Ominous Destiny
Chieftain
- Joined
- Sep 10, 2013
- Messages
- 42
Does anyone known what method the SDK use to determine the best builds a worker has glowing?
I can artifficially give the barbarians techs in worldbuilder and the barbarians then have techs for the duration of the game (and seem to research normally, albeit slowly), but when I save that as a WB scenario and reload it again from the start they have 0 againYeah barbs can be tricky, as they have there own set of rules and have all these bits of code in the sdk that do things, so the code may force the barbs back to a default level..
have you tried playing your scenario for a turn or 2 then WB changing the techs and reloading? It may do nothing, but it might just 'avoid' some defaulting bit of code that starts the barbs off with X or no tech?
spaceman98 I'm also interested in solving this one and having a sudden brainwave I think I've found a simple way round it and that's to add a minor civilisation to the game. You open the WB file and add a new team and player.
In this example it's team 16. First add the team and the techs you want
Spoiler :BeginTeam
TeamID=16
Tech=TECH_MYSTICISM
Tech=TECH_MEDITATION
Tech=TECH_POLYTHEISM
Tech=TECH_PRIESTHOOD
Tech=TECH_MONOTHEISM
Tech=TECH_MONARCHY
Tech=TECH_LITERATURE
ContactWithTeam=16
RevealMap=0
EndTeam
Then you add the player
Spoiler :BeginPlayer
Team=16
LeaderType=LEADER_BARBARIAN
LeaderName=Barbarian
CivDesc=Barbarian
CivShortDesc=Barbarian
CivAdjective=Barbarian
FlagDecal=Art/Interface/TeamColor/FlagDECAL_ZuluShield.dds
WhiteFlag=0
CivType=CIVILIZATION_BARBARIAN
Color=PLAYERCOLOR_BLACK
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=1
StartingGold=200
StartingX=108, StartingY=68
StateReligion=
StartingEra=ERA_RENAISSANCE
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_HEREDITARY_RULE
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_VASSALAGE
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_SLAVERY
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
Handicap=HANDICAP_NOBLE
EndPlayer
This seems to work, as long as you make sure that you specify PlayableCiv=0 and MinorNationStatus=1 then as far as I can tell you can't negotiate with that civ and neither can the AI (I think anyway)
Creating a player and setting them as barbarian civ type does not make them barbarians.
Of course, they will start with techs defined in the xml file just like any other civ, but other than that, they do not have anything else real barbs do...
Unless you want the barbs to be the most advanced nation, what is the issue anyway?
As barbs, even if they start with poor techs, they will get them for free soon anyway based on how advanced the real civs are.
I played for 30 turns and didn't see the barbs get any techs except agruiculture. The civs are either in the mideval era or, in a few exceptional cases, the classic era (I, the player was in the classical era). When/under what conditions do the barbs get techs?
Each round they get (0.03 * (percent of players having this tech)) percent towards each tech...
From inside the scenario you could use worldbuilder. In the xml you could create an event that happens immediately on starting that causes a war between countries. things like that.
Changing the handicap can help--<iAIDeclareWarProb> is a tag in HandicapInfo that changes how likely AIs declare war. On chieftain it's 25, on deity it's 100. That would probably help a bit.
and one last thing...BBAI deals with AIs not attacking and other things, it's really useful. you can get it here .
Hope at least one of those helps![]()
Each round they get (0.03 * (percent of players having this tech)) percent towards each tech (The 0.03 is the global define BARBARIAN_FREE_TECH_PERCENT).
So after 34+some turns (due to rounding) they should have all techs all civs had from the start.
Before that turn, they shouldn't have any techs (or at least not get techs this way).
I played up until turn 40. The barbarians did indeed receive techs, but sadly not very many techs. For example they were missing archery and hence failing badly (the rest of the world was around 1400 tech level, the date was approximately 1500, the mod started in 1100 and everybody had archery at start). I could probably balance many of the barbarian cities to minimize the effect of this by giving them ludicrous amounts of starting units, but I still depend on nomads to weaken the minor "natives" faction in the Americas, and to represent resistance to colonialism in non-Andean south America. Nonetheless, thanks for the suggestions! It seems that I will have to delve into the eldritch depth of the DLL![]()
Well, it does make more sense to check can ever research rather than can currently research.
Say all teams have 20 techs more advanced than barbs.
If using current research, x turns later they will only gain 4 or 5 of the starting techs, since they can't progress on those further down the tech tree.
By the time they get all the 20 techs, the real players would have been another 20 techs down the tree.
Which makes them forever useless
I have one question, if i have lots of events in my mod (All BTS events + lots off my events), will it slow down my game (Waiting between turns for example) ?
def My_Event1
codes from My_Event1
codes from My_Event1
.
.
UNITCLASS_SPEARMAN
.
.
etc
def My_Event2
codes from My_Event1
codes from My_Event1
.
.
UNITCLASS_AXEMAN
.
.
etc
def My_Event3
codes from My_Event1
codes from My_Event1
.
.
UNITCLASS_SWORDSMAN
.
.
etc