Question about barbarians

TheLopez

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How does the vanilla game decide what units are valid for barbarians?
Can this list of valid units be changed? If so, where do we need to make these changes?
 
I think it's in the Civilizations XML, but Kael would know better.
 
Have a look at CIVILIZATION_BARBARIAN in Civ4CivilizationInfos.

It controls what units and buildings are not allowed for a given civ, as well as things like starting techs and unique units.

I used this in my mod to give the barbarians horse archers from the start, which makes early survival quite challenging. Roughly one in 3 civs goes down to barbs early on.

I'm going to guess that based on your modding history you actually knew this but didn't remember. :-)

edit: sepamu92's post beat me to the punch.
 
surt said:
Have a look at CIVILIZATION_BARBARIAN in Civ4CivilizationInfos.

It controls what units and buildings are not allowed for a given civ, as well as things like starting techs and unique units.

I used this in my mod to give the barbarians horse archers from the start, which makes early survival quite challenging. Roughly one in 3 civs goes down to barbs early on.
I understand that part, but what I am confused about (probably because I am doing Civ4 modding, writing a weekly status report for work, developing class and sequence diagrams for my project at work, etc. all at the same time) is why they are allowed to use warriors... wait a sec, the barbarian entry in the file is missing the:
Code:
<Unit>
	<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
	<UnitType>None</UnitType>
</Unit>
entry, :hammer2:. Ok, it now all makes sense...

surt said:
I'm going to guess that based on your modding history you actually knew this but didn't remember. :-)

edit: sepamu92's post beat me to the punch.

Yep, that is correct, then of course I have never had a reason to edit the Civ4CivilizationInfos.xml file
 
Have a look at CIVILIZATION_BARBARIAN in Civ4CivilizationInfos.

It controls what units and buildings are not allowed for a given civ, as well as things like starting techs and unique units.

I used this in my mod to give the barbarians horse archers from the start, which makes early survival quite challenging. Roughly one in 3 civs goes down to barbs early on.

I'm going to guess that based on your modding history you actually knew this but didn't remember. :-)

edit: sepamu92's post beat me to the punch.

I want to do this too. Thanks.

The previous post I kicked did not give me the full info.
 
I understand that part, but what I am confused about (probably because I am doing Civ4 modding, writing a weekly status report for work, developing class and sequence diagrams for my project at work, etc. all at the same time) is why they are allowed to use warriors... wait a sec, the barbarian entry in the file is missing the:
Code:
<Unit>
	<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
	<UnitType>None</UnitType>
</Unit>
entry, :hammer2:. Ok, it now all makes sense...



Yep, that is correct, then of course I have never had a reason to edit the Civ4CivilizationInfos.xml file

Hmm, the horse archer is not there, however I have never seen a barbarian horse archer.
 
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