[MODCOMP] Great Generals From Barbarian Combat Mod

Don't mean to sound nonconstructive. More that I think people should recognize that you really are messing with the fundamentals of game balance here. If you think the game is too hard, or if you want mechanisms that let you exploit the AI, that's fine. But if you're looking for balance, you have to at least consider that Firaxis might have known what they were doing.

Jeckel said:
I don't see how "farming" barbs is any different then sitting outside an AI city and killing the units as they come out.

There are several key differences:
  • No war weariness from barbarians
  • No diplomatic penalty for attacking a barbarian
  • Barbarians unlikely to be a second barbarian city nearby that can provide backup
  • Barbarians unlikely to have reliable access to strategic resources to build appropriate counters
  • Barbarians are never a tech leader

I guess there's always the honor system. "I promise myself I won't go hunting barbarians to get 2 great generals, without upsetting my peace-loving citizens or peace-loving neighbors, without having to incur huge maintainance costs from building large multi-dimensional stacks." Because if you DO go for that, you're basically hotwiring the game, and sneaking your hand up the AI's skirt before they can even know.

But some people don't consider a fair game fun. To each their own.
 
From what I've seen so far the way that I play, the AIs are getting far more GGs than I am. Once I build the GW, barbs seem to completely disappear. I might get a few of my units up to 30-40 XP whereas I've encountered AI units with over 80.

The developers program at the lowest common denominator for HOF benefits. If people "cheat" they code around the cheat. For those of us that dont use the cheats, its nice to have these kind of options.

Also, as of warlords, barbs will frequently bypass fog busting units so you cant load up on XP that way anymore. And since I rarely get copper or iron before hordes of barb axement attack, my little archers deserve every XP they earn.
 
TheLopez said:
Why did you both PM me and post here exactly the same thing? Here is my answer to your PM:
Because I saw you were online after I posted in the thread and thought we might be able to have a dialogue. Sorry if it bothered you, no harm intended, but I'm just frustrated with modders (not you, necessarily) who post mods and don't explain exactly how to get them to work, where the different files go, etc. So when I saw a well-known and respected modder on line, I was hoping you'd get back to me.
 
sorry to bother you again thelopez, but i just noticed, that in the second version of the mod, normal combat (against ai players) doesn't provide experience for "great leader appearance" - only combat against barbarians does that. don't know about the first version, but i would guess, it was alright there.
 
Are you sure about that chaplain? I just tested the mod and it works for me...
 
thelopez:
i'm absolutly sure. i've tested it several times (with and without help of the worldbuilder) on two different machines (mine and my girlfriend's) with two different copies of civ / warlords - both without personalized xml-files or other mods installed.
 
Ok, I tested the mod again and I think I might have found an issue. I've posted a new version of the mod. Go ahead and grab the new version and let me know if that resolves your issue.
 
a couple of test-runs later: the problem seems to be resolved now. thank you very much thelopez for your work on this and your other mods / modcomps. your work is greatly appreciated.
 
Wyz_sub10 said:
Are you about done with being patronizing, or is there another horse you should be saddling?

Not trying to be patronizing. A lot of people enjoy running all over the AI, even if it means taking advantage of exploits, imbalances, and blindspots. There's something satisfying about taking all those cities. Hell, winning is fun.

Just trying to clarify why the intentional nerfing of barbarians in Civ 4 might be so baffling.
 
Actually I love the fact that the AIs get waaaaaaaaaaaay more GG than I do. I tend to build the GW for the GE benefits and the second I do, the barbs turn ultra passive even out side of my borders. There were 6 GG popped by AIs before I got my first one. I dont see how this would be unbalancing. But I do agree that its up to playing style. I dont use strategies that take advantage of game mechanics unless its the tactic I would use if no "exploit" was involved.
 
TheLopez,

I take it there's no simple way to add this as a component, rather than installing it as a singular mod? I.E., files must be spliced together in some way if you wish to integrate this into your usual game?
 
I wonder, would it be possible for killing Barbarian units to give fewer points towards a GG?

One of the things that really defines a great general is the quality of the enemy he's facing. Victory against barbarians isn't considered as great a feat. However, there are still things to be learned from fighting them, and there have definitely been a couple of great generals in history who have emerged from wars against what their constituents would consider unorganized "barbarians".

So this would serve to make barbarian-fighting more useful but might limit the unbalancing caused by the removal of the GG barrier.
 
Redking said:
TheLopez,

I take it there's no simple way to add this as a component, rather than installing it as a singular mod? I.E., files must be spliced together in some way if you wish to integrate this into your usual game?

I'd also like to know this.
 
Redking, = DOCTOR =,

Yes, this is a component and yes you need to merge the files into your mod to use the features, just like any of my other mod comps.
 
Mod switcher may be a good call if your just doing basic stuff...
Check the utility section
 
The CCCP or My .DLL should work fine, just make sure to set the XML file we use.
 
Just tested this mod on the new Warlords patch and Warlords refused to load. The unmodded game loads without any problems. (Couldn't get an error message, so I don't know where the game choked on the mod.)

So I guess making this mod compatible with the current patch is another thing to add to your mountainous Things To Do list. :eek:
 
Updated Warlords version to be compatible with the v2.0.8.0 patch.
 
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