Play as Agares

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Warlord
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Dec 27, 2006
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Warlords enabled this option - play as Barbarians/Agares/Whatever - and I loved it. It would be probably even better with these new barbarian units - I'd like to control Orthus, Mokka, Stephanos, GURID...

Moreover, there are several barbarian factions in FF so I assume it won't be unbalanced - just as balanced as in Warlords.

Would you like to have this option enabled?
 
I never played Warlords but I thought that the ability to play as barbs wasn't really playing as the barbs and could only be done in one scenario.
 
It was done simple: the nations are autoplayed for a number of turns and then you appear with "spawner"-type units and try to cause chaos, using pillaged gold to buy new units. Quite a simple concept. However with FFH barbs it could be fun and a nice addition to multiplayer games :).
 
You could imagine a ritual or something else you can build that allow you to play the barbs or the demons or the animals for some turns...
Like a variant of Gibbon Goetia...

Could be very interesting when Gurid or Avatar of Wrath or "the 4 of apocalypse" just popped ;)

Don't know what will happen to your civ during this time nevertheless ;)
 
In principle it's actually possible to do properly without needing to mess around with the spawned units as in the Warlords version. You wouldn't have control over what units spawned or where, but you would be able to have them spawn and control them from there. It was actually quite amusing teaming up with Agares before the victory condition was finished - shared team grants shared line of sight, so you can watch all of the demons spawning worldwide and attacking the other nations.

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In practice, I suspect there are going to be a good number of issues that need resolving before it would work. I'm also not sure it'd be that much fun (it's effectively "get units at random, try to kill something with them"). The Warlords version was interesting - but it would need a fair bit of work to adapt it.
 
The warlors version had the real barbs disabled and had you play the barbarians like a normal civ. It isn't hard to make the barbs playable, but they would be a second copy of the civ and would be more like a normal civ, with diplomacy etc. You are still at war with the real barbs (who get all the free units), and it is hard to tell what units are yours and which are theirs. It was kind of fun to build acheron back before he would be given held.
 
With the stack spawning mechanism it wouldn't be QUITE as painful as it would have been before (reduces the required Micro of gathering your units together into survivable clusters).

It would quite possibly be very simple to accomplish. But as with most things that seem to be as simple as flipping a switch, there are likely unforseen bugs.
 
Oh, I am currently playing evil Jotnar and feel like a real barbarian. I roam with my giants and trolls and sea serpents, making chaos everywhere :). It looks a bit op against AI (AI is not too clever regarding to barbarian defence) but very fun.
 
With the stack spawning mechanism it wouldn't be QUITE as painful as it would have been before (reduces the required Micro of gathering your units together into survivable clusters).

It would quite possibly be very simple to accomplish. But as with most things that seem to be as simple as flipping a switch, there are likely unforseen bugs.

I may toy with it on an internal version and see just how messy it is. It can't be as simple as setting the ORC_PLAYER int to be the Player's int...?
 
That would possibly work, but I would have approached it as using the reassignPlayerAdvanced method at the end of game initialization to shift the human player over to controling the Barbarians. How you set this switch up is dependant on if you want it to be MP compatible or not. SP version: Gameoption that moves you (player 0). MP option, make a copy of RANDOM_CIV which will still randomize your civ, but then reassign you to the Barbarians and place an AI in command of your now vacant slot.

The main potential complication is if having ::isHuman and ::isBarbarian both return true leads to issues, but it shouldn't. And if being outside the realm of MAX_CIV_PLAYERS causes any issues, but it should only cause the ones you WANT it to cause (no score displayed, no diplomacy, ignored for various loops...)
 
Someone updated the Warlords Barbarian scenario to BtS. If you can dig it out of the Mod Creation pages it may save you some work.
 
I'd like to see this. It sounds like an interesting challenge. I'd also like to see how tech research translates to the barbarian special units first hand.

Now that Fall Further has Gone to Hell, there actually is a victory condition for Agares. This will be a pretty difficult considering you won't have much direct control over the AC. You would have to do your best to aid the AV civs and Hyborem.

Okay, now I *really* want to see this.
 
...Wow, that does sound like a lot of fun. I'm sold.
 
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