Hell, eventually we could have the barbs forming up around the Chieftain... When he has a large enough army, he settles down into a new civilization. Could have him spawned with a random race, and his race determines the basic type of civ.
This would be really good and add some very good random flavor to games
odalrick said:
I don't think that putting savages and animals at war will weaken either group. Rather it will mean that both groups get highly experienced units even without being fed by the AI civilizations.
Yes, this worries me a bit too. Perhaps both barbs and animals could have some top level to which to rise without something unusual to happen. Like stumbling upon a mana node could change the creature, or high(ish) level barbs could actively try to form new (barbaric?) nations and not be able to level up before that or something.
Yet another thought for the animals: It should probably be really rare to attain the flavor/mood, but: animals forming into some kind of nation. That could go with the idea of fruit resources (and you can throw in some berries too if you like). The nation could not farm or anything, but depending on it's kind it might eat natural fruit or animal resources. Someone, in some thread, already suggested a civ a bit like this, I think. This would probably need a rare event of some faun/dryad appearing or a mana-stuffed animal to be sentient enough to lead the nation, if we want a leader for the nation, but for the animals it could be enough for it to develop just like the standard barbarian nation. Or perhaps they'd have to first form the animal nation and then through some really rare stuff or some Council of Leaves magic develop into a sentient nation with a leader.
Huh, so many ideas already in a thread not the best for it, so I'll stop while I still can
I don't think that putting savages and animals at war will weaken either group. Rather it will mean that both groups get highly experienced units even without being fed by the AI civilizations.
The way I understand the spawn system is that it doesn't have a spawn rate, rather a maximum limit of spawns and any time there are fewer than that amount it is filled with new spawns. If there is a rate it is so high that it's meaningless.
So with savages and animals at war, some units will die and feed experience to he other side. However the animal/savage fodder is replenished instantly so the only change will be that savages/animals gain experience.
And I can't imagine that putting the two sides with the most units at war with each other will speed up gameturns.
Not with Sephi's new system, actually. From what I understand, rather than check the map as a whole, it checks each individual region (not sure how those are defined, haven't looked at it yet) and spawns barbarians. More evenly distributed, less clumping/island continents covered in barbs.
Really, I have to play a few games of Wild Mana to see how the whole Barb War thing works out.
Still says file 1.12 is corrupt. Anyone else getting this message or is it just me?
*Nevermind, go ahead and delete my posts >_<. Latest CC cleaner cleaned something in my browser/cookies/whatthehellever that allowed me to get the uncorrupted one.*
Still says file 1.12 is corrupt. Anyone else getting this message or is it just me?
*Nevermind, go ahead and delete my posts >_<. Latest CC cleaner cleaned something in my browser/cookies/whatthehellever that allowed me to get the uncorrupted one.*
Download the 1.12 patch.
Uncompress with something like winrar or 7-zip (http://www.7-zip.org/).
Double click the .exe file, it will install everything with prompts.
Is there any way you could put up a torrent for RiFE 1.00? Because I know a lot of people who'd love to play it, but can't download a big file consistantly without getting corrupted installs (Happened three times so far), a torrent would help with that A LOT.
The author (me) has been several hundred miles away from his modding computer for the last three weeks and, barring a third flat tire, will be back home on Monday.
Then it'll be a few days to get up to date on downloading the current version, then I'll get back to work on this and all my other projects. But, interest noted and I'll put this at the top of my modding list.
Just to make clear, my post above about a new Source simply refers to the source code... No actual patch was released, it just lets modders look at the DLL work. 1.12 is the patch that came out about 2 weeks ago now.
So, I was busy grinding through XML for the new Alignments wallbash, and flat out couldn't take any more... Too mindnumbing. Needed to make something new...
So I decided to implement something players have been asking for, for a LONG time now. Namely, a method with which to block their automated workers from constructing forts. Turns out it was (ridiculously) easy.
BEFORE I GO ON: NO, this is NOT yet another gameoption. This is a PLAYER option... As in, the same kind of option as "Leave Old Improvements" or "Leave Forests". You can turn it on and off in game, as you please, without affecting other players.
Basically, Firaxis made three extra game options, for modders to use. Not sure why they didn't allow us to make as many as we want, but that's not the issue here. I wrote some simple code that blocks consideration of <bOutsideBorders> improvements when PLAYEROPTION_MODDER_1 is active, hunted down a global define that tells the game to use the option, and added two text keys. That's it.
I used the bOutsideBorders tag as it's the one thing all forts share in RifE... The only improvement it will conflict with is the Pirate Harbor, but you generally don't allow automated workers to place those for you.
This option does NOT affect the AI workers, just your own automated ones... It also does not prevent the placement of improvements in any way other than construction by a unit. Python spells (Dens, Lairs, Ruins) and spawning (same, and UFs) are not affected.
Now, to describe my test... Basically, I set all improvements but Forts to require Mining. I then started a new map, and made myself an isolated island-continent.... No barbs to mess with the test. I then gave myself 4 cities, each with a stack of 7 workers, and a few extra workers scattered around. At this point, I saved the game. (Screenshot 2)
I then turned on AI autoplay for 30 turns... Checked the results, and had six forts built. Not many, but it's only 30 turns, so it works for the test. (Screenshot 3)
Then I reload the initial save, and before automating turned on the new option. Ran it for another 30 turns, checked, and NO FORTS were built. (Screenshot 4) Just to be safe I reenabled other improvements, and tried again.. Don't have a screenie this time, but after 30 turns the continent was about covered.
If any other modders would like the files, the first post contains a 'Changed Files' download... Grab it, check in CvCityAI for 'Block Automated Forts'. There is only one entry, around 7 lines of code. That's it. Then use the following entries:
SpoilerXML :
In Civ4PlayerOptionInfos (Grab this from the BtS directory):
<TEXT>
<Tag>TXT_KEY_PLAYER_OPTION_NO_FORTS</Tag>
<English>Automated Workers Will Not Construct Forts</English>
<French>Automated Workers Will Not Construct Forts</French>
<German>Automated Workers Will Not Construct Forts</German>
<Italian>Automated Workers Will Not Construct Forts</Italian>
<Spanish>Automated Workers Will Not Construct Forts</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PLAYER_OPTION_NO_FORTS_HELP</Tag>
<English>Automated Workers will be unable to construct Forts.</English>
<French>Automated Workers will be unable to construct Forts.</French>
<German>Automated Workers will be unable to construct Forts.</German>
<Italian>Automated Workers will be unable to construct Forts.</Italian>
<Spanish>Automated Workers will be unable to construct Forts.</Spanish>
</TEXT>
Now, for some screenshots:
SpoilerOption Screen :
It's the last option shown.
SpoilerInitial Setup :
Made my own little continent so I'd be free of barbs for the test... Gave myself a stack of 7 workers for each city, and a few extra scattered around.
Spoiler30 Turns without option :
The Glowing units are Fort Commanders... Conveniently, there's one on each fort and they are all eligible for promotion.
Spoiler30 Turns WITH option :
Starting back from the initial save, after trying with the option on there are NO forts built.
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