No Barbarians on the map

with a mod this big, it's almost impossible to be bug free, Just keep the gigantic Pre-Dinosaur type of bugs away I don't like insects larger then my hand :P

More content for the sake of More content would be counterproductive, but at the same time more content that's adding to the gameplay and working in tandem with what is already there would be good, You guys moved mountains with what the Civ IV engine can do and I expect you'll move a few more before you'd start on the project of having a custom engine or in any case an engine that's more suited to what's needed and wanted
 
I must admit, sometimes I feel the bug reports are just too neverending to ever get anything accomplished.
Part of this is because we entertain so many players ideas. Then they start picking at things becuase they think their idea is worth including "Now". And have not considered that it may take some time for a good idea to get incorporated. And then we get the "ideas" that have already been brought up adnaseum, and discounted because they are too difficult to implement or would destroy years of base work for a small, if any, return.

I feel we sometimes need to be a bit more stern in squashing those type demands. I know that is not always customer friendly, but it is needed. Or the side tracking gets out of hand quickly and goals are delayed because of this.
 
Part of this is because we entertain so many players ideas. Then they start picking at things becuase they think their idea is worth including "Now". And have not considered that it may take some time for a good idea to get incorporated. And then we get the "ideas" that have already been brought up adnaseum, and discounted because they are too difficult to implement or would destroy years of base work for a small, if any, return.

I feel we sometimes need to be a bit more stern in squashing those type demands. I know that is not always customer friendly, but it is needed. Or the side tracking gets out of hand quickly and goals are delayed because of this.
Most of the time this happens is because I like the idea and I took the time to figure out how to do it already so why not just do it if it's not going to take long to implement? Most of the bugs have more to do with the projects needed to get to the larger issues I'm working on. And just when I think I'm cleared to continue to work on things, another bug report comes in.

But I did just figure out SO's latest bugs ;)
 
In regards the original question about barbarians spawns - I made a mistake with a commit by including a Global Defines that turned off barbarian spawns. I thought I fixed it but may not have.
 
In regards the original question about barbarians spawns - I made a mistake with a commit by including a Global Defines that turned off barbarian spawns. I thought I fixed it but may not have.
Would be nice to know if it's working or not.

Didn't you change the time/date for When Barbs can start spawning too?
 
I have not updated to the SVN in over 2 weeks because I could not see the computer screen.

If someone looks in Assets/XML at A_New_Dawn_GlobalDefines.XML and look for the neanderthal and barbarian spawn values. Mine are
Code:
    <Define>
        <DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>BARBARIAN_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
These are wrong. All spawns in the spawn file are multiplied by this set of define values so barbarians and neanderthals will not be spawning if the spawn XML is correct.
 
Sea critters start later than land ones otherwise the seas would be full before you get boats.

Animals are not Barbarians. This happened way back in C2C v20 or so. :D
 
I have not updated to the SVN in over 2 weeks because I could not see the computer screen.

If someone looks in Assets/XML at A_New_Dawn_GlobalDefines.XML and look for the neanderthal and barbarian spawn values. Mine are
Code:
    <Define>
        <DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>BARBARIAN_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
These are wrong. All spawns in the spawn file are multiplied by this set of define values so barbarians and neanderthals will not be spawning if the spawn XML is correct.

They are currently set at 0. What values should these have? 50? 100? ???
EDIT: Set them at 50 and committed the change. Can be adjusted after feedback.
 
Last edited:
They are currently set at 0. What values should these have? 50? 100? ???
EDIT: Set them at 50 and committed the change. Can be adjusted after feedback.
This is what they were before DH by a mistake changed them all to zero:
Code:
    <Define>
        <DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>100</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>BARBARIAN_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>95</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>BANDIT_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>90</iDefineIntVal>
    </Define>
    <Define>
        <DefineName>KILLERRABBIT_SPAWN_MODIFIER</DefineName>
        <iDefineIntVal>5</iDefineIntVal>
    </Define>
The two last ones aren't used by the game in any way atm, so having them at zero pose no problem for now.
 
Thanks, although I think I will leave them at 50 for a bit and see how the players respond.
 
Hi, when you say "Animals are not Barbarians" it's true ?
Because I run a game for the first time (v37 not svn) with aborigine and I have no animals after 10K years...
Can I modifie xml file for add them ?

Sorry, english is not my maternal language.
 
Hi, when you say "Animals are not Barbarians" it's true ?
Because I run a game for the first time (v37 not svn) with aborigine and I have no animals after 10K years...
Can I modifie xml file for add them ?

Sorry, english is not my maternal language.
The problem is the version. It's much better dialed in now. A new release comes soon.
 
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