBARIAN_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal> <!-- It might be possible to set this to 0 and make them spawn really close. I doubt it's possible for animals and certainly not cities however. -->
</Define>
<Define>
<DefineName>MIN_BARBARIAN_CITY_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>

<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- So you get to keep it if you upgrade your barbarian xp inflated units -->
</Define>

<Define>
<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
<iDefineIntVal>25</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>

<Define>
<DefineName>BARBARIAN_FREE_TECH_PERCENT</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- I think this makes them get all techs other civilizations have... they seem to be more advanced than me sometimes! -->
</Define>


GamespeedInfo.xml:
<iBarbPercent>1</iBarbPercent> <!-- Not sure exactly what this does. Doesn't seem to have any major effect. Changed it to this for all three speed settings. -->


HandicapInfo.xml:
Spoiler :

<!-- For ALL difficult levels -->
<iUnownedTilesPerGameAnimal>1</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>0</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>10</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>2</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>1</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>1</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>100</iBarbarianCityCreationProb>


CivilizationInfos.xml:
Removed all buildings and units except settlers, scouts, explorers and spies. This means they can build all buildings and units except those four.


CvEventManager:
There is a function at the end of the file which I will not include here.
The function is called by this in the onBeginGameTurn function:

if iGameTurn > 25 and CyGame().isOption(4):
self.spawnbarbarians()

self.spawnbarbarians() should be tabbed once more than the previous line, however the forum doesn't display that.


Changes in v. 0.3
If you have raging barbarians on a random amount will spawn every turn after the 25th. These can spawn inside your line of sight. This was made because on smaller maps there tends to be much fewer barbarians than on larger. However, the number that are create is still size specific - the larger the map the more barbarians. There is one unsolved issue with them. They will pick a city to attack and then all go towards that city, only attacking others if they are in their path. (Note that barbarians should spawn as normal with or without this. This just adds even more :D)

Changed iUnownedWaterTilesPerBarbarianUnit to 10 (was 1). This has not been tested, but then again neither have anything else :p
It should decrease the number of barbarian ships from invincible to anything but invincible.
 

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lol, this is fun
Ive combined this with the realism mod & Ryhes Earth map
Im Incans on Noble and these barbs are all over the bloody place
I cant build up a navy as barbs have, what seems like, a million ships, they currently have cities covering most of S.America and S.Asia to Austraila, the Pacific Circle is basically their playground, I love it :)

Im now in the process of grabbing me some of these "free cities", but damn Im needing about 3 armies to do it lol

Granted, from a balance point of view, I'd say its kinda a little over the top, and needs toning down (especially their Naval vessals, damn)

But apart from that, got two thumbs up from me

PS. Also will note, they are doing a pretty damn good job of getting infastrucure up (roads/mines/etc)
 
I could see this as a very fun way to play... in essence the great civs carved their way out of "barbarian tribes" instead of settling empty unoccupied lands
 
didn't you tell me "Please don't tell people to overwrite the original files. Tell them to put it in customassets instead.'?

don't get me wrong, I like your ideas.
 
hahntsak said:
didn't you tell me "Please don't tell people to overwrite the original files. Tell them to put it in customassets instead.'?

What? He said, "if you already have modified files and don't want to overwrite them", at no point did he say anything about overwriting the original files. And if you'd bother to read his readme it says, "To install I recommend you unzip to your customassets\xml folder".

:rolleyes:
 
snepp said:
What? He said, "if you already have modified files and don't want to overwrite them", at no point did he say anything about overwriting the original files. And if you'd bother to read his readme it says, "To install I recommend you unzip to your customassets\xml folder".

:rolleyes:


but in his post he never mentioned it. I expanded playable barbarians idea and made them both able to make settlers, and with leaders that had the two trait sets not yet used. I had no idea about the customassets. I just backed up the assets to protect them prior to any edits.

hey, I'm not an expert at it - just stabbing blindly and making an effort.
 
New version. Read the first post for what's new.
 
I tried combining this with the Realism mod on prince, with a huge map with 16 civs and had loads of barbs on my continent early on. However, between myself, the Russians, Egyptians, Japanese and French, we cleared out the continent.

Unfortuantely, when I finally got optics and was able to sail to the other continents, I found that only three civs remained on the other 4 continents combined. The barbs had overrun 8 rival civs, leaving most of the other continents devoid of any civs.

Think I'll try turning down the barbs a bit next time...
 
Hi

Is it possible to just increase the XP caps?
I would like to make subtle changes to Civ IV without changing much of the original content!

Thanksl
 
Yes it is. They're in GlobalDefines.xml.
 
Im surprised to hear from people that barbarians actually go after ai civs. Even when I played my bro on hotseat with raging barbarians, they mostly picked on me. I cant imagine how many barbarians this mod has running around the map.
 
Hmm... anyone have any luck getting this to work with the 1.52 patch? I get nothing but a crash when I try to overwrite the regular XML's OR use it as a mod (so now I've been tweaking the new XML scripts with .30 and gotten it to work somewhat, but there are still errors even when it does work).

Halp? (scripting/modding isn't my specialty)
 
This was made even pre 1.09 so it will take alot of editing to make it work now. Easier to just make the changes to the 1.52 files. Look at the spoilers for what I changed (python not included)
 
I finally got it to work (as a mod). Boy is that CvEventManager.py editing PICKY.

I only set the barbarian's tech to 66% (instead of your 100%) but they're way ahead of me... they're even building wonders that I haven't been even able to research yet.... :(
They actually killed everyone else off by the 33rd turn and I just kept playing out of curiousity. ^u^ , and as of 1980, no errors so I presume it's working. I dare not attack their closest city because it has about 25 infantry defending it and my collected total troops of 10 riflemen don't stand much of a chance. ^^;; Just as bad at sea, my 4 frigates didn't stand much of a chance against their 50+ frigates (and that's all I had within view). I just upgraded to destroyers and so far they haven't, but who knows how long that will last...... :o
 
vanguardian1 said:
I finally got it to work (as a mod). Boy is that CvEventManager.py editing PICKY.

I only set the barbarian's tech to 66% (instead of your 100%) but they're way ahead of me... they're even building wonders that I haven't been even able to research yet.... :(
They actually killed everyone else off by the 33rd turn and I just kept playing out of curiousity. ^u^ , and as of 1980, no errors so I presume it's working. I dare not attack their closest city because it has about 25 infantry defending it and my collected total troops of 10 riflemen don't stand much of a chance. ^^;; Just as bad at sea, my 4 frigates didn't stand much of a chance against their 50+ frigates (and that's all I had within view). I just upgraded to destroyers and so far they haven't, but who knows how long that will last...... :o

Did you play a not so small map with raging barbarians? The python (triggered by raging barbarians on) is meant for smaller maps where there won't spawn alot by default. On larger maps, esp things like pangea it can become a competition of who is the last to be targeted :p
 
Tiny. I avoid anything larger like the plague itself. I'm waay too control oriented AND impatient, so I'll pass on that, thanks. Btw, do you want the updated files so others won't have to go through all this scripting trouble?
 
It was made for Vanilla CIV IV and noone has updated it for BtS.

I played it back then. It was fun.

But alas no update. :(

JosEPh
 
if you wish to work on it - it isn't hard to make it work for BTS just the civilization file and the leaders file [xml files only] CIV4CivilizationInfos and CIV4LeaderHeadInfos
in the civilization file look to the last two. making them playable is easy - make the 0 into a 1. the last one is barbarian, the next to last is minor civ. there is only one barbarian leader but that can be fixed by copying an extra set of lines and renaming the second one as LEADER_BARBARIAN2. To assign the Barbarian leader in question to a civ be it barbarian or minor civ look towards the bottom of each section - look for
<Leaders>
<Leader>
<LeaderName>LEADER_BARBARIAN</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>

that's how you do it.

I advise copy all your xml files to the section in custom assets and then make it part of a mod.

again Minor civ is pretty rough, but the barbarians can't even build cities nor settlers only raiding other civs. the civ leader looks like Sid meier.
 
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