I'm not sure what XML you're talking about here. Are you referring to the building list in the Civilization Info? The first thing to understand about that is that list crafts what's possible to build and train but it doesn't change the simplistic underlying AI that only selects to build buildings with particular flags, like production buildings for example. It may build, therefore, a religious building that can help it build units faster, but generally speaking barbs care not about health and unhealth, happiness and unhappiness, gold, culture, science, etc... So unless there's a good reason that backs the barbarian cause to build a building, even if the xml says it can doesn't mean it will.
That's my understanding of it at least. I could be corrected by further research.
Exactly. NPCs (including barbarians) have much more simplistic AI that doesn't take more advanced things like strategies into account.
That's my understanding of it at least. I could be corrected by further research.
Once the next dll hits the SVN tonight then what we'll need is for the normal barbarian spawning mechanism to be reprogrammed into the spawn mechanism. This is XML work I'm leaving to the rest of the team.
I wouldn't know exactly what we need; but perhaps something like this:
Spoiler :etc.Code:<SpawnInfo> <Type>SPAWN_BARB_PREH_GROUP_1</Type> <UnitType>UNIT_CLUBMAN</UnitType> <PlayerType>40</PlayerType> <iGlobalTurns>300</iGlobalTurns> <iMaxLocalDensity>49</iMaxLocalDensity> <iEndDate>-10000</iEndDate> <rateOverrideDefineName>BANDIT_SPAWN_MODIFIER</rateOverrideDefineName> <FeatureTypes> <FeatureType>FEATURE_FOREST</FeatureType> <FeatureType>FEATURE_FOREST_BURNT</FeatureType> <FeatureType>FEATURE_FOREST_NEW</FeatureType> <FeatureType>FEATURE_FOREST_OLD</FeatureType> </FeatureTypes> <TerrainTypes> <TerrainType>TERRAIN_HILL</TerrainType> </TerrainTypes> <SpawnGroup> <UnitType>UNIT_BRUTE</UnitType> <UnitType>UNIT_BRUTE</UnitType> <UnitType>UNIT_STONE_THROWER</UnitType> <UnitType>UNIT_STONE_THROWER</UnitType> </SpawnGroup> </SpawnInfo> <SpawnInfo> <Type>SPAWN_BARB_PREH_BRUTE</Type> <UnitType>UNIT_BRUTE</UnitType> <PlayerType>40</PlayerType> <iGlobalTurns>600</iGlobalTurns> <iMaxLocalDensity>1</iMaxLocalDensity> <iEndDate>-25000</iEndDate> <rateOverrideDefineName>BANDIT_SPAWN_MODIFIER</rateOverrideDefineName> <FeatureTypes> <FeatureType>FEATURE_FOREST</FeatureType> <FeatureType>FEATURE_FOREST_BURNT</FeatureType> <FeatureType>FEATURE_FOREST_NEW</FeatureType> <FeatureType>FEATURE_FOREST_OLD</FeatureType> </FeatureTypes> <TerrainTypes> <TerrainType>TERRAIN_HILL</TerrainType> </TerrainTypes> </SpawnInfo>
We will just have to try something out and then adjust spawn frequency depending on the result.
It will be a challenge to adjust start and stop dates in such a way that we don't get too advanced barbs too early and vice versa.
Would TerrainNative tag in unitinfo be better suited for this; not sure how this really works...? Does TerrainNative only spawn barbs (team 40) and is it restricted by barbarian tech level? Does it only stop spawning the unit when it is "Force Obsoleted" by a tech?
I think we need some more discussion on this matter.
Please post your save game so that can be replicated (with instructions on how to replicate) and patiently await it to eventually be addressed.City guards can attack from ships on sharpshooters and animals.
In the dll. In numerous ways. It has nothing to do with a particular graphic card.Where is it modded where you turned off combat animations? I want to turn it on again to see if its bugged for me or only for some graphic cards.
I don't mind some restructuring there or auditing of that list.Yes that is the file I am talking about. It has entries that the barbarian can never build in it. Removing them should at least speed up the decision making which would currently say something like "can I build this now?" only to always be answered "no".
There are other units and buildings in the list which barbarians can build but probably should not build. All the commerce only, health only, etc. buildings. They should probably only be building military and food buildings if they build any buildings at all.
One would need a significant amount of reprogramming for much of this and I'm not sure it would mean much to actual game experience... I like connecting such cities by a route when it becomes a nation.In fact I would prefer if they just built units with any advancement in the weaponry being granted to those or cities units from pillaging, plunder and combat. Similarly I don't think that barbarians should be building routes, mines or other improvements and so don't need workers. They should be building bandit camps on resources which are similar in nature to the watch tower and palisade but have a small permanent garrison and spawn the occasional criminal unit.
There would still be a need for the barbarian cities to expand both in population and culture so that new nations might be created. When a barbarian city becomes a nation, then it should be given basic buildings based on its location and the tech level it will get. It should also get all its local land improved to the same tech level. If it is a group of cities turning into a nation then they should be connected by a route network at the time of creation.
I... will have to check. I think it was but I cannot remember. I would've mentioned it in SVN commits around that time.Referring to the above post: posts from from the 'Break saves' thread in early April.
Has anything progressed on these matters? They may be related to the current problem with Barbs.
Why not?You can't spawn inside barbarian territory.
Nothing can spawn inside any cultural borders including the barbarians borders. That is the way the C2C spawn method was built.
That has changed. I'd have to go back and locate where it was explained how it works.
Please post your save game so that can be replicated (with instructions on how to replicate) and patiently await it to eventually be addressed.
Oh good. There are a lot of barbarian improvements I would like to have used eg bandit camp to spawn bandits.
Save game uploaded
I declared war on jivario empire, conquered capital city Alto nanay and when i tried unload city guards they attacked sharshooters.
Tried again with current SVN 9247.
Did a brand new SVN download and export to a clean file. Defragged etc.
The game still CTD during the initial load screen, before you get to the menu options.
I can see others can run newer versions. So I expect the problem is that I am still using windows XP.
Possibly. It's possible to have some funny stuff taking place there too. I'd need to see in-game what you're saying exactly, given the many uses of the term culture we have.Is it intended that "normal" civs start with the Neanderthal culture? (Not 100% sure if it is all civs but I have their Native Culture with Hittite currently, and I'm sure I've seen it with other non-ME civs as well.) Normally I wouldn't much care but it does say 20% less food for cities. (Maybe this is a result of my starting in Ancient instead of Prehistory era?)
No it is not. Perhaps the renaming of the tech prerequisite has caused something funny to take place here... Toffer? Are you able to take a look at this? You changed the tech name to TECH_DUMMY - did you allow the tech to be taken by any civs? Like if they use a start other than prehistoric perhaps or does it automatically now get assigned? The trick is that it should never be something the player can possess nor see.There are bunch of 'new' (started several revisions ago, I'm late mentioning this) promotions available that used to not be; instead, they were only available as under certain circumstances (from buildings in the city). Examples are bamboo armor, tattoo, aggressive, hidden nationality (doesn't appear to let you attack without war, though), discount, maybe poison tips. Some are even available to workers or other miscellaneous units (settlers can get discount, for example, if they have experience from the city) and otherwise bypass some restrictions. Is it intended that these are now available as promotions through leveling in addition to being added free under certain conditions?
Perhaps the renaming of the tech prerequisite has caused something funny to take place here... Toffer? Are you able to take a look at this? You changed the tech name to TECH_DUMMY - did you allow the tech to be taken by any civs? .
The FirstFreeUnitClass does seems to have stopped working. I am not getting the unit I should get when I am the first to study it.
It could be something to do with changes to the Great People display/pop up as the units I am expecting are not GP. It used to be that we would get the GP pop-up for these units but now we don't get the unit or the pop-up.
I think this building was fixed recently.
(About Big Cat Trainer getting obsolete)
Seems like it aint fixed. Also "drugs" becomes impossible to get it seems,, have to trade it from someone else, ie. can't build more advanced medics doctors etc. Been running two games from prehist and up, both these things happened each time.
Uses the last SVN. (running a game saved from v9230).