ZippyRiver
Prince
- Joined
- Nov 27, 2005
- Messages
- 454
Ok, so it's not THAT bad, but close. I am playing my first raging barbarians map, and let me tell YOU. They didn't mess around when they created that setting.
I ended up with a fairly large island/continent all to myself, and I am close to the northern end. I managed to get the island explored, and working my warrior/scout package back towards my borders. I got copper and horses, but no marble (again), and no stone (AGAIN
). I have not researched IW yet, but pffftt, when don't you get iron. I have not seen any barb cities yet, but there has been a steady stream of barbs comming out of the fog. So many, that I have to keep both cities on full unit production. I can't even take the time to build another settler because of the intensity of the barb flow. It has been mostly warriors but now I am seeing that change to axemen. I have been able to keep my area secure with archers and warriors, but those are not going to do much against the invading axes hellbent on pilliaging. I do have the horses secure so I can build chariots and my third settler is heading to the copper site. I had to chop that unit and the 3 turns it took to finish it was almost the end of it all due to the interruption in combat unit production.
This is all fine. A bit more intense than what I expected, but thats ok. At least with AI civs, you know that the units are comming from a city. With those barbs, you know where they are comming from too...... everywhere!
I have read on the board about barbs eventually having riflemen and other advanced units, so I have no reason to think this is going to get any easier. Again, this is all fine.
However.......(here it comes).......... Why the hell did they cap barbarian victories at 10 exp points! Normal maps I never really gave it much thought, but playing on this setting is dangerous. My archer holding off an axe attack should get exp points. It does not matter to the archer if it is a barb or other civ, it takes the same risk of being killed (I know, the player gets a barb bonus, but it's not enough to offset the point loss). I would like to see this cap removed in the next patch, or at least bumped up a level.
So my question is, is there a way to change that cap? I would like to make the following changes.
1> Barb animals capped at 10 instead 5. This way my early scouts have a chance at a 3rd promotion. They are useless against any other unit (including warriors)
2> Barb units not capped at all, or at the very least a 17 exp cap. Even if the unit could only get a max of 1 exp point per barb battle after 10 is reached. Though I am sure the latter would be much harder to implement. But if you must have a cap, that would be a better set-up than the current one imnsho.
3> Same with upgrading units. The 10 cap carryover is way too low. 17 would be much better. (I know, slightly different topic direction). The best experience you can get on a fresh unit is 14. Why would the upgrade cap be lower than that? dumb. Far too often I end up not wanting to upgrade a unit because it has 15/17 or 16/17 exp points, but that unit is now too outclassed to be of any real use.
Is there any way to make those changes? The first one is minor, really, as animals disappear from the game very early. (would like to animals stick around longer too). The second two are much more important from my pov.
Mod advise? Criticism? Your pov? All welcome.
I usually am not a mod user but... ^^^^^^
I ended up with a fairly large island/continent all to myself, and I am close to the northern end. I managed to get the island explored, and working my warrior/scout package back towards my borders. I got copper and horses, but no marble (again), and no stone (AGAIN

This is all fine. A bit more intense than what I expected, but thats ok. At least with AI civs, you know that the units are comming from a city. With those barbs, you know where they are comming from too...... everywhere!
I have read on the board about barbs eventually having riflemen and other advanced units, so I have no reason to think this is going to get any easier. Again, this is all fine.
However.......(here it comes).......... Why the hell did they cap barbarian victories at 10 exp points! Normal maps I never really gave it much thought, but playing on this setting is dangerous. My archer holding off an axe attack should get exp points. It does not matter to the archer if it is a barb or other civ, it takes the same risk of being killed (I know, the player gets a barb bonus, but it's not enough to offset the point loss). I would like to see this cap removed in the next patch, or at least bumped up a level.
So my question is, is there a way to change that cap? I would like to make the following changes.
1> Barb animals capped at 10 instead 5. This way my early scouts have a chance at a 3rd promotion. They are useless against any other unit (including warriors)
2> Barb units not capped at all, or at the very least a 17 exp cap. Even if the unit could only get a max of 1 exp point per barb battle after 10 is reached. Though I am sure the latter would be much harder to implement. But if you must have a cap, that would be a better set-up than the current one imnsho.
3> Same with upgrading units. The 10 cap carryover is way too low. 17 would be much better. (I know, slightly different topic direction). The best experience you can get on a fresh unit is 14. Why would the upgrade cap be lower than that? dumb. Far too often I end up not wanting to upgrade a unit because it has 15/17 or 16/17 exp points, but that unit is now too outclassed to be of any real use.
Is there any way to make those changes? The first one is minor, really, as animals disappear from the game very early. (would like to animals stick around longer too). The second two are much more important from my pov.
Mod advise? Criticism? Your pov? All welcome.
I usually am not a mod user but... ^^^^^^