Modding barbarian unit generation rate

skodkim

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Jan 16, 2004
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I like the new barbarian system with scouts roaming the lands and running back to encampments when they find your cities. It's fun.

What I don't like is the fact that when the scout alerts the encampment it will start pumping out units, one per turn. I mean how am I supposed to deal with three horsemen in the first turns of the game when I've only built one warrior so far?

Even in games where I followed the scout to the encampment to wipe it out asap, by the time I got there they had already started generating mounted units so fast I didn't stand a chance.

What I would like to do to counter this is to find a way to mod the rate new units are generated from the encampments, e.g. If they're only generat a unit every three or five turns or...

Does anyone have any ideas on what could be done?

\Skodkim
 
Thx!

Had a look in the file but unfortunately this one is all nonsense to me :sad:

\Skodkim

EDIT: Guess you should just add the following lines toAB_BuildingText.xml

<Row Tag="LOC_HMP_BUILDING_FISH_MARKET_NAME" Language="en_US">
<Text>Fish Market</Text>
</Row>
<Row Tag="LOC_BUILDING_FISH_MARKET_DESC" Language="en_US">
<Text>[ICON_RESOURCE_FISH] Fish, [ICON_RESOURCE_CRABS] Crab and [ICON_RESOURCE_PEARLS] Pearls resources gain +1 [ICON_FOOD] Food each.</Text>
</Row>
 
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Yeah, I wasn't completely sure of the way the entries in behavior tree relates to the actual number of turns for spawn. If nothing else, you could always comment out the spawn lines and the camps would just spawn at rate set in barbarian.xml

I wasn't sure how familiar you are w/ xml so added example.
Code:
<!--Row NodeType="Barbarian Spawn Change" NodeId="7" ShapeId="1">
      <Description>Change the spawn rate of a barbarian tribe to prepare for raid/invasion.</Description>
    </Row-->
 
I'm pretty familiar with both xml and sql modding from Civ5. Issue right now is that Civ6 seems to have a different approach where values are harder to find.

I agree that the text says "Change the spawn rate of a barbarian tribe to prepare for raid/invasion" but what is NodeID and ShapeID?

\Skodkim
 
Decent theory

In Civ5 I used to test these kind of thing quickly by messing around with the fire tuner (i.e. you could start a new game and place encampment, ... and trigger it). Without this I guess you'd just have to try by playing a game.

\Skodkim
 
:goodjob:

Would be a nice one to nail. IMHO its one of the most irritating issues with the game right now (not as big as general bugs, AI behavior, missionary spamming, ... though).

\Skodkim
 
Thanks!

Next time I see some barbarian activity I'm going to test it by changing the game files directly to see how the game reacts. If I can figure out which one I can move it to a mod it afterwards.

\Skodkim
 
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