Multiple Barbarian Civs

Gagonite

Irishman
Joined
Nov 6, 2005
Messages
208
Is there a way, preferably in XML, to make multiple barbarian civ's? For example, lets say I wanted to make the Zulu and Vikings barbarian civs. Instead of being playable, they'd spawn around the map like normal Barb civs (in addition to barb civs, but separate). Is there a way to do this?
 
Not via XML. And even setting something up like this in the SDK would be pretty complex. The Revolution mod contains minor civs, you could likely with Python modding, mod mod the mod so you could create civs that were permanently minors; minor civs defacto play out like independent barbs, as they are at war with everyone and can't engage in diplomacy. You'd need to need to download the Revolution and ask Jdog how to implement something like that if you went about it that way (which I think would be the easiest way to go about something like this).
 
Alright, thanks, I'll get working on that. I plan on implimenting something of the sort in my World of Warcraft mod, putting in Ogres and the like as barbarian/minor civs.
 
Yeah, that could definatly be done using the Revolution Core with minor civs. The Revolution mod currently has it set so that when a civ discovers writing it defaults out of being a minor, but barb civs (civs that spawn from barbarian cities), loose minor with some other triggers. You'd need to ask jdog how to set it up so that the trigger to emerge as a true civ from a minor never happens. You should check out the mod and then ask jdog how to go about this in the revolutions project and mod development forum. Also I believe the fall further mod mod for FFH2 has Revolutions merged in it (if not FiRe definatly does), so you might consider using that as a base for your warcraft mod, as it'll have spells and other fantasy type abilities included in the core and python, would probably save you work in the long run.
 
Aye I've seen the feature in the Rise of Mankind v2.5 mod. Its not exactly what I had in mind, but it'll work well enough :) And I do plan on using alot of the FFH2 spell system for the mod as well, I just need to get everything found and organized. Good time to practice Python I suppose, lol
 
the mod mod Fall Further for FfH II has multiple barb civs.
(animals, orcs, demons).
so, maybe contact Vehem. cheers..
 
I haven't ever tried to create a Minor Civ with basic BtS code, but I do know that the information is in there and would work MOSTLY like Barbarians. So you could do THAT with just XML. The main difference between a Minor and a Barbarian is that the Minor doesn't get free units regularly and can be wiped out by eliminating their last city (and they have a capital and whatnot).


As seZ stated, Fall Further has it set up so that there are multiple Barbarian Civs, and having been the one to set it up I can tell you it is a HUGE PITA. We still don't have every single bug eliminated from the system (the 2 new factions can't have cities, the citybar doesn't display properly if they settle them, fortunately we hadn't wanted them to have cities anyway. And a side-effect of the new civs is that we have some issues with loading a game or starting a new game unless you come from the desktop.


But yes, it does sound like Fall Further codebase might be fairly ideal for your mod. You can snag it now to start getting your hands dirty and figuring out what you can do and how to set it up, but I would think that releasing with our current bugs (mostly the loading one) wouldn't be a great idea since people might get frustrated with it fairly quickly (we're just lucky that people are already adicted to FF and keep coming back for more)
 
Aye, adding it the way I wanted it at first seems like it's not going to happen right now. I'm working towards them spawning as Minor Civs and just not becoming Full Civs, much like in the Revolution Mod. It'll mostly do what I wanted it to do, which is spawn annoying little civilizations that won't accomplish much, but will be a pain in the butt for their neighbors. Much like the Ogres, Gnolls, and whatnot are in the actual WoW game, lol.
 
You can set civs as minor civs in WB saves without too much trouble. I'm not sure if you could get otherwise normal AIs to still come up if assigned minor nation status.
 
Top Bottom