Insane Barbarians

I typically play a varient of InsaneBarbs II, Marathon speed, Raging Barbarians, Aggressive AI, Perm. Alliances & Vassal States, Fractal Map, Tempurate, Huge.

The mod I'm playing removes whipping population via slavery (you need police state to whip population), because it makes the game too easy. Also uses the SplitTech mod I've posted here.

Monarch difficulty.

Then, add 3 extra civs onto the map to fill in some of the nooks and crannies.

Expanding past 3 or 4 cities isn't practical at that difficulty level until after Courthouse and Currency. The early game is about finding enough resources to fight off the barbarians.

Typically 3 to 6 civilizations are wiped out by the barbarian hordes, including entire continents and most of the "lovy dovey" civilizations who try to found early religions and/or be wonder-happy.

The barbarians' power peaks at longbowmen and declines afterwards. By gunpowder the non-barbarian-saturated continents tend to be recivilized, and the real inter-civilization game begins.

What are your game settings, and how is the AI screwing up it's defense?
 
I tried Insane Barbarians 1 with jdog5000's BarbarianCiv, AIAutoPlay and raging barbs option, but without BetterAI (as in Insane Barbarians II) and it worked fine. Nice to see all those civs evolve from barb settlements.

I have done this using Vanilla CIV IV 1.61.

I'm a noob for asking, but how do you go about combining several mods at once? I have vanilla 1.61 too and I'd be really interested in being able to use that same combo of mods you have. (EDIT: I was able to install the barbarianciv one, but I don't know what to do with the insane barbarians 1 files)


I haven't tried it yet, but this looks like an excellent mod!
 
I'm a noob for asking, but how do you go about combining several mods at once? I have vanilla 1.61 too and I'd be really interested in being able to use that same combo of mods you have. (EDIT: I was able to install the barbarianciv one, but I don't know what to do with the insane barbarians 1 files)


I haven't tried it yet, but this looks like an excellent mod!

Hi Bob.

If you're really new, or even if you're not and you're just not comfortable merging modcomp's yourself, I'd suggest you head over to the Completed Modpacks forum.

Most of those Modpacks actually use several of the mod components listed in this forum to achieve their effects, so it's simply a matter of choosing which modpacks have the mod components you like (almost all of these modpacks include a list of which modcomps they've used, and some of the better ones actually link to each mod component so you can read up and find out what each mod component actually does.)

I know it's a bit of an ask budgetwise, considering constantly buying games aren't cheap, but you may wish to consider buying a copy (or otherwise obtaining a copy through friends, family etc) of the Warlords Expansion Pack... as many of the modcomps and modpacks are based off Warlords. Trust me, it's worth it. :)
 
Hi Bob.

If you're really new, or even if you're not and you're just not comfortable merging modcomp's yourself, I'd suggest you head over to the Completed Modpacks forum.

Most of those Modpacks actually use several of the mod components listed in this forum to achieve their effects, so it's simply a matter of choosing which modpacks have the mod components you like (almost all of these modpacks include a list of which modcomps they've used, and some of the better ones actually link to each mod component so you can read up and find out what each mod component actually does.)

I know it's a bit of an ask budgetwise, considering constantly buying games aren't cheap, but you may wish to consider buying a copy (or otherwise obtaining a copy through friends, family etc) of the Warlords Expansion Pack... as many of the modcomps and modpacks are based off Warlords. Trust me, it's worth it. :)

I am planning on buying warlords.

However, I just can't for the life of me figure out how to install this mod (there are no written instructions anywhere on installing the first version). I installed the 'BarbarianCiv' mod fine, and then to add this mod to it I simply made an XML folder in the appropriate place (Mods/BarbarianCiv/Assets/XML) and put the XML from this mod in it.
 
Yakk, ifyou still look here.

Is there an Updated version of Insane for BtS?

Please make one if not. I really liked Insane for vanilla CIV IV.

Tried loading that one into BtS mod directory and got Multiple error msgs.

SO I'm stuck with no Insane barbs for BtS. :cry !

Help!?
 
It sounds to me like this would be a great way to make a simple zombie mod, just remove the animals and ships, reskin the barbs, and you would have hordes of zombies taking over the world. I know nothing about makeing mods, but i have a few ideas for diffrent mods, one is a night of the living dead, with actual playable zombie "civs", but one thing about your example reminded me of the way I wanted it to work, the zombies would overwelm most of the earth, but any civs that survive long enough to reach a certain tech level will be able to fight back. I haven't dl it yet (stupid ^#&%ing patch, I am reinstalling the game as I type) but will ASAP.
 
Bump! :D

Yakk, are you going to look into this mod again?
 
Mutant said he was going to update it in a PM a few weeks ago. If he doesn't, I'll get around to it at some point, updating it to a BTS modular mod.

Just haven't had the time to get around to it. :)
 
Mutant never got around to it, so I blew an hour or two and updated the basic bare bones components.

As yet, animals are not rolled in. The mod is modular, so should be easy to add to another mod.

See first post, it now contains a link to the download.
 
No -- I flagged them as "no attacking cities".

Note that the alpha version for BTS doesn't have the scout changes in it.
 
Thanks for doing this, Yakk. The stuff about Blakes handicap files... does that still apply?
 
Well sure -- except Blake worked on BTS, so his work is in your DLL already!

The Alpha currently contains:
1> Great Wall doesn't stop barbarians. It instead grants +50% GG outside of your borders.
2> Barbarian and Animal spawn rate increases.

I'm adding in/planning on adding in "scouts can attack (but can't take cities) and don't suck vs animals"*, "workboats cannot explore the world"** and "exotic animals"*** for the next iteration.

* 2 strength, +50% vs animals, -50% vs melee/archer/mounted
** easy flag setting and noAI flag
*** Makes animals tougher, to make early exploration and expansion harder

With the alpha version and the "no workboats" change, an emperor level game on a 5 civilization continent only ended up with 2 contacts before the classical era (the two closest civilizations).

Surviving the barbarians on raging/marathon was possible without archers (I built 3 warriors for my main city), and with 4 warriors was able to expand into a location that provided copper (right on the resource). Then I built an axeman in the expansion city, and the first wave of barbarians where tamed.

Archers on forested hills could be used similarly.

The better BTS AI seemed to prevent the AI from being overrun during the early era (pre-BTS, the above settings would generally result in a civilization falling in the ancient era).

The barbarians hadn't reached the axeman pulse yet -- that could be interesting.

(I really should install AI autoplay, faster way to determine how viable the game is!)

Generally, I find adding 2 or 3 more civilizations to a given map is a good idea with this mod: it helps fill in the "blank spaces" and makes barbarian-spawning voids less common.
 
Yakk, would you mind putting the alpha version up for downloading again? I never got around to it before the hacker attack.
 
I was wondering, is it possible to make Animals different from Barbarians? (like a seperate civ from barbs) so they have there own flags and can attack barbarians to?
 
Hacker attack?

Changing the flag status of animals would require SDK and/or python changes.
 
Newsflash

In other words, your download link doesn't work.
 
Bugger. I'll reroll it for you when I've got a second on the right machine.
 
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